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/* Copyright (C) 2010 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_GAMEVIEW
#define INCLUDED_GAMEVIEW
#include "renderer/Scene.h"
#include "simulation2/system/Entity.h"
#include "lib/input.h" // InReaction - can't forward-declare enum
class CGame;
class CObjectManager;
class CCamera;
class CCinemaManager;
class CVector3D;
struct SViewPort;
class JSObject;
class CGameViewImpl;
class CGameView : private Scene
{
NONCOPYABLE(CGameView);
private:
CGameViewImpl* m;
// Check whether lighting environment has changed and update vertex data if necessary
void CheckLightEnv();
public:
//BEGIN: Implementation of Scene
virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c);
virtual CLOSTexture& GetLOSTexture();
virtual CTerritoryTexture& GetTerritoryTexture();
//END: Implementation of Scene
private:
// InitResources(): Load all graphics resources (textures, actor objects and
// alpha maps) required by the game
//void InitResources();
// UnloadResources(): Unload all graphics resources loaded by InitResources
void UnloadResources();
public:
CGameView(CGame *pGame);
~CGameView();
void SetViewport(const SViewPort& vp);
void RegisterInit();
int Initialize();
CObjectManager& GetObjectManager() const;
/**
* Updates all the view information (i.e. rotate camera, scroll, whatever). This will *not* change any
* World information - only the *presentation*.
*
* @param deltaRealTime Elapsed real time since the last frame.
*/
void Update(const float deltaRealTime);
void BeginFrame();
void Render();
InReaction HandleEvent(const SDL_Event_* ev);
float GetCameraX();
float GetCameraZ();
float GetCameraPosX();
float GetCameraPosY();
float GetCameraPosZ();
float GetCameraRotX();
float GetCameraRotY();
float GetCameraZoom();
void SetCamera(CVector3D Pos, float RotX, float RotY, float Zoom);
void MoveCameraTarget(const CVector3D& target);
void ResetCameraTarget(const CVector3D& target);
void ResetCameraAngleZoom();
void CameraFollow(entity_id_t entity, bool firstPerson);
entity_id_t GetFollowedEntity();
CVector3D GetSmoothPivot(CCamera &camera) const;
float GetNear() const;
float GetFar() const;
float GetFOV() const;
#define DECLARE_BOOLEAN_SETTING(NAME) \
bool Get##NAME##Enabled(); \
void Set##NAME##Enabled(bool Enabled);
DECLARE_BOOLEAN_SETTING(Culling);
DECLARE_BOOLEAN_SETTING(LockCullCamera);
DECLARE_BOOLEAN_SETTING(ConstrainCamera);
#undef DECLARE_BOOLEAN_SETTING
// Set projection of current camera using near, far, and FOV values
void SetCameraProjection();
CCamera *GetCamera();
CCinemaManager* GetCinema();
JSObject* GetScript();
};
extern InReaction game_view_handler(const SDL_Event_* ev);
#endif
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