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vcmi/client/mapView/mapHandler.h

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/*
* mapHandler.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 "../gui/CIntObject.h"
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#include "../../lib/Rect.h"
#include "../../lib/int3.h"
#include "../../lib/spells/ViewSpellInt.h"
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#ifdef IN
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# undef IN
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#endif
#ifdef OUT
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# undef OUT
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#endif
VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance;
class CGHeroInstance;
class CMap;
VCMI_LIB_NAMESPACE_END
class IMapObjectObserver;
class CMapHandler
{
const CMap * map;
std::vector<IMapObjectObserver *> observers;
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public:
explicit CMapHandler(const CMap * map);
const CMap * getMap();
/// returns true if tile is within map bounds
bool isInMap(const int3 & tile);
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/// see MapObjectObserver interface
void onObjectFadeIn(const CGObjectInstance * obj);
void onObjectFadeOut(const CGObjectInstance * obj);
void onObjectInstantAdd(const CGObjectInstance * obj);
void onObjectInstantRemove(const CGObjectInstance * obj);
void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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/// Add object to receive notifications on any changes in visible map state
void addMapObserver(IMapObjectObserver * observer);
void removeMapObserver(IMapObjectObserver * observer);
/// returns string description for terrain interaction
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std::string getTerrainDescr(const int3 & pos, bool rightClick) const;
/// determines if the map is ready to handle new hero movement (not available during fading animations)
bool hasOngoingAnimations();
/// blocking wait until all ongoing animatins are over
void waitForOngoingAnimations();
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static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
};