/* Copyright (C) 2013 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_MINIMAP #define INCLUDED_MINIMAP #include "gui/GUI.h" #include "renderer/VertexArray.h" class CCamera; class CTerrain; class CMiniMap : public IGUIObject { GUI_OBJECT(CMiniMap) public: CMiniMap(); virtual ~CMiniMap(); protected: virtual void Draw(); /** * @see IGUIObject#HandleMessage() */ virtual void HandleMessage(SGUIMessage &Message); // create the minimap textures void CreateTextures(); // rebuild the terrain texture map void RebuildTerrainTexture(); // destroy and free any memory and textures void Destroy(); void SetCameraPos(); void FireWorldClickEvent(int button, int clicks); // the terrain we are mini-mapping const CTerrain* m_Terrain; const CCamera* m_Camera; //Whether or not the mouse is currently down bool m_Clicking; // minimap texture handles GLuint m_TerrainTexture; // texture data u32* m_TerrainData; // whether we need to regenerate the terrain texture bool m_TerrainDirty; ssize_t m_Width, m_Height; // map size ssize_t m_MapSize; // texture size GLsizei m_TextureSize; // 1.f if map is circular or 1.414f if square (to shrink it inside the circle) float m_MapScale; // maximal water height to allow the passage of a unit (for underwater shallows). float m_ShallowPassageHeight; void DrawTexture(CShaderProgramPtr shader, float coordMax, float angle, float x, float y, float x2, float y2, float z); void DrawViewRect(); void GetMouseWorldCoordinates(float& x, float& z); float GetAngle(); VertexIndexArray m_IndexArray; VertexArray m_VertexArray; VertexArray::Attribute m_AttributePos; VertexArray::Attribute m_AttributeColor; size_t m_EntitiesDrawn; double m_PingDuration; double m_HalfBlinkDuration; double m_NextBlinkTime; bool m_BlinkState; }; #endif