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vcmi/client/mapView/MapViewController.h

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/*
* MapViewController.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "IMapRendererObserver.h"
#include "../ConditionalWait.h"
#include "../../lib/Point.h"
VCMI_LIB_NAMESPACE_BEGIN
struct ObjectPosInfo;
class PlayerColor;
VCMI_LIB_NAMESPACE_END
struct MapRendererContextState;
class MapViewCache;
class MapViewModel;
class IMapRendererContext;
class MapRendererAdventureContext;
class MapRendererAdventureFadingContext;
class MapRendererAdventureMovingContext;
class MapRendererAdventureTransitionContext;
class MapRendererWorldViewContext;
class MapRendererSpellViewContext;
class MapRendererPuzzleMapContext;
/// Class responsible for updating view state,
/// such as its position and any animations
class MapViewController : public IMapObjectObserver
{
ConditionalWait animationWait;
std::shared_ptr<IMapRendererContext> context;
std::shared_ptr<MapRendererContextState> state;
std::shared_ptr<MapViewModel> model;
std::shared_ptr<MapViewCache> view;
// all potential contexts for view
// only some are present at any given moment, rest are nullptr's
std::shared_ptr<MapRendererAdventureContext> adventureContext;
std::shared_ptr<MapRendererAdventureMovingContext> movementContext;
std::shared_ptr<MapRendererAdventureTransitionContext> teleportContext;
std::shared_ptr<MapRendererAdventureFadingContext> fadingOutContext;
std::shared_ptr<MapRendererAdventureFadingContext> fadingInContext;
std::shared_ptr<MapRendererWorldViewContext> worldViewContext;
std::shared_ptr<MapRendererSpellViewContext> spellViewContext;
std::shared_ptr<MapRendererPuzzleMapContext> puzzleMapContext;
private:
const int defaultTileSize = 32;
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const int zoomTileDeadArea = 4;
Point targetTileSize = Point(32, 32);
bool wasInDeadZone = true;
bool isEventInstant(const CGObjectInstance * obj, const PlayerColor & initiator);
bool isEventVisible(const CGObjectInstance * obj, const PlayerColor & initiator);
bool isEventVisible(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
void fadeOutObject(const CGObjectInstance * obj);
void fadeInObject(const CGObjectInstance * obj);
void removeObject(const CGObjectInstance * obj);
void addObject(const CGObjectInstance * obj);
// IMapObjectObserver impl
bool hasOngoingAnimations() override;
void waitForOngoingAnimations() override;
void endNetwork() override;
void onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator) override;
void onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator) override;
void onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator) override;
void onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator) override;
void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void resetContext();
void updateState();
public:
MapViewController(std::shared_ptr<MapViewModel> model, std::shared_ptr<MapViewCache> view);
std::shared_ptr<IMapRendererContext> getContext() const;
void setViewCenter(const int3 & position);
void setViewCenter(const Point & position, int level);
void setTileSize(const Point & tileSize);
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void modifyTileSize(int stepsChange, bool useDeadZone);
void tick(uint32_t timePassed);
void afterRender();
void activateAdventureContext(uint32_t animationTime);
void activateAdventureContext();
void activateWorldViewContext();
void activateSpellViewContext();
void activatePuzzleMapContext(const int3 & grailPosition);
void setTerrainVisibility(bool showAllTerrain);
void setOverlayVisibility(const std::vector<ObjectPosInfo> & objectPositions);
};