/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_CINEMAMANAGER #define INCLUDED_CINEMAMANAGER #include #include #include "lib/input.h" // InReaction - can't forward-declare enum #include "graphics/CinemaPath.h" #include "ps/CStr.h" /* desc: contains various functions used for cinematic camera paths See also: CinemaHandler.cpp, CinemaPath.cpp */ // Cinematic structure for data accessable from the simulation struct CinematicSimulationData { bool m_Enabled; bool m_Paused; std::map m_Paths; std::list m_PathQueue; // States before playing bool m_MapRevealed; fixed m_ElapsedTime, m_TotalTime, m_CurrentPathElapsedTime; CinematicSimulationData() : m_Enabled(false), m_Paused(true), m_MapRevealed(false), m_ElapsedTime(fixed::Zero()), m_TotalTime(fixed::Zero()), m_CurrentPathElapsedTime(fixed::Zero()) {} }; /** * Class for in game playing of cinematics. Should only be instantiated in CGameView. */ class CCinemaManager { public: CCinemaManager(); ~CCinemaManager() {} /** * Adds the path to the path list * @param name path name * @param CCinemaPath path data */ void AddPath(const CStrW& name, const CCinemaPath& path); /** * Adds the path to the playlist * @param name path name */ void AddPathToQueue(const CStrW& name); /** * Clears the playlist */ void ClearQueue(); /** * Checks the path name in the path list * @param name path name * @return true if path with that name exists, else false */ bool HasPath(const CStrW& name) const; const std::map& GetAllPaths(); void SetAllPaths( const std::map& tracks); /** * Starts play paths */ void Play(); void Stop(); bool IsPlaying() const; /** * Renders black bars and paths (if enabled) */ void Render(); void DrawBars() const; /** * Get current enable state of the cinema manager */ bool GetEnabled() const; /** * Sets enable state of the cinema manager (shows/hide gui, show/hide rings, etc) * @enable new state */ void SetEnabled(bool enabled); /** * Updates CCinemManager and current path * @param deltaRealTime Elapsed real time since the last frame. */ void Update(const float deltaRealTime); InReaction HandleEvent(const SDL_Event_* ev); CinematicSimulationData* GetCinematicSimulationData(); bool GetPathsDrawing() const; void SetPathsDrawing(const bool drawPath); private: bool m_DrawPaths; // Cinematic data is accessed from the simulation CinematicSimulationData m_CinematicSimulationData; }; extern InReaction cinema_manager_handler(const SDL_Event_* ev); #endif