janwas
c0ed950657
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.
77 lines
1.5 KiB
C++
77 lines
1.5 KiB
C++
#ifndef INCLUDED_MINIMAP
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#define INCLUDED_MINIMAP
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#include "gui/GUI.h"
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class CVector2D;
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class CVector3D;
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class CCamera;
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class CTerrain;
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class CUnitManager;
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extern bool g_TerrainModified;
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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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// calculate the relative heightmap space coordinates
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// for a units world position
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CVector2D GetMapSpaceCoords(CVector3D worldPos);
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// the terrain we are mini-mapping
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const CTerrain* m_Terrain;
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// the unit manager with unit positions
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const CUnitManager* m_UnitManager;
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// not const: camera is moved by clicking on minimap
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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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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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