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#include "StdAfx.h"
#include "mmgr.h"
#include "OverviewController.h"
#include "Map/Ground.h"
#include "Game/UI/MiniMap.h"
#include "Game/UI/MouseHandler.h"
#include "LogOutput.h"
COverviewController::COverviewController()
{
enabled = false;
}
void COverviewController::KeyMove(float3 move)
{
}
void COverviewController::MouseMove(float3 move)
{
}
void COverviewController::ScreenEdgeMove(float3 move)
{
}
void COverviewController::MouseWheelMove(float move)
{
}
float3 COverviewController::GetPos()
{
// map not created when constructor run
pos.x = gs->mapx * 4.0f;
pos.z = gs->mapy * 4.0f;
const float height = std::max(pos.x / gu->aspectRatio, pos.z);
pos.y = ground->GetHeight(pos.x, pos.z) + (2.5f * height);
return pos;
}
float3 COverviewController::GetDir()
{
return float3(0.0f, -1.0f, -0.001f).ANormalize();
}
void COverviewController::SetPos(const float3& newPos)
{
}
float3 COverviewController::SwitchFrom() const
{
float3 dir=mouse->dir;
float length=ground->LineGroundCol(pos,pos+dir*50000);
float3 rpos=pos+dir*length;
if (!gu->dualScreenMode) {
minimap->SetMinimized(minimizeMinimap);
}
return rpos;
}
void COverviewController::SwitchTo(bool showText)
{
if (showText) {
logOutput.Print("Switching to Overview style camera");
}
if (!gu->dualScreenMode) {
minimizeMinimap = minimap->GetMinimized();
minimap->SetMinimized(true);
}
}
void COverviewController::GetState(StateMap& sm) const
{
sm["px"] = pos.x;
sm["py"] = pos.y;
sm["pz"] = pos.z;
}
bool COverviewController::SetState(const StateMap& sm)
{
SetStateFloat(sm, "px", pos.x);
SetStateFloat(sm, "py", pos.y);
SetStateFloat(sm, "pz", pos.z);
return true;
}
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