/* Copyright (C) 2021 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_GAMEVIEW #define INCLUDED_GAMEVIEW #include "renderer/Scene.h" #include "simulation2/system/Entity.h" #include "lib/input.h" // InReaction - can't forward-declare enum class CCamera; class CCinemaManager; class CGame; class CObjectManager; class CVector3D; struct SViewPort; class CGameViewImpl; class CGameView : private Scene { NONCOPYABLE(CGameView); public: CGameView(CGame *pGame); ~CGameView(); void SetViewport(const SViewPort& vp); void RegisterInit(); int Initialize(); /** * 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); CVector3D GetCameraPivot() const; CVector3D GetCameraPosition() const; CVector3D GetCameraRotation() const; float GetCameraZoom() const; void SetCamera(const CVector3D& pos, float rotX, float rotY, float zoom); void MoveCameraTarget(const CVector3D& target); void ResetCameraTarget(const CVector3D& target); void FollowEntity(entity_id_t entity, bool firstPerson); entity_id_t GetFollowedEntity(); #define DECLARE_BOOLEAN_SETTING(NAME) \ bool Get##NAME##Enabled() const; \ void Set##NAME##Enabled(bool Enabled); DECLARE_BOOLEAN_SETTING(Culling); DECLARE_BOOLEAN_SETTING(LockCullCamera); DECLARE_BOOLEAN_SETTING(ConstrainCamera); #undef DECLARE_BOOLEAN_SETTING CCamera* GetCamera(); CCinemaManager* GetCinema(); CObjectManager& GetObjectManager(); // Implementations of Scene void EnumerateObjects(const CFrustum& frustum, SceneCollector* c) override; CLOSTexture& GetLOSTexture() override; CTerritoryTexture& GetTerritoryTexture() override; CMiniMapTexture& GetMiniMapTexture() override; private: // Unloads all graphics resources loaded by RegisterInit. void UnloadResources(); // Checks whether lighting environment has changed and update vertex data if necessary. void CheckLightEnv(); CGameViewImpl* m; }; extern InReaction game_view_handler(const SDL_Event_* ev); #endif // INCLUDED_GAMEVIEW