/* Copyright (C) 2018 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_ICMPRANGEOVERLAYRENDERER #define INCLUDED_ICMPRANGEOVERLAYRENDERER #include "ps/CStrIntern.h" #include "simulation2/system/Interface.h" class ICmpRangeOverlayRenderer : public IComponent { public: /** * Add a range overlay to this entity, for example for an aura or attack. */ virtual void AddRangeOverlay(float radius, const std::string& texture, const std::string& textureMask, float thickness) = 0; /** * Delete all range overlays. */ virtual void ResetRangeOverlays() = 0; /** * Updates the overlay color to match the player color. */ virtual void UpdateColor() = 0; DECLARE_INTERFACE_TYPE(RangeOverlayRenderer) }; #endif // INCLUDED_ICMPRANGEOVERLAYRENDERER