75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
/* Copyright (C) 2012 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_ICMPSELECTABLE
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#define INCLUDED_ICMPSELECTABLE
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#include "ps/CStrIntern.h"
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#include "simulation2/system/Interface.h"
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struct CColor;
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class ICmpSelectable : public IComponent
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{
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public:
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enum EOverlayType {
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/// A single textured quad overlay, intended for entities that move around much, like units (e.g. foot soldiers, etc).
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DYNAMIC_QUAD,
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/// A more complex textured line overlay, composed of several textured line segments. Intended for entities that do not
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/// move often, such as buildings (structures).
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STATIC_OUTLINE,
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};
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struct SOverlayDescriptor
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{
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EOverlayType m_Type;
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CStrIntern m_QuadTexture;
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CStrIntern m_QuadTextureMask;
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CStrIntern m_LineTexture;
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CStrIntern m_LineTextureMask;
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float m_LineThickness;
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SOverlayDescriptor() : m_LineThickness(0) { }
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};
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/**
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* Returns true if the entity is only selectable in Atlas editor, e.g. a decorative visual actor.
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*/
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virtual bool IsEditorOnly() = 0;
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/**
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* Set the color of the selection highlight (typically a circle/square
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* around the unit). Set a = 0 to disable the highlight.
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*/
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virtual void SetSelectionHighlight(CColor color) = 0;
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/**
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* Set the alpha of the selection highlight. Set to 0 to disable the highlight.
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*/
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virtual void SetSelectionHighlightAlpha(float alpha) = 0;
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DECLARE_INTERFACE_TYPE(Selectable)
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// TODO: this is slightly ugly design; it would be nice to change the component system to support per-component-type data
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// and methods, where we can keep settings like these. Note that any such data store would need to be per-component-manager
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// and not entirely global, to support multiple simulation instances.
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static bool ms_EnableDebugOverlays; // ms for member static
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};
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#endif // INCLUDED_ICMPSELECTABLE
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