/* 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 . */ #ifndef INCLUDED_CINEMAMANAGER #define INCLUDED_CINEMAMANAGER #include #include #include "graphics/CinemaPath.h" #include "ps/CStr.h" //Class for in game playing of cinematics. Should only be instantiated in CGameView. class CCinemaManager { public: CCinemaManager(); ~CCinemaManager() {} void AddPath(CCinemaPath path, const CStrW& name); //Adds track to list of being played. void QueuePath(const CStrW& name, bool queue); void OverridePath(const CStrW& name); //clears track queue and replaces with 'name' /** * @param deltaRealTime Elapsed real time since the last frame. */ bool Update(const float deltaRealTime); //These stop track play, and accept time, not ratio of time void MoveToPointAt(float time); inline void StopPlaying() { m_PathQueue.clear(); } void DrawSpline() const; inline bool IsPlaying() const { return !m_PathQueue.empty(); } bool HasTrack(const CStrW& name) const; inline bool IsActive() const { return m_Active; } inline void SetActive(bool active) { m_Active=active; } inline const std::map& GetAllPaths() { return m_Paths; } void SetAllPaths( const std::map& tracks); void SetCurrentPath(const CStrW& name, bool current, bool lines); private: bool m_Active, m_DrawCurrentSpline, m_DrawLines, m_ValidCurrent; std::map::iterator m_CurrentPath; std::map m_Paths; std::list m_PathQueue; }; #endif