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0ad/source/graphics/GameView.h

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C++

/* Copyright (C) 2023 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/backend/IDeviceCommandContext.h"
#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(Renderer::Backend::IDevice* device, CGame *pGame);
~CGameView() override;
void SetViewport(const SViewPort& vp);
void RegisterInit();
/**
* 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 Prepare(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
void Render(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
void RenderOverlays(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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();
CGameViewImpl* m;
};
extern InReaction game_view_handler(const SDL_Event_* ev);
#endif // INCLUDED_GAMEVIEW