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vcmi/client/mapView/IMapRendererContext.h

104 lines
3.4 KiB
C++

/*
* IMapRendererContext.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 Point;
class CGObjectInstance;
class ObjectInstanceID;
struct TerrainTile;
class ColorRGBA;
struct CGPath;
VCMI_LIB_NAMESPACE_END
class IMapRendererContext
{
public:
using MapObject = ObjectInstanceID;
using MapObjectsList = std::vector<MapObject>;
virtual ~IMapRendererContext() = default;
/// returns dimensions of current map
virtual int3 getMapSize() const = 0;
/// returns true if chosen coordinates exist on map
virtual bool isInMap(const int3 & coordinates) const = 0;
/// returns true if selected tile has animation and should not be cached
virtual bool tileAnimated(const int3 & coordinates) const = 0;
/// returns tile by selected coordinates. Coordinates MUST be valid
virtual const TerrainTile & getMapTile(const int3 & coordinates) const = 0;
/// returns all objects visible on specified tile
virtual const MapObjectsList & getObjects(const int3 & coordinates) const = 0;
/// returns specific object by ID, or nullptr if not found
virtual const CGObjectInstance * getObject(ObjectInstanceID objectID) const = 0;
/// returns path of currently active hero, or nullptr if none
virtual const CGPath * currentPath() const = 0;
/// returns true if specified tile is visible in current context
virtual bool isVisible(const int3 & coordinates) const = 0;
/// returns true if specified object is the currently active hero
virtual bool isActiveHero(const CGObjectInstance* obj) const = 0;
virtual size_t objectGroupIndex(ObjectInstanceID objectID) const = 0;
virtual Point objectImageOffset(ObjectInstanceID objectID, const int3 & coordinates) const = 0;
/// returns object animation transparency. IF set to 0, object will not be visible
virtual double objectTransparency(ObjectInstanceID objectID, const int3 & coordinates) const = 0;
/// returns animation frame for selected object
virtual size_t objectImageIndex(ObjectInstanceID objectID, size_t groupSize) const = 0;
/// returns index of image for overlay on specific tile, or numeric_limits::max if none
virtual size_t overlayImageIndex(const int3 & coordinates) const = 0;
/// returns text that should be used as overlay for current tile
virtual std::string overlayText(const int3 & coordinates) const = 0;
/// returns text that should be used as overlay for current tile
virtual ColorRGBA overlayTextColor(const int3 & coordinates) const = 0;
/// returns animation frame for terrain
virtual size_t terrainImageIndex(size_t groupSize) const = 0;
virtual double viewTransitionProgress() const = 0;
/// if true, rendered images will be converted to grayscale
virtual bool filterGrayscale() const = 0;
virtual bool showRoads() const = 0;
virtual bool showRivers() const = 0;
virtual bool showBorder() const = 0;
/// if true, world view overlay will be shown
virtual bool showImageOverlay() const = 0;
// if true, new text overlay will be shown
virtual bool showTextOverlay() const = 0;
/// if true, map grid should be visible on map
virtual bool showGrid() const = 0;
virtual bool showVisitable() const = 0;
virtual bool showBlocked() const = 0;
/// if true, spell range for teleport / scuttle boat will be visible
virtual bool showSpellRange(const int3 & position) const = 0;
};