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vcmi/client/mapView/MapViewCache.h

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/*
* MapViewCache.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 "../../lib/Point.h"
VCMI_LIB_NAMESPACE_BEGIN
class ObjectInstanceID;
VCMI_LIB_NAMESPACE_END
class IImage;
class CAnimation;
class Canvas;
class MapRenderer;
class IMapRendererContext;
class MapViewModel;
/// Class responsible for rendering of entire map view
/// uses rendering parameters provided by owner class
class MapViewCache
{
struct TileChecksum
{
int tileX = std::numeric_limits<int>::min();
int tileY = std::numeric_limits<int>::min();
std::array<uint8_t, 8> checksum{};
bool operator==(const TileChecksum & other) const
{
return tileX == other.tileX && tileY == other.tileY && checksum == other.checksum;
}
};
boost::multi_array<TileChecksum, 2> terrainChecksum;
boost::multi_array<bool, 2> tilesUpToDate;
Point cachedSize;
Point cachedPosition;
int cachedLevel;
std::shared_ptr<MapViewModel> model;
std::unique_ptr<Canvas> terrain;
std::unique_ptr<Canvas> terrainTransition;
std::unique_ptr<Canvas> intermediate;
std::unique_ptr<MapRenderer> mapRenderer;
std::shared_ptr<CAnimation> iconsStorage;
Canvas getTile(const int3 & coordinates);
void updateTile(const std::shared_ptr<IMapRendererContext> & context, const int3 & coordinates);
std::shared_ptr<IImage> getOverlayImageForTile(const std::shared_ptr<IMapRendererContext> & context, const int3 & coordinates);
public:
explicit MapViewCache(const std::shared_ptr<MapViewModel> & model);
~MapViewCache();
/// invalidates cache of specified object
void invalidate(const std::shared_ptr<IMapRendererContext> & context, const ObjectInstanceID & object);
/// updates internal terrain cache according to provided time delta
void update(const std::shared_ptr<IMapRendererContext> & context);
/// renders updated terrain cache onto provided canvas
void render(const std::shared_ptr<IMapRendererContext> & context, Canvas & target, bool fullRedraw);
/// creates snapshot of current view and stores it into internal canvas
/// used for view transition, e.g. Dimension Door spell or teleporters (Subterra gates / Monolith)
void createTransitionSnapshot(const std::shared_ptr<IMapRendererContext> & context);
};