Ykkrosh
6c7b82130c
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the camera. Restrict the rotation and zoom to narrow ranges. (Constraints can be disabled in the dev overlay). Smooth the movement and rotation. Fix some stupid whitespace. Fix some const correctness. This was SVN commit r7930.
96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_GAMEVIEW
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#define INCLUDED_GAMEVIEW
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// needed by minimap
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extern float g_MaxZoomHeight; //note: Max terrain height is this minus YMinOffset
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extern float g_YMinOffset;
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#include "renderer/Scene.h"
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#include "lib/input.h" // InReaction - can't forward-declare enum
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class CGame;
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class CObjectManager;
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class CCamera;
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class CCinemaManager;
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class CVector3D;
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struct SViewPort;
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struct JSObject;
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class CGameViewImpl;
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class CGameView : private Scene
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{
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NONCOPYABLE(CGameView);
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public:
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static const float defaultFOV, defaultCullFOV, defaultNear, defaultFar;
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private:
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CGameViewImpl* m;
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// Check whether lighting environment has changed and update vertex data if necessary
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void CheckLightEnv();
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//BEGIN: Implementation of Scene
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void EnumerateObjects(const CFrustum& frustum, SceneCollector* c);
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//END: Implementation of Scene
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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 SetViewport(const SViewPort& vp);
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void RegisterInit();
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int Initialize();
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CObjectManager& GetObjectManager() const;
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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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InReaction HandleEvent(const SDL_Event_* ev);
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void MoveCameraTarget(const CVector3D& target);
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void ResetCameraTarget(const CVector3D& target);
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CCamera *GetCamera();
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CCinemaManager* GetCinema();
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JSObject* GetScript();
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static void ScriptingInit();
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};
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extern InReaction game_view_handler(const SDL_Event_* ev);
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#endif
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