forked from 0ad/0ad
94 lines
2.2 KiB
C++
94 lines
2.2 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#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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