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#pragma once
#include "animation/show_hide_animation.hpp"
#include "animation/value_mapping.hpp"
#include "render_node.hpp"
#include "geometry/point2d.hpp"
#include "geometry/screenbase.hpp"
namespace dp
{
class GpuProgramManager;
class UniformValuesStorage;
class TextureManager;
}
namespace df
{
class SelectionShape
{
public:
enum ESelectedObject
{
OBJECT_EMPTY,
OBJECT_POI,
OBJECT_USER_MARK,
OBJECT_MY_POSITION
};
SelectionShape(ref_ptr<dp::TextureManager> mng);
void SetPosition(m2::PointD const & position) { m_position = position; }
void Show(ESelectedObject obj, m2::PointD const & position, double positionZ, bool isAnimate);
void Hide();
void Render(ScreenBase const & screen, int zoomLevel, ref_ptr<dp::GpuProgramManager> mng,
dp::UniformValuesStorage const & commonUniforms);
bool IsVisible(ScreenBase const & screen, m2::PointD & pxPos) const;
double GetRadius() const { return m_radius; }
ESelectedObject GetSelectedObject() const;
private:
double GetCurrentRadius() const;
private:
m2::PointD m_position;
double m_positionZ;
double m_radius;
ShowHideAnimation m_animation;
ESelectedObject m_selectedObject;
drape_ptr<RenderNode> m_renderNode;
ValueMapping<float> m_mapping;
};
} // namespace df
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