0ad/source/simulation2/components/ICmpOverlayRenderer.h
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

71 lines
2.4 KiB
C++

/* Copyright (C) 2015 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPOVERLAYRENDERER
#define INCLUDED_ICMPOVERLAYRENDERER
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Position.h"
#include "lib/file/vfs/vfs_path.h"
#include "maths/FixedVector2D.h"
#include "maths/FixedVector3D.h"
/**
* Interface for rendering 'overlay' objects (typically sprites), automatically
* positioned relative to the entity.
* Usually driven by the StatusBars component.
*
* (TODO: maybe we should add a "category" argument to Reset/AddSprite/etc,
* so different components can each maintain independent sets of overlays here?)
*/
class ICmpOverlayRenderer : public IComponent
{
public:
/**
* Delete all sprites that have been previously added.
*/
virtual void Reset() = 0;
/**
* Add a new textured billboard sprite to be rendered.
* @param textureName filename of texture to render.
* @param corner0,corner1 coordinates of sprite's corners, in world-space units oriented with the camera plane,
* relative to the sprite position.
* @param offset world-space offset of sprite position from the entity's base position.
* @param color multiply color of texture
*/
virtual void AddSprite(const VfsPath& textureName, const CFixedVector2D& corner0, const CFixedVector2D& corner1, const CFixedVector3D& offset, const std::string& color = "255 255 255 255") = 0;
/**
* Enables or disables rendering of all sprites.
* @param visible Whether the selectable should be visible.
*/
static void SetOverrideVisibility(bool visible)
{
ICmpOverlayRenderer::m_OverrideVisible = visible;
}
DECLARE_INTERFACE_TYPE(OverlayRenderer)
protected:
static bool m_OverrideVisible;
};
#endif // INCLUDED_ICMPOVERLAYRENDERER