1
0
forked from 0ad/0ad
0ad/source/graphics/CinemaManager.h

143 lines
3.2 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_CINEMAMANAGER
#define INCLUDED_CINEMAMANAGER
#include <list>
#include <map>
#include "lib/input.h" // InReaction - can't forward-declare enum
#include "graphics/CinemaPath.h"
#include "ps/CStr.h"
/*
desc: contains various functions used for cinematic camera paths
See also: CinemaHandler.cpp, CinemaPath.cpp
*/
// Cinematic structure for data accessable from the simulation
struct CinematicSimulationData
{
bool m_Enabled;
bool m_Paused;
std::map<CStrW, CCinemaPath> m_Paths;
std::list<CCinemaPath> m_PathQueue;
// States before playing
bool m_MapRevealed;
fixed m_ElapsedTime, m_TotalTime, m_CurrentPathElapsedTime;
CinematicSimulationData()
: m_Enabled(false),
m_Paused(true),
m_MapRevealed(false),
m_ElapsedTime(fixed::Zero()),
m_TotalTime(fixed::Zero()),
m_CurrentPathElapsedTime(fixed::Zero())
{}
};
/**
* Class for in game playing of cinematics. Should only be instantiated in CGameView.
*/
class CCinemaManager
{
public:
CCinemaManager();
~CCinemaManager() {}
/**
* Adds the path to the path list
* @param name path name
* @param CCinemaPath path data
*/
void AddPath(const CStrW& name, const CCinemaPath& path);
/**
* Adds the path to the playlist
* @param name path name
*/
void AddPathToQueue(const CStrW& name);
/**
* Clears the playlist
*/
void ClearQueue();
/**
* Checks the path name in the path list
* @param name path name
* @return true if path with that name exists, else false
*/
bool HasPath(const CStrW& name) const;
const std::map<CStrW, CCinemaPath>& GetAllPaths();
void SetAllPaths( const std::map<CStrW, CCinemaPath>& tracks);
/**
* Starts play paths
*/
void Play();
void Stop();
bool IsPlaying() const;
/**
* Renders black bars and paths (if enabled)
*/
void Render();
void DrawBars() const;
/**
* Get current enable state of the cinema manager
*/
bool GetEnabled() const;
/**
* Sets enable state of the cinema manager (shows/hide gui, show/hide rings, etc)
* @enable new state
*/
void SetEnabled(bool enabled);
/**
* Updates CCinemManager and current path
* @param deltaRealTime Elapsed real time since the last frame.
*/
void Update(const float deltaRealTime);
InReaction HandleEvent(const SDL_Event_* ev);
CinematicSimulationData* GetCinematicSimulationData();
bool GetPathsDrawing() const;
void SetPathsDrawing(const bool drawPath);
private:
bool m_DrawPaths;
// Cinematic data is accessed from the simulation
CinematicSimulationData m_CinematicSimulationData;
};
extern InReaction cinema_manager_handler(const SDL_Event_* ev);
#endif