1 | /* Copyright (C) 2020 Wildfire Games.
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2 | * This file is part of 0 A.D.
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3 | *
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4 | * 0 A.D. is free software: you can redistribute it and/or modify
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5 | * it under the terms of the GNU General Public License as published by
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6 | * the Free Software Foundation, either version 2 of the License, or
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7 | * (at your option) any later version.
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8 | *
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9 | * 0 A.D. is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 | * GNU General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU General Public License
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15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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16 | */
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17 |
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18 | #ifndef INCLUDED_MINIMAP
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19 | #define INCLUDED_MINIMAP
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20 |
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21 | #include "graphics/ShaderProgramPtr.h"
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22 | #include "gui/ObjectBases/IGUIObject.h"
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23 | #include "renderer/VertexArray.h"
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24 |
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25 | class CCamera;
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26 | class CMatrix3D;
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27 | class CTerrain;
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28 |
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29 | class CMiniMap : public IGUIObject
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30 | {
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31 | GUI_OBJECT(CMiniMap)
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32 | public:
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33 | CMiniMap(CGUI& pGUI);
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34 | virtual ~CMiniMap();
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35 |
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36 | /**
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37 | * @return The maximum height for unit passage in water.
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38 | */
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39 | static float GetShallowPassageHeight();
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40 |
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41 | protected:
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42 | virtual void Draw();
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43 |
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44 | /**
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45 | * @see IGUIObject#HandleMessage()
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46 | */
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47 | virtual void HandleMessage(SGUIMessage& Message);
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48 |
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49 | /**
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50 | * @see IGUIObject#IsMouseOver()
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51 | */
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52 | virtual bool IsMouseOver() const;
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53 |
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54 | // create the minimap textures
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55 | void CreateTextures();
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56 |
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57 | // rebuild the terrain texture map
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58 | void RebuildTerrainTexture();
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59 |
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60 | // destroy and free any memory and textures
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61 | void Destroy();
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62 |
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63 | void SetCameraPos();
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64 |
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65 | bool FireWorldClickEvent(int button, int clicks);
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66 |
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67 | static const CStr EventNameWorldClick;
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68 |
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69 | // the terrain we are mini-mapping
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70 | const CTerrain* m_Terrain;
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71 |
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72 | const CCamera* m_Camera;
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73 |
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74 | //Whether or not the mouse is currently down
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75 | bool m_Clicking;
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76 |
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77 | // minimap texture handles
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78 | GLuint m_TerrainTexture;
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79 |
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80 | // texture data
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81 | u32* m_TerrainData;
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82 |
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83 | // whether we need to regenerate the terrain texture
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84 | bool m_TerrainDirty;
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85 |
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86 | // Whether to draw a black square around and under the minimap.
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87 | bool m_Mask;
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88 |
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89 | ssize_t m_Width, m_Height;
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90 |
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91 | // map size
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92 | ssize_t m_MapSize;
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93 |
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94 | // texture size
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95 | GLsizei m_TextureSize;
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96 |
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97 | // 1.f if map is circular or 1.414f if square (to shrink it inside the circle)
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98 | float m_MapScale;
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99 |
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100 | // maximal water height to allow the passage of a unit (for underwater shallows).
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101 | float m_ShallowPassageHeight;
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102 |
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103 | float m_WaterHeight;
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104 |
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105 | void DrawTexture(CShaderProgramPtr shader, float coordMax, float angle, float x, float y, float x2, float y2, float z) const;
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106 |
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107 | void DrawViewRect(CMatrix3D transform) const;
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108 |
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109 | void GetMouseWorldCoordinates(float& x, float& z) const;
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110 |
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111 | float GetAngle() const;
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112 |
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113 | VertexIndexArray m_IndexArray;
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114 | VertexArray m_VertexArray;
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115 | VertexArray::Attribute m_AttributePos;
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116 | VertexArray::Attribute m_AttributeColor;
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117 |
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118 | size_t m_EntitiesDrawn;
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119 |
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120 | double m_PingDuration;
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121 | double m_HalfBlinkDuration;
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122 | double m_NextBlinkTime;
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123 | bool m_BlinkState;
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124 | };
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125 |
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126 | #endif // INCLUDED_MINIMAP
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