/* 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_ICMPOVERLAYRENDERER #define INCLUDED_ICMPOVERLAYRENDERER #include "simulation2/system/Interface.h" #include "simulation2/helpers/Position.h" #include "lib/file/vfs/vfs_path.h" #include "maths/FixedVector2D.h" #include "maths/FixedVector3D.h" /** * Interface for rendering 'overlay' objects (typically sprites), automatically * positioned relative to the entity. * Usually driven by the StatusBars component. * * (TODO: maybe we should add a "category" argument to Reset/AddSprite/etc, * so different components can each maintain independent sets of overlays here?) */ class ICmpOverlayRenderer : public IComponent { public: /** * Delete all sprites that have been previously added. */ virtual void Reset() = 0; /** * Add a new textured billboard sprite to be rendered. * @param textureName filename of texture to render. * @param corner0,corner1 coordinates of sprite's corners, in world-space units oriented with the camera plane, * relative to the sprite position. * @param offset world-space offset of sprite position from the entity's base position. * @param color multiply color of texture */ virtual void AddSprite(const VfsPath& textureName, const CFixedVector2D& corner0, const CFixedVector2D& corner1, const CFixedVector3D& offset, const std::string& color = "255 255 255 255") = 0; /** * Enables or disables rendering of all sprites. * @param visible Whether the selectable should be visible. */ static void SetOverrideVisibility(bool visible) { ICmpOverlayRenderer::m_OverrideVisible = visible; } DECLARE_INTERFACE_TYPE(OverlayRenderer) protected: static bool m_OverrideVisible; }; #endif // INCLUDED_ICMPOVERLAYRENDERER