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d1aa4ecd10
[1.5.2] Shortcuts additions
113 lines
4.3 KiB
C++
113 lines
4.3 KiB
C++
/*
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* MapViewController.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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#include "IMapRendererObserver.h"
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#include "../ConditionalWait.h"
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#include "../../lib/Point.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct ObjectPosInfo;
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class PlayerColor;
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VCMI_LIB_NAMESPACE_END
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struct MapRendererContextState;
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class MapViewCache;
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class MapViewModel;
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class IMapRendererContext;
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class MapRendererAdventureContext;
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class MapRendererAdventureFadingContext;
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class MapRendererAdventureMovingContext;
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class MapRendererAdventureTransitionContext;
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class MapRendererWorldViewContext;
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class MapRendererSpellViewContext;
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class MapRendererPuzzleMapContext;
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/// Class responsible for updating view state,
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/// such as its position and any animations
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class MapViewController : public IMapObjectObserver
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{
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ConditionalWait animationWait;
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std::shared_ptr<IMapRendererContext> context;
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std::shared_ptr<MapRendererContextState> state;
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std::shared_ptr<MapViewModel> model;
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std::shared_ptr<MapViewCache> view;
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// all potential contexts for view
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// only some are present at any given moment, rest are nullptr's
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std::shared_ptr<MapRendererAdventureContext> adventureContext;
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std::shared_ptr<MapRendererAdventureMovingContext> movementContext;
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std::shared_ptr<MapRendererAdventureTransitionContext> teleportContext;
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std::shared_ptr<MapRendererAdventureFadingContext> fadingOutContext;
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std::shared_ptr<MapRendererAdventureFadingContext> fadingInContext;
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std::shared_ptr<MapRendererWorldViewContext> worldViewContext;
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std::shared_ptr<MapRendererSpellViewContext> spellViewContext;
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std::shared_ptr<MapRendererPuzzleMapContext> puzzleMapContext;
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private:
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const int defaultTileSize = 32;
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const int zoomTileDeadArea = 4;
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Point targetTileSize = Point(32, 32);
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bool wasInDeadZone = true;
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bool isEventInstant(const CGObjectInstance * obj, const PlayerColor & initiator);
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bool isEventVisible(const CGObjectInstance * obj, const PlayerColor & initiator);
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bool isEventVisible(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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void fadeOutObject(const CGObjectInstance * obj);
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void fadeInObject(const CGObjectInstance * obj);
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void removeObject(const CGObjectInstance * obj);
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void addObject(const CGObjectInstance * obj);
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// IMapObjectObserver impl
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bool hasOngoingAnimations() override;
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void waitForOngoingAnimations() override;
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void endNetwork() override;
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void onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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void onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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void onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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void onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void resetContext();
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void updateState();
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public:
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MapViewController(std::shared_ptr<MapViewModel> model, std::shared_ptr<MapViewCache> view);
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std::shared_ptr<IMapRendererContext> getContext() const;
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void setViewCenter(const int3 & position);
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void setViewCenter(const Point & position, int level);
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void setTileSize(const Point & tileSize);
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void modifyTileSize(int stepsChange, bool useDeadZone);
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void tick(uint32_t timePassed);
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void afterRender();
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void activateAdventureContext(uint32_t animationTime);
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void activateAdventureContext();
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void activateWorldViewContext();
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void activateSpellViewContext();
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void activatePuzzleMapContext(const int3 & grailPosition);
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void setTerrainVisibility(bool showAllTerrain);
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void setOverlayVisibility(const std::vector<ObjectPosInfo> & objectPositions);
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};
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