/* Copyright (C) 2018 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_ICMPMINIMAP #define INCLUDED_ICMPMINIMAP #include "simulation2/system/Interface.h" #include "simulation2/helpers/Position.h" /** * Per-unit minimap data. */ class ICmpMinimap : public IComponent { public: /** * Gets the data for rendering this entity on the minimap. * If it should not be drawn, returns false; otherwise the arguments are set * to the color and world position. */ virtual bool GetRenderData(u8& r, u8& g, u8& b, entity_pos_t& x, entity_pos_t& z) const = 0; /** * Returns true if the entity is actively pinging based on the current time. */ virtual bool CheckPing(double currentTime, double pingDuration) = 0; /** * Updates the entity's minimap color to match the player color. */ virtual void UpdateColor() = 0; DECLARE_INTERFACE_TYPE(Minimap) }; #endif // INCLUDED_ICMPMINIMAP