/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_MINIMAP #define INCLUDED_MINIMAP #include "gui/GUI.h" class CCamera; class CTerrain; 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); // the terrain we are mini-mapping const CTerrain* m_Terrain; const 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; // whether we need to regenerate the terrain texture bool m_TerrainDirty; ssize_t m_Width, m_Height; // map size ssize_t m_MapSize; // texture size GLsizei m_TextureSize; void DrawViewRect(); // split out of Draw }; #endif