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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-26 08:41:13 +02:00
vcmi/client/mapView/IMapRendererObserver.h
Johannes Schauer Marin Rodrigues a1a5bc28c2
convert line endings from CRLF (Windows) to LF (Linux/Unix)
Mixed line endings cause problems when exporting patches with
git-format-patch and then trying to "git am" a patch with mixed and
non-matching line endings. In such a situation git will fail to apply
the patch.

This commit runs the dos2unix tools on the remaining files with CRLF
(\r\n) line endings to convert them to line-feeds (\n) only.

Files that are Windows specific like *.vcxproj and *.props files were
not converted.

Closes: #3073
2023-10-19 16:23:21 +02:00

54 lines
2.0 KiB
C++

/*
* IMapRendererObserver.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
VCMI_LIB_NAMESPACE_BEGIN
class int3;
class CGObjectInstance;
class CGHeroInstance;
class PlayerColor;
VCMI_LIB_NAMESPACE_END
class IMapObjectObserver
{
public:
IMapObjectObserver();
virtual ~IMapObjectObserver();
virtual bool hasOngoingAnimations() = 0;
/// Plays fade-in animation and adds object to map
virtual void onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
/// Plays fade-out animation and removed object from map
virtual void onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
/// Adds object to map instantly, with no animation
virtual void onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
/// Removes object from map instantly, with no animation
virtual void onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
/// Perform hero movement animation, moving hero across terrain
virtual void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
/// Perform initialization of hero teleportation animation with terrain fade animation
virtual void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
virtual void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
virtual void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
virtual void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
virtual void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
virtual void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
};