/* Copyright (C) 2009 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_CINEMATRACK #define INCLUDED_CINEMATRACK #include #include #include "ps/CStr.h" #include "maths/NUSpline.h" /* desc: contains various functions used for cinematic camera paths See also: CinemaHandler.cpp, Cinematic.h/.cpp */ class CVector3D; class CVector4D; class CCamera; //For loading data class CCinemaData { public: CCinemaData() : m_GrowthCount(0), m_Growth(0), m_Switch(0), m_Mode(0), m_Style(0), m_Timescale(1) {} virtual ~CCinemaData() {} const CCinemaData* GetData() const { return this; } //Distortion variables mutable float m_GrowthCount; float m_Growth; float m_Switch; int m_Mode; int m_Style; float m_Timescale; //a negative timescale results in backwards play }; //Once the data is part of the path, it shouldn't be changeable, so use private inheritance. //This class encompasses the spline and the information which determines how the path will operate //and also provides the functionality for doing so class CCinemaPath : private CCinemaData, public TNSpline { public: CCinemaPath() { m_TimeElapsed = 0.0f; m_PreviousNodeTime = 0.0f; } CCinemaPath(const CCinemaData& data, const TNSpline& spline); ~CCinemaPath() { DistStylePtr = NULL; DistModePtr = NULL; } enum { EM_IN, EM_OUT, EM_INOUT, EM_OUTIN }; enum { ES_DEFAULT, ES_GROWTH, ES_EXPO, ES_CIRCLE, ES_SINE }; //sets camera position to calculated point on spline void MoveToPointAt(float t, float nodet, const CVector3D& ); //Distortion mode functions-change how ratio is passed to distortion style functions float EaseIn(float t) const; float EaseOut(float t) const; float EaseInOut(float t) const; float EaseOutIn(float t) const; //Distortion style functions float EaseDefault(float t) const; float EaseGrowth(float t) const; float EaseExpo(float t) const; float EaseCircle(float t) const; float EaseSine(float t) const; float (CCinemaPath::*DistStylePtr)(float ratio) const; float (CCinemaPath::*DistModePtr)(float ratio) const; const CCinemaData* GetData() const { return CCinemaData::GetData(); } public: void DrawSpline(const CVector4D& RGBA, int smoothness, bool lines) const; inline CVector3D GetNodePosition(const int index) const { return Node[index].Position; } inline float GetNodeDuration(const int index) const { return Node[index].Distance; } inline float GetDuration() const { return MaxDistance; } inline float GetNodeFraction() const { return (m_TimeElapsed - m_PreviousNodeTime) / Node[m_CurrentNode].Distance; } inline float GetElapsedTime() const { return m_TimeElapsed; } inline void SetTimescale(float scale) { m_Timescale = scale; } float m_TimeElapsed; float m_PreviousNodeTime; //How much time has passed before the current node size_t m_CurrentNode; CVector3D m_PreviousRotation; public: /** * Returns false if finished. * * @param deltaRealTime Elapsed real time since the last frame. */ bool Play(const float deltaRealTime); bool Validate(); inline float GetTimescale() const { return m_Timescale; } }; //Class for in game playing of cinematics. Should only be instantiated in CGameView. class CCinemaManager { public: CCinemaManager(); ~CCinemaManager() {} void AddPath(CCinemaPath path, const CStrW& name); //Adds track to list of being played. void QueuePath(const CStrW& name, bool queue); void OverridePath(const CStrW& name); //clears track queue and replaces with 'name' /** * @param deltaRealTime Elapsed real time since the last frame. */ bool Update(const float deltaRealTime); //These stop track play, and accept time, not ratio of time void MoveToPointAt(float time); inline void StopPlaying() { m_PathQueue.clear(); } void DrawSpline() const; inline bool IsPlaying() const { return !m_PathQueue.empty(); } bool HasTrack(const CStrW& name) const; inline bool IsActive() const { return m_Active; } inline void SetActive(bool active) { m_Active=active; } inline const std::map& GetAllPaths() { return m_Paths; } void SetAllPaths( const std::map& tracks); void SetCurrentPath(const CStrW& name, bool current, bool lines); private: bool m_Active, m_DrawCurrentSpline, m_DrawLines, m_ValidCurrent; std::map::iterator m_CurrentPath; std::map m_Paths; std::list m_PathQueue; }; #endif