1
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forked from 0ad/0ad
0ad/source/gui/MiniMap.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

77 lines
1.5 KiB
C++

#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