forked from 0ad/0ad
Ykkrosh
6cfb96855a
Atlas: Added simulation play/pause/reset controls; automatically plays while recording cinematics. FFmpeg: Fixed broken output files. MapReader: Fixed entity loading. ObjectHandlers: Made unit preview more robust when the preview unit gets destroyed. Various: Replaced manual matrix construction with SetYRotation call. Turned some more CStr8 back into CStr. h_mgr: Optimisation - don't calculate slow debug-output strings if they're never going to be seen (since it takes a few hundred milliseconds). TerrainRenderer: Made more tolerant of accidental negative times. Entity: Fixed m_refd being out of date when deleteAll is called. Fixed problems when doing an initializeAll...deleteAll...initializeAll sequence. SCN: Removed non-useful AoE3Ed code that never did anything. SVNLog: Made output more valid and made titles more descriptive, so it works properly in FF's live bookmarks. This was SVN commit r4779.
95 lines
2.1 KiB
C++
95 lines
2.1 KiB
C++
#ifndef VIEW_H__
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#define VIEW_H__
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#include "graphics/Camera.h"
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#include "Messages.h"
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class CUnit;
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class ViewGame;
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class ViewActor;
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class View
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{
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public:
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virtual ~View();
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virtual void Update(float UNUSED(frameLength)) { };
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virtual void Render() { };
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virtual CCamera& GetCamera() = 0;
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virtual CUnit* GetUnit(AtlasMessage::ObjectID UNUSED(id)) { return NULL; }
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virtual bool WantsHighFramerate() { return false; }
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virtual void SetParam(const std::wstring& name, bool value);
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virtual void SetParam(const std::wstring& name, const AtlasMessage::Colour& value);
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// These always return a valid (not NULL) object
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static View* GetView(int /*eRenderView*/ view);
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static View* GetView_None();
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static ViewGame* GetView_Game();
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static ViewActor* GetView_Actor();
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// Invalidates any View objects previously returned by this class
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static void DestroyViews();
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};
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//////////////////////////////////////////////////////////////////////////
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class ViewNone : public View
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{
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public:
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virtual CCamera& GetCamera() { return dummyCamera; }
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private:
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CCamera dummyCamera;
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};
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struct SimState;
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class ViewGame : public View
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{
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public:
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ViewGame();
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virtual ~ViewGame();
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virtual void Update(float frameLength);
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virtual void Render();
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virtual CCamera& GetCamera();
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virtual CUnit* GetUnit(AtlasMessage::ObjectID id);
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virtual bool WantsHighFramerate();
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void SetSpeedMultiplier(float speed);
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void SaveState(const std::wstring& label, bool onlyEntities);
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void RestoreState(const std::wstring& label);
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private:
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float m_SpeedMultiplier;
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std::map<std::wstring, SimState*> m_SavedStates;
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};
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class ActorViewer;
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class ViewActor : public View
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{
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public:
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ViewActor();
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~ViewActor();
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virtual void Update(float frameLength);
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virtual void Render();
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virtual CCamera& GetCamera();
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virtual CUnit* GetUnit(AtlasMessage::ObjectID id);
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virtual bool WantsHighFramerate();
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virtual void SetParam(const std::wstring& name, bool value);
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virtual void SetParam(const std::wstring& name, const AtlasMessage::Colour& value);
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void SetSpeedMultiplier(float speed);
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ActorViewer& GetActorViewer();
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private:
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float m_SpeedMultiplier;
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CCamera m_Camera;
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ActorViewer* m_ActorViewer;
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};
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#endif // VIEW_H__
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