/* Copyright (C) 2009 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_ACTORVIEWER #define INCLUDED_ACTORVIEWER struct ActorViewerImpl; struct SColor4ub; class CUnit; class CStrW; class ActorViewer { NONCOPYABLE(ActorViewer); public: ActorViewer(); ~ActorViewer(); void SetActor(const CStrW& id, const CStrW& animation); void UnloadObjects(); CUnit* GetUnit(); void SetBackgroundColour(const SColor4ub& colour); void SetWalkEnabled(bool enabled); void SetGroundEnabled(bool enabled); void SetShadowsEnabled(bool enabled); void SetStatsEnabled(bool enabled); void Render(); void Update(float dt); // Returns whether there is a selected actor which has more than one // frame of animation bool HasAnimation() const; private: ActorViewerImpl& m; }; #endif // INCLUDED_ACTORVIEWER