forked from 0ad/0ad
leper
74c420f658
Lots of code style fixes: * type [*&]varname -> type[*&] varname * else if (...) -> else if (...) * Spaces around some ops. * i++ -> ++i. * switch-case style fixes. * Indentation fixes. * Removing some commented out code. * include header sorting * Changed multiple pointer var declarations to be one per line. * Removed strange spaces in some places. * Changed some include header guards to be consistent with the rest of the codebase. * Use UNUSED() instead of UNUSED2(). Some small code fixes: * Using .find() instead of .count() == 0. * !.empty() instead of .size() == 0. * Range-based for loops. * Making some member functions const by small changes. * Adds GetScrollBarPos(idx) const for this. * Using early returns/continues in some places. * Uses size_t for some loops in CList and COList. * Removes unused heading element (not attribute) from COList. * Use ENSURE in one case where some custom code did something similar. * Made some parameters const ptrs/refs. * Change removal loop in GUItext.cpp to erase-unique. * Made some static things const. * Allow iterating over children of IGUIObject with range-based for loops by exposing begin() and end() (rename from ChildrenIt{Begin,End}()) and use it. Comments: * Comment COList. * Update a few comments. * Remove useless or duplicated comments. This was SVN commit r16931.
113 lines
2.5 KiB
C++
113 lines
2.5 KiB
C++
/* Copyright (C) 2015 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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#include "renderer/VertexArray.h"
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class CCamera;
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class CTerrain;
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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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/**
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* @see IGUIObject#HandleMessage()
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*/
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virtual void HandleMessage(SGUIMessage& Message);
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/**
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* @see IGUIObject#MouseOver()
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*/
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virtual bool MouseOver();
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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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// 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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// the terrain we are mini-mapping
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const CTerrain* m_Terrain;
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const 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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// texture data
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u32* m_TerrainData;
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// whether we need to regenerate the terrain texture
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bool m_TerrainDirty;
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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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// 1.f if map is circular or 1.414f if square (to shrink it inside the circle)
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float m_MapScale;
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// maximal water height to allow the passage of a unit (for underwater shallows).
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float m_ShallowPassageHeight;
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void DrawTexture(CShaderProgramPtr shader, float coordMax, float angle, float x, float y, float x2, float y2, float z);
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void DrawViewRect(CMatrix3D transform);
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void GetMouseWorldCoordinates(float& x, float& z);
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float GetAngle();
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VertexIndexArray m_IndexArray;
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VertexArray m_VertexArray;
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VertexArray::Attribute m_AttributePos;
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VertexArray::Attribute m_AttributeColor;
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size_t m_EntitiesDrawn;
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double m_PingDuration;
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double m_HalfBlinkDuration;
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double m_NextBlinkTime;
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bool m_BlinkState;
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};
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#endif // INCLUDED_MINIMAP
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