Fixes macOS warnings after adding final keyword to simulation classes in rP26537.
[0ad.git] / source / simulation2 / components / CCmpRallyPointRenderer.h
blob1e73d5ea5444e3dcac3ed178c3b0906fc19fa15e
1 /* Copyright (C) 2022 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_CCMPRALLYPOINTRENDERER
19 #define INCLUDED_CCMPRALLYPOINTRENDERER
21 #include "ICmpRallyPointRenderer.h"
23 #include "graphics/Overlay.h"
24 #include "graphics/TextureManager.h"
25 #include "ps/CLogger.h"
26 #include "renderer/Renderer.h"
27 #include "simulation2/MessageTypes.h"
28 #include "simulation2/components/ICmpFootprint.h"
29 #include "simulation2/components/ICmpIdentity.h"
30 #include "simulation2/components/ICmpObstructionManager.h"
31 #include "simulation2/components/ICmpOwnership.h"
32 #include "simulation2/components/ICmpPathfinder.h"
33 #include "simulation2/components/ICmpPlayer.h"
34 #include "simulation2/components/ICmpPlayerManager.h"
35 #include "simulation2/components/ICmpPosition.h"
36 #include "simulation2/components/ICmpTerrain.h"
37 #include "simulation2/components/ICmpVisual.h"
38 #include "simulation2/components/ICmpWaterManager.h"
39 #include "simulation2/helpers/Render.h"
40 #include "simulation2/helpers/Geometry.h"
41 #include "simulation2/system/Component.h"
43 struct SVisibilitySegment
45 bool m_Visible;
46 size_t m_StartIndex;
47 size_t m_EndIndex; // Inclusive
49 SVisibilitySegment(bool visible, size_t startIndex, size_t endIndex)
50 : m_Visible(visible), m_StartIndex(startIndex), m_EndIndex(endIndex)
53 bool operator==(const SVisibilitySegment& other) const
55 return m_Visible == other.m_Visible && m_StartIndex == other.m_StartIndex && m_EndIndex == other.m_EndIndex;
58 bool operator!=(const SVisibilitySegment& other) const
60 return !(*this == other);
63 bool IsSinglePoint() const
65 return m_StartIndex == m_EndIndex;
69 class CCmpRallyPointRenderer final : public ICmpRallyPointRenderer
71 public:
72 static std::string GetSchema();
73 static void ClassInit(CComponentManager& componentManager);
75 void Init(const CParamNode& paramNode) override;
76 void Deinit() override;
78 void Serialize(ISerializer& UNUSED(serialize)) override;
79 void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) override;
81 void HandleMessage(const CMessage& msg, bool UNUSED(global)) override;
84 * Must be called whenever m_Displayed or the size of m_RallyPoints change,
85 * to determine whether we need to respond to render messages.
87 virtual void UpdateMessageSubscriptions();
89 void AddPosition_wrapper(const CFixedVector2D& pos) override;
91 void SetPosition(const CFixedVector2D& pos) override;
93 void UpdatePosition(u32 rallyPointId, const CFixedVector2D& pos) override;
95 void SetDisplayed(bool displayed) override;
97 void Reset() override;
99 void UpdateColor() override;
102 * Returns true if at least one display rally point is set; i.e., if we have a point to render our marker/line at.
104 bool IsSet() const override;
106 DEFAULT_COMPONENT_ALLOCATOR(RallyPointRenderer)
108 protected:
110 * Display position of the rally points. Note that this are merely the display positions; they not necessarily the same as the
111 * actual positions used in the simulation at any given time. In particular, we need this separate copy to support
112 * instantaneously rendering the rally point markers/lines when the user sets one in-game (instead of waiting until the
113 * network-synchronization code sets it on the RallyPoint component, which might take up to half a second).
115 std::vector<CFixedVector2D> m_RallyPoints;
117 * Full path to the rally points as returned by the pathfinder, with some post-processing applied to reduce zig/zagging.
119 std::vector<std::vector<CVector2D> > m_Path;
121 * Visibility segments of the rally point paths; splits the path into SoD/non-SoD segments.
123 std::vector<std::vector<SVisibilitySegment> > m_VisibilitySegments;
125 * Should we render the rally points and the path lines? (set from JS when e.g. the unit is selected/deselected)
127 bool m_Displayed;
129 * Smooth the path before rendering?
131 bool m_SmoothPath;
133 * Entity IDs of the rally point markers.
135 std::vector<entity_id_t> m_MarkerEntityIds;
137 size_t m_LastMarkerCount;
139 * Last seen owner of this entity (used to keep track of ownership changes).
141 player_id_t m_LastOwner;
143 * Template name of the rally point markers.
145 std::wstring m_MarkerTemplate;
148 * Marker connector line settings (loaded from XML)
150 float m_LineThickness;
151 CColor m_LineColor;
152 CColor m_LineDashColor;
153 SOverlayTexturedLine::LineCapType m_LineStartCapType;
154 SOverlayTexturedLine::LineCapType m_LineEndCapType;
155 std::wstring m_LineTexturePath;
156 std::wstring m_LineTextureMaskPath;
158 * Pathfinder passability class to use for computing the (long-range) marker line path.
160 std::string m_LinePassabilityClass;
162 CTexturePtr m_Texture;
163 CTexturePtr m_TextureMask;
166 * Textured overlay lines to be used for rendering the marker line. There can be multiple because we may need to render
167 * dashes for segments that are inside the SoD.
169 std::vector<std::vector<SOverlayTexturedLine> > m_TexturedOverlayLines;
172 * Draw little overlay circles to indicate where the exact path points are.
174 bool m_EnableDebugNodeOverlay;
175 std::vector<std::vector<SOverlayLine> > m_DebugNodeOverlays;
177 private:
179 * Helper function for AddPosition_wrapper and SetPosition.
181 void AddPosition(CFixedVector2D pos, bool recompute);
184 * Helper function to set the line color to its owner's color.
186 void UpdateLineColor();
189 * Repositions the rally point markers; moves them outside of the world (ie. hides them), or positions them at the currently
190 * set rally points. Also updates the actor's variation according to the entity's current owning player's civilization.
192 * Should be called whenever either the position of a rally point changes (including whether it is set or not), or the display
193 * flag changes, or the ownership of the entity changes.
195 void UpdateMarkers();
198 * Recomputes all the full paths from this entity to the rally point and from the rally point to the next, and does all the necessary
199 * post-processing to make them prettier.
201 * Should be called whenever all rally points' position changes.
203 void RecomputeAllRallyPointPaths();
206 * Recomputes the full path for m_Path[ @p index], and does all the necessary post-processing to make it prettier.
208 * Should be called whenever either the starting position or the rally point's position changes.
210 void RecomputeRallyPointPath_wrapper(size_t index);
213 * Recomputes the full path from this entity/the previous rally point to the next rally point, and does all the necessary
214 * post-processing to make it prettier. This doesn't check if we have a valid position or if a rally point is set.
216 * You shouldn't need to call this method directly.
218 void RecomputeRallyPointPath(size_t index, CmpPtr<ICmpPosition>& cmpPosition, CmpPtr<ICmpFootprint>& cmpFootprint, CmpPtr<ICmpPathfinder> cmpPathfinder);
221 * Checks for changes to the SoD to the previously saved state, and reconstructs the visibility segments and overlay lines to
222 * match if necessary. Does nothing if the rally point lines are not currently set to be displayed, or if no rally point is set.
224 void UpdateOverlayLines();
227 * Sets up all overlay lines for rendering according to the current full path and visibility segments. Splits the line into solid
228 * and dashed pieces (for the SoD). Should be called whenever the SoD has changed. If no full path is currently set, this method
229 * does nothing.
231 void ConstructAllOverlayLines();
234 * Sets up the overlay lines for rendering according to the full path and visibility segments at @p index. Splits the line into
235 * solid and dashed pieces (for the SoD). Should be called whenever the SoD of the path at @p index has changed.
237 void ConstructOverlayLines(size_t index);
240 * Get the point on the footprint edge that's as close from "start" as possible.
242 void GetClosestsEdgePointFrom(CFixedVector2D& result, CFixedVector2D& start, CmpPtr<ICmpPosition> cmpPosition, CmpPtr<ICmpFootprint> cmpFootprint) const;
245 * Returns a list of indices of waypoints in the current path (m_Path[index]) where the LOS visibility changes, ordered from
246 * building/previous rally point to rally point. Used to construct the overlay line segments and track changes to the SoD.
248 void GetVisibilitySegments(std::vector<SVisibilitySegment>& out, size_t index) const;
251 * Simplifies the path by removing waypoints that lie between two points that are visible from one another. This is primarily
252 * intended to reduce some unnecessary curviness of the path; the pathfinder returns a mathematically (near-)optimal path, which
253 * will happily curve and bend to reduce costs. Visually, it doesn't make sense for a rally point path to curve and bend when it
254 * could just as well have gone in a straight line; that's why we have this, to make it look more natural.
256 * @p coords array of path coordinates to simplify
257 * @p maxSegmentLinks if non-zero, indicates the maximum amount of consecutive node-to-node links that can be joined into a
258 * single link. If this value is set to e.g. 1, then no reductions will be performed. A value of 3 means that
259 * at most 3 consecutive node links will be joined into a single link.
260 * @p floating whether to consider nodes who are under the water level as floating on top of the water
262 void ReduceSegmentsByVisibility(std::vector<CVector2D>& coords, unsigned maxSegmentLinks = 0, bool floating = true) const;
265 * Helper function to GetVisibilitySegments, factored out for testing. Merges single-point segments with its neighbouring
266 * segments. You should not have to call this method directly.
268 static void MergeVisibilitySegments(std::vector<SVisibilitySegment>& segments);
270 void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
273 REGISTER_COMPONENT_TYPE(RallyPointRenderer)
275 #endif // INCLUDED_CCMPRALLYPOINTRENDERER