Ykkrosh
6c7b82130c
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the camera. Restrict the rotation and zoom to narrow ranges. (Constraints can be disabled in the dev overlay). Smooth the movement and rotation. Fix some stupid whitespace. Fix some const correctness. This was SVN commit r7930.
79 lines
2.7 KiB
C++
79 lines
2.7 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MAPWRITER
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#define INCLUDED_MAPWRITER
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#include <vector>
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#include <list>
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#include "MapIO.h"
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#include "ps/CStr.h"
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#include "ps/FileIo.h"
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class CLightEnv;
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class CTerrain;
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class CCamera;
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class CCinemaManager;
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class CTriggerManager;
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class WaterManager;
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class SkyManager;
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class CSimulation2;
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struct MapTrigger;
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struct MapTriggerGroup;
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class XMLWriter_File;
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class CMapWriter : public CMapIO
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{
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public:
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// constructor
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CMapWriter();
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// SaveMap: try to save the current map to the given file
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void SaveMap(const VfsPath& pathname, CTerrain* pTerr,
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WaterManager* pWaterMan, SkyManager* pSkyMan,
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CLightEnv* pLightEnv, CCamera* pCamera,
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CCinemaManager* pCinema, CSimulation2* pSimulation2);
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// RewriteAllMaps: for use during development: load/save all maps, to
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// update them to the newest format.
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static void RewriteAllMaps(CTerrain* pTerrain, WaterManager* pWaterMan,
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SkyManager* pSkyMan, CLightEnv* pLightEnv, CGameView* pGameView,
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CCinemaManager* pCinema, CTriggerManager* pTrigMan,
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CSimulation2* pSimulation2);
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private:
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// PackMap: pack the current world into a raw data stream
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void PackMap(CFilePacker& packer, CTerrain* pTerrain);
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// PackTerrain: pack the terrain onto the end of the data stream
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void PackTerrain(CFilePacker& packer, CTerrain* pTerrain);
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// EnumTerrainTextures: build lists of textures used by map, and indices into this list
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// for each tile on the terrain
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void EnumTerrainTextures(CTerrain* pTerrain, std::vector<CStr>& textures,
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std::vector<STileDesc>& tileIndices);
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// WriteXML: output some other data (entities, etc) in XML format
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void WriteXML(const VfsPath& pathname, WaterManager* pWaterMan,
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SkyManager* pSkyMan, CLightEnv* pLightEnv, CCamera* pCamera,
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CCinemaManager* pCinema, CSimulation2* pSimulation2);
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// void WriteTriggerGroup(XMLWriter_File& xml_file_, const MapTriggerGroup& group,
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// const std::list<MapTriggerGroup>& groupList);
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// void WriteTrigger(XMLWriter_File& xml_file_, const MapTrigger& trigger);
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};
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#endif
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