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75 lines
2.4 KiB
C
75 lines
2.4 KiB
C
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/*
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* IMapRendererContext.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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VCMI_LIB_NAMESPACE_BEGIN
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class int3;
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class Point;
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class CGObjectInstance;
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class ObjectInstanceID;
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struct TerrainTile;
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struct CGPath;
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VCMI_LIB_NAMESPACE_END
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class IMapRendererContext
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{
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public:
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using MapObject = ObjectInstanceID;
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using MapObjectsList = std::vector<MapObject>;
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virtual ~IMapRendererContext() = default;
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/// returns dimensions of current map
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virtual int3 getMapSize() const = 0;
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/// returns true if chosen coordinates exist on map
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virtual bool isInMap(const int3 & coordinates) const = 0;
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/// returns tile by selected coordinates. Coordinates MUST be valid
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virtual const TerrainTile & getMapTile(const int3 & coordinates) const = 0;
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/// returns all objects visible on specified tile
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virtual const MapObjectsList & getObjects(const int3 & coordinates) const = 0;
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/// returns specific object by ID, or nullptr if not found
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virtual const CGObjectInstance * getObject(ObjectInstanceID objectID) const = 0;
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/// returns path of currently active hero, or nullptr if none
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virtual const CGPath * currentPath() const = 0;
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/// returns true if specified tile is visible in current context
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virtual bool isVisible(const int3 & coordinates) const = 0;
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virtual size_t objectGroupIndex(ObjectInstanceID objectID) const = 0;
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virtual Point objectImageOffset(ObjectInstanceID objectID, const int3 & coordinates) const = 0;
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/// returns object animation transparency. IF set to 0, object will not be visible
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virtual double objectTransparency(ObjectInstanceID objectID) const = 0;
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/// returns animation frame for selected object
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virtual size_t objectImageIndex(ObjectInstanceID objectID, size_t groupSize) const = 0;
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/// returns animation frame for terrain
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virtual size_t terrainImageIndex(size_t groupSize) const = 0;
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// /// returns size of ouput tile, in pixels. 32x32 for "standard" map, may be smaller for world view mode
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// virtual Point getTileSize() const = 0;
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/// if true, world view overlay will be shown
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virtual bool showOverlay() const = 0;
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/// if true, map grid should be visible on map
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virtual bool showGrid() const = 0;
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virtual bool showVisitable() const = 0;
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virtual bool showBlockable() const = 0;
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};
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