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forked from 0ad/0ad
0ad/source/graphics/UnitManager.h
Ykkrosh 35e91718c5 # Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.

This was SVN commit r4261.
2006-08-28 17:36:42 +00:00

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1.7 KiB
C++

///////////////////////////////////////////////////////////////////////////////
//
// Name: UnitManager.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _UNITMANAGER_H
#define _UNITMANAGER_H
#include <vector>
#include <set>
#include "ps/Singleton.h"
class CUnit;
class CModel;
class CVector3D;
class CEntity;
class CStr;
// access to sole CUnitManager object
#define g_UnitMan CUnitManager::GetSingleton()
///////////////////////////////////////////////////////////////////////////////
// CUnitManager: simple container class holding all units within the world
class CUnitManager : public Singleton<CUnitManager>
{
public:
// constructor, destructor
CUnitManager();
~CUnitManager();
// add given unit to world
void AddUnit(CUnit* unit);
// remove given unit from world, but don't delete it
void RemoveUnit(CUnit* unit);
// remove given unit from world and delete it
void DeleteUnit(CUnit* unit);
// remove and delete all units
void DeleteAll();
// creates a new unit and adds it to the world
CUnit* CreateUnit(const CStr& actorName, CEntity* entity, const std::set<CStr>& selections);
// return the units
const std::vector<CUnit*>& GetUnits() const { return m_Units; }
// iterate through units testing given ray against bounds of each unit;
// return the closest unit, or null if everything missed
CUnit* PickUnit(const CVector3D& origin, const CVector3D& dir) const;
CUnit* FindByID(int id) const;
int GetNewID() { return m_NextID++; }
void SetNextID(int n) { m_NextID = n; }
private:
// list of all known units
std::vector<CUnit*> m_Units;
// next ID number to be assigned to a unit created in the editor
int m_NextID;
};
#endif