wraitii
369c2e8801
GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
/* Copyright (C) 2020 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_ICMPMODELRENDERER
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#define INCLUDED_ICMPMODELRENDERER
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#include "simulation2/system/Interface.h"
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#include <vector>
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class CUnit;
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class CBoundingSphere;
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class CVector3D;
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class ICmpUnitRenderer : public IComponent
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{
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public:
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/**
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* External identifiers for models.
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* (This is a struct rather than a raw u32 for type-safety.)
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*/
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struct tag_t
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{
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tag_t() : n(0) {}
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explicit tag_t(u32 n) : n(n) {}
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bool valid() const { return n != 0; }
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u32 n;
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};
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enum
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{
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ACTOR_ONLY = 1 << 0,
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VISIBLE_IN_ATLAS_ONLY = 1 << 1,
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};
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virtual tag_t AddUnit(CEntityHandle entity, CUnit* unit, const CBoundingSphere& boundsApprox, int flags) = 0;
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virtual void RemoveUnit(tag_t tag) = 0;
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virtual void UpdateUnit(tag_t tag, CUnit* unit, const CBoundingSphere& boundsApprox) = 0;
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virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) = 0;
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/**
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* Return a list of visual entities along with their center point.
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* Visual means they have an associated actor and a visual component,
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* but they could still be hiden in the fog of war for a specific player,
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* for example.
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* NOTE: It's generally faster to do a lot of ray intersection tests than
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* querying a lot of entities for component interfaces and doing these types
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* of tests first.
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*/
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virtual void PickAllEntitiesAtPoint(std::vector<std::pair<CEntityHandle, CVector3D> >& outEntities,
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const CVector3D& origin, const CVector3D& dir,
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bool allowEditorSelectables) const = 0;
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/**
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* Returns the frame offset from the last Interpolate message.
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*/
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virtual float GetFrameOffset() const = 0;
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/**
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* Toggle the rendering of debug info.
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*/
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virtual void SetDebugOverlay(bool enabled) = 0;
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DECLARE_INTERFACE_TYPE(UnitRenderer)
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};
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#endif // INCLUDED_ICMPMODELRENDERER
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