File: GameView.h

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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