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forked from 0ad/0ad
0ad/source/graphics/CinemaManager.h
elexis 5462f26aba Move CinemaPath class to the simulation helper directory, because it contains predominantly simulation data that is already serialized.
The remaining graphics code should be moved or removed.

Differential Revision: https://code.wildfiregames.com/D324
Patch By: Vladislav
This was SVN commit r19414.
2017-04-14 23:20:49 +00:00

72 lines
1.9 KiB
C++

/* Copyright (C) 2017 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_CINEMAMANAGER
#define INCLUDED_CINEMAMANAGER
#include <list>
#include <map>
#include "lib/input.h" // InReaction - can't forward-declare enum
#include "simulation2/helpers/CinemaPath.h"
#include "ps/CStr.h"
#include "ps/Shapes.h"
/**
* Class for in game playing of cinematics. Should only be instantiated in CGameView.
*/
class CCinemaManager
{
public:
CCinemaManager();
~CCinemaManager() {}
/**
* Renders black bars and paths (if enabled)
*/
void Render() const;
void DrawBars() const;
void DrawPaths() const;
void DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness, bool lines) const;
void DrawNodes(const RNSpline& spline, const CColor& nodesColor) const;
void UpdateSessionVisibility() const;
void UpdateSilhouettesVisibility() const;
bool IsPlaying() const;
bool IsEnabled() const;
/**
* Updates CCinemManager and current path
* @param deltaRealTime Elapsed real time since the last frame.
*/
void Update(const float deltaRealTime) const;
InReaction HandleEvent(const SDL_Event_* ev) const;
bool GetPathsDrawing() const;
void SetPathsDrawing(const bool drawPath);
private:
bool m_DrawPaths;
};
extern InReaction cinema_manager_handler(const SDL_Event_* ev);
#endif