/* 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 . */ #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