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0ad/source/gui/MiniMap.h

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#ifndef INCLUDED_MINIMAP
#define INCLUDED_MINIMAP
#include "gui/GUI.h"
class CVector2D;
class CVector3D;
class CCamera;
class CTerrain;
class CUnitManager;
extern bool g_TerrainModified;
class CMiniMap : public IGUIObject
{
GUI_OBJECT(CMiniMap)
public:
CMiniMap();
virtual ~CMiniMap();
protected:
virtual void Draw();
virtual void HandleMessage(const SGUIMessage &Message);
// create the minimap textures
void CreateTextures();
// rebuild the terrain texture map
void RebuildTerrainTexture();
// rebuild the LOS map
void RebuildLOSTexture();
// destroy and free any memory and textures
void Destroy();
void SetCameraPos();
void FireWorldClickEvent(int button, int clicks);
// calculate the relative heightmap space coordinates
// for a units world position
CVector2D GetMapSpaceCoords(CVector3D worldPos);
// the terrain we are mini-mapping
const CTerrain* m_Terrain;
// the unit manager with unit positions
const CUnitManager* m_UnitManager;
// not const: camera is moved by clicking on minimap
CCamera* m_Camera;
//Whether or not the mouse is currently down
bool m_Clicking;
// minimap texture handles
GLuint m_TerrainTexture;
GLuint m_LOSTexture;
// texture data
u32* m_TerrainData;
u8* m_LOSData;
ssize_t m_Width, m_Height;
// map size
ssize_t m_MapSize;
// texture size
GLsizei m_TextureSize;
void DrawViewRect(); // split out of Draw
};
#endif