0ad/source/simulation2/components/ICmpSelectable.h
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

95 lines
3.0 KiB
C++

/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPSELECTABLE
#define INCLUDED_ICMPSELECTABLE
#include "ps/CStrIntern.h"
#include "simulation2/system/Interface.h"
struct CColor;
class ICmpSelectable : public IComponent
{
public:
enum EOverlayType {
/// A single textured quad overlay, intended for entities that move around much, like units (e.g. foot soldiers, etc).
DYNAMIC_QUAD,
/// A more complex textured line overlay, composed of several textured line segments. Intended for entities that do not
/// move often, such as buildings (structures).
STATIC_OUTLINE,
};
struct SOverlayDescriptor
{
EOverlayType m_Type;
CStrIntern m_QuadTexture;
CStrIntern m_QuadTextureMask;
CStrIntern m_LineTexture;
CStrIntern m_LineTextureMask;
float m_LineThickness;
SOverlayDescriptor() : m_LineThickness(0) { }
};
/**
* Returns true if the entity is only selectable in Atlas editor, e.g. a decorative visual actor.
*/
virtual bool IsEditorOnly() = 0;
/**
* Set the selection highlight state.
* The highlight is typically a circle/square overlay around the unit.
* @param color color and alpha of the selection highlight. Set color.a = 0 to hide the highlight.
* @param selected whether the entity is selected; affects desaturation for always visible highlights.
*/
virtual void SetSelectionHighlight(const CColor& color, bool selected) = 0;
/**
* Enables or disables rendering of an entity's selectable.
* @param visible Whether the selectable should be visible.
*/
virtual void SetVisibility(bool visible) = 0;
/**
* Enables or disables rendering of all entities selectable.
* @param visible Whether the selectable should be visible.
*/
static void SetOverrideVisibility(bool visible)
{
ICmpSelectable::m_OverrideVisible = visible;
}
/**
* Set the alpha of the selection highlight. Set to 0 to hide the highlight.
*/
virtual void SetSelectionHighlightAlpha(float alpha) = 0;
DECLARE_INTERFACE_TYPE(Selectable)
// TODO: this is slightly ugly design; it would be nice to change the component system to support per-component-type data
// and methods, where we can keep settings like these. Note that any such data store would need to be per-component-manager
// and not entirely global, to support multiple simulation instances.
static bool ms_EnableDebugOverlays; // ms for member static
protected:
static bool m_OverrideVisible;
};
#endif // INCLUDED_ICMPSELECTABLE