forked from 0ad/0ad
91 lines
2.4 KiB
C++
Executable File
91 lines
2.4 KiB
C++
Executable File
#ifndef _GameView_H
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#define _GameView_H
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#include "Camera.h"
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#include "Vector3D.h"
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class CGame;
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class CGameAttributes;
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class CWorld;
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class CTerrain;
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class CUnitManager;
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class CModel;
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class CGameView
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{
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CGame *m_pGame;
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CWorld *m_pWorld;
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CCamera m_Camera;
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////////////////////////////////////////
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// Settings
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float m_ViewScrollSpeed;
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float m_ViewRotateSensitivity;
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float m_ViewRotateSensitivityKeyboard;
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float m_ViewRotateAboutTargetSensitivity;
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float m_ViewRotateAboutTargetSensitivityKeyboard;
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float m_ViewDragSensitivity;
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float m_ViewZoomSensitivityWheel;
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float m_ViewZoomSensitivity;
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float m_ViewZoomSmoothness; // 0.0 = instantaneous zooming, 1.0 = so slow it never moves
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float m_ViewSnapSmoothness; // Just the same.
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////////////////////////////////////////
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// Camera Controls State
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CVector3D m_CameraDelta;
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CVector3D m_CameraPivot;
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//float m_CameraZoom;
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std::vector<CVector3D> m_CameraTargets;
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// RenderTerrain: iterate through all terrain patches and submit all patches
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// in viewing frustum to the renderer
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void RenderTerrain(CTerrain *pTerrain);
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// RenderModels: iterate through model list and submit all models in viewing
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// frustum to the Renderer
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void RenderModels(CUnitManager *pUnitMan);
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// SubmitModelRecursive: recurse down given model, submitting it and all its
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// descendents to the renderer
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void SubmitModelRecursive(CModel *pModel);
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// InitResources(): Load all graphics resources (textures, actor objects and
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// alpha maps) required by the game
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void InitResources();
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// UnloadResources(): Unload all graphics resources loaded by InitResources
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void UnloadResources();
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public:
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CGameView(CGame *pGame);
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~CGameView();
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void Initialize(CGameAttributes *pGameAttributes);
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// Update: Update all the view information (i.e. rotate camera, scroll,
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// whatever). This will *not* change any World information - only the
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// *presentation*
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void Update(float DeltaTime);
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// Render: Render the World
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void Render();
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// RenderNoCull: render absolutely everything to a blank frame to force
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// renderer to load required assets
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void RenderNoCull();
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// Camera Control Functions (used by input handler)
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void ResetCamera();
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void ResetCameraOrientation();
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void RotateAboutTarget();
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void PushCameraTarget( const CVector3D& target );
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void SetCameraTarget( const CVector3D& target );
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void PopCameraTarget();
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inline CCamera *GetCamera()
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{ return &m_Camera; }
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};
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#endif
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