/* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_PARTICLEMANAGER #define INCLUDED_PARTICLEMANAGER #include "graphics/ParticleEmitter.h" #include "graphics/ParticleEmitterType.h" #include #include #include class SceneCollector; class CParticleManager { public: CParticleManager(); ~CParticleManager(); CParticleEmitterTypePtr LoadEmitterType(const VfsPath& path); /** * Tell the manager to handle rendering of an emitter that is no longer * attached to a unit. */ void AddUnattachedEmitter(const CParticleEmitterPtr& emitter); /** * Delete unattached emitters if we don't wish to see them anymore (like in actor viewer) */ void ClearUnattachedEmitters(); void RenderSubmit(SceneCollector& collector, const CFrustum& frustum); void Interpolate(const float simFrameLength); float GetCurrentTime() const { return m_CurrentTime; } Status ReloadChangedFile(const VfsPath& path); /// Random number generator shared between all particle emitters. boost::mt19937 m_RNG; private: float m_CurrentTime; std::list m_UnattachedEmitters; std::unordered_map m_EmitterTypes; }; #endif // INCLUDED_PARTICLEMANAGER