/* Copyright (C) 2022 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_ACTORVIEWER #define INCLUDED_ACTORVIEWER #include "ps/CStrForward.h" #include "simulation2/helpers/Player.h" #include "simulation2/system/Entity.h" struct ActorViewerImpl; struct SColor4ub; class CSimulation2; class ActorViewer { NONCOPYABLE(ActorViewer); public: ActorViewer(); ~ActorViewer(); CSimulation2* GetSimulation2(); entity_id_t GetEntity(); void SetActor(const CStrW& id, const CStr8& animation, player_id_t playerID); void SetEnabled(bool enabled); void UnloadObjects(); void SetWalkEnabled(bool enabled); void SetGroundEnabled(bool enabled); void SetWaterEnabled(bool enabled); void SetShadowsEnabled(bool enabled); void ToggleShadows(); void SetStatsEnabled(bool enabled); void SetBoundingBoxesEnabled(bool enabled); void SetAxesMarkerEnabled(bool enabled); void SetPropPointsMode(int mode); void Render(); void Update(float simFrameLength, float realFrameLength); private: ActorViewerImpl& m; float GetRepeatTimeByAttackType(const std::string& type) const; }; #endif // INCLUDED_ACTORVIEWER