forked from 0ad/0ad
70 lines
2.1 KiB
C++
70 lines
2.1 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_CINEMAMANAGER
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#define INCLUDED_CINEMAMANAGER
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#include <list>
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#include <map>
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#include "graphics/CinemaPath.h"
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#include "ps/CStr.h"
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//Class for in game playing of cinematics. Should only be instantiated in CGameView.
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class CCinemaManager
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{
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public:
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CCinemaManager();
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~CCinemaManager() {}
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void AddPath(CCinemaPath path, const CStrW& name);
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//Adds track to list of being played.
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void QueuePath(const CStrW& name, bool queue);
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void OverridePath(const CStrW& name); //clears track queue and replaces with 'name'
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/**
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* @param deltaRealTime Elapsed real time since the last frame.
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*/
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bool Update(const float deltaRealTime);
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//These stop track play, and accept time, not ratio of time
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void MoveToPointAt(float time);
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inline void StopPlaying() { m_PathQueue.clear(); }
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void DrawSpline() const;
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inline bool IsPlaying() const { return !m_PathQueue.empty(); }
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bool HasTrack(const CStrW& name) const;
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inline bool IsActive() const { return m_Active; }
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inline void SetActive(bool active) { m_Active=active; }
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inline const std::map<CStrW, CCinemaPath>& GetAllPaths() { return m_Paths; }
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void SetAllPaths( const std::map<CStrW, CCinemaPath>& tracks);
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void SetCurrentPath(const CStrW& name, bool current, bool lines);
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private:
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bool m_Active, m_DrawCurrentSpline, m_DrawLines, m_ValidCurrent;
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std::map<CStrW, CCinemaPath>::iterator m_CurrentPath;
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std::map<CStrW, CCinemaPath> m_Paths;
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std::list<CCinemaPath> m_PathQueue;
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};
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#endif
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