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vcmi/client/mapView/IMapRendererObserver.h

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;
};