mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
67 lines
2.3 KiB
C++
67 lines
2.3 KiB
C++
#ifndef MAPHANDLER_H
|
|
#define MAPHANDLER_H
|
|
|
|
#include "StdInc.h"
|
|
#include "../lib/mapping/CMap.h"
|
|
#include "Animation.h"
|
|
|
|
#include <QImage>
|
|
#include <QPixmap>
|
|
|
|
class MapHandler
|
|
{
|
|
public:
|
|
enum class EMapCacheType : char
|
|
{
|
|
TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
|
|
};
|
|
|
|
void initObjectRects();
|
|
void initTerrainGraphics();
|
|
|
|
int3 sizes; //map size (x = width, y = height, z = number of levels)
|
|
const CMap * map;
|
|
QPixmap surface;
|
|
QPainter painter;
|
|
|
|
//terrain graphics
|
|
|
|
//FIXME: unique_ptr should be enough, but fails to compile in MSVS 2013
|
|
typedef std::map<std::string, std::shared_ptr<Animation>> TFlippedAnimations; //[type, rotation]
|
|
typedef std::map<std::string, std::vector<std::shared_ptr<QImage>>> TFlippedCache;//[type, view type, rotation]
|
|
|
|
TFlippedAnimations terrainAnimations;//[terrain type, rotation]
|
|
TFlippedCache terrainImages;//[terrain type, view type, rotation]
|
|
|
|
TFlippedAnimations roadAnimations;//[road type, rotation]
|
|
TFlippedCache roadImages;//[road type, view type, rotation]
|
|
|
|
TFlippedAnimations riverAnimations;//[river type, rotation]
|
|
TFlippedCache riverImages;//[river type, view type, rotation]
|
|
|
|
void drawTerrainTile(int x, int y, const TerrainTile & tinfo);
|
|
|
|
mutable std::map<const CGObjectInstance*, ui8> animationPhase;
|
|
|
|
MapHandler(const CMap * Map);
|
|
~MapHandler() = default;
|
|
|
|
void init();
|
|
|
|
//void getTerrainDescr(const int3 & pos, std::string & out, bool isRMB) const; // isRMB = whether Right Mouse Button is clicked
|
|
//bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to tiles, so obj will be visible on map
|
|
//bool hideObject(const CGObjectInstance * obj, bool fadeout = false); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
|
|
//bool hasObjectHole(const int3 & pos) const; // Checks if TerrainTile2 tile has a pit remained after digging.
|
|
|
|
//EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
|
|
void updateWater();
|
|
/// determines if the map is ready to handle new hero movement (not available during fading animations)
|
|
//bool canStartHeroMovement();
|
|
|
|
//void discardWorldViewCache();
|
|
|
|
static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
|
|
};
|
|
|
|
#endif // MAPHANDLER_H
|