0ad/source/graphics/UnitManager.h
wraitii e0d98cd94d Call SetTerrainDirty on CModelAbstract without going through CmpVisualActor
The UnitManager already lists all units, so we do not need to go through
the visual actor of entities to update them. This is faster and
decouples simulation & graphics code slightly.

Further, the simulation does not need to know about texture changes (see
also 410d2e883a), so remove those calls in Atlas.

Differential Revision: https://code.wildfiregames.com/D4455
This was SVN commit r26270.
2022-01-29 08:28:04 +00:00

73 lines
2.1 KiB
C++

/* Copyright (C) 2022 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/>.
*/
/*
* Container that owns all units
*/
#ifndef INCLUDED_UNITMANAGER
#define INCLUDED_UNITMANAGER
#include "ps/CStrForward.h"
#include <vector>
#include <set>
class CUnit;
class CObjectManager;
///////////////////////////////////////////////////////////////////////////////
// CUnitManager: simple container class holding all units within the world
class CUnitManager
{
public:
// constructor, destructor
CUnitManager();
~CUnitManager();
// add given unit to world
void AddUnit(CUnit* unit);
// remove given unit from world, but don't delete it
void RemoveUnit(CUnit* unit);
// remove given unit from world and delete it
void DeleteUnit(CUnit* unit);
// remove and delete all units
void DeleteAll();
// creates a new unit and adds it to the world
CUnit* CreateUnit(const CStrW& actorName, uint32_t seed);
// return the units
const std::vector<CUnit*>& GetUnits() const { return m_Units; }
void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; }
/**
* Mark a specific region of the terrain as dirty.
* Coordinates are in terrain tiles, lower inclusive, upper exclusive.
*/
void MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags);
private:
// list of all known units
std::vector<CUnit*> m_Units;
// graphical object manager; may be NULL if not set up
CObjectManager* m_ObjectManager;
};
#endif