Ykkrosh
67a94572ec
Replace almost all texture uses with calls to the new system. Add some anistropic filtering to terrain textures. Let Atlas load terrain texture previews partly-asynchronously by polling. Fix inefficient texture colour determination for minimap. Remove unused global g_TerrainModified. Change GUI texcoord computation to be less efficient but to cope with dynamic texture changes. Fix GUI renderer effects leaving bogus colour state. This was SVN commit r8099.
84 lines
1.9 KiB
C++
84 lines
1.9 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MINIMAP
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#define INCLUDED_MINIMAP
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#include "gui/GUI.h"
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class CCamera;
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class CTerrain;
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class CMiniMap : public IGUIObject
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{
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GUI_OBJECT(CMiniMap)
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public:
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CMiniMap();
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virtual ~CMiniMap();
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protected:
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virtual void Draw();
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virtual void HandleMessage(const SGUIMessage &Message);
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// create the minimap textures
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void CreateTextures();
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// rebuild the terrain texture map
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void RebuildTerrainTexture();
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// rebuild the LOS map
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void RebuildLOSTexture();
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// destroy and free any memory and textures
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void Destroy();
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void SetCameraPos();
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void FireWorldClickEvent(int button, int clicks);
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// the terrain we are mini-mapping
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const CTerrain* m_Terrain;
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const CCamera* m_Camera;
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//Whether or not the mouse is currently down
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bool m_Clicking;
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// minimap texture handles
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GLuint m_TerrainTexture;
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GLuint m_LOSTexture;
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// texture data
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u32* m_TerrainData;
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u8* m_LOSData;
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// whether we need to regenerate the terrain texture
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bool m_TerrainDirty;
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ssize_t m_Width, m_Height;
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// map size
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ssize_t m_MapSize;
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// texture size
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GLsizei m_TextureSize;
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void DrawViewRect(); // split out of Draw
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};
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#endif
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