// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2008 MartiƱo Figueroa // // You can redistribute this code 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 // ============================================================== #ifndef _GLEST_GAME_MINIMAP_H_ #define _GLEST_GAME_MINIMAP_H_ #ifdef WIN32 #include #include #endif #include "pixmap.h" #include "texture.h" #include "xml_parser.h" #include "leak_dumper.h" namespace Glest{ namespace Game{ using Shared::Graphics::Vec4f; using Shared::Graphics::Vec3f; using Shared::Graphics::Vec2i; using Shared::Graphics::Pixmap2D; using Shared::Graphics::Texture2D; using Shared::Xml::XmlNode; class World; class GameSettings; enum ExplorationState{ esNotExplored, esExplored, esVisible }; // ===================================================== // class Minimap // /// State of the in-game minimap // ===================================================== class Minimap{ private: Pixmap2D *fowPixmap0; Pixmap2D *fowPixmap1; Pixmap2D *fowPixmap0Copy; Pixmap2D *fowPixmap1Copy; Texture2D *tex; Texture2D *fowTex; //Fog Of War Texture2D bool fogOfWar; const GameSettings *gameSettings; private: static const float exploredAlpha; public: void init(int x, int y, const World *world, bool fogOfWar); Minimap(); ~Minimap(); const Texture2D *getFowTexture() const {return fowTex;} const Texture2D *getTexture() const {return tex;} void incFowTextureAlphaSurface(const Vec2i &sPos, float alpha, bool isIncrementalUpdate=false); void resetFowTex(); void updateFowTex(float t); void setFogOfWar(bool value); void copyFowTex(); void restoreFowTex(); void saveGame(XmlNode *rootNode); void loadGame(const XmlNode *rootNode); private: void computeTexture(const World *world); }; }}//end namespace #endif