0ad/source/tools/atlas/GameInterface/View.h
Ykkrosh b6c1022566 # Improved actor-viewer tool (more viewing controls, support for random actor variations)
Also right-click-and-drag to rotate the camera vertically.
Fixed LookAt code (the algorithm in the gluLookAt man page seems to be
wrong).

This was SVN commit r4394.
2006-09-27 16:54:23 +00:00

82 lines
1.8 KiB
C++

#ifndef VIEW_H__
#define VIEW_H__
class CUnit;
class ViewGame;
class ViewActor;
class View
{
public:
virtual ~View();
virtual void Update(float UNUSED(frameLength)) { };
virtual void Render() { };
virtual CCamera& GetCamera() = 0;
virtual CUnit* GetUnit(AtlasMessage::ObjectID UNUSED(id)) { return NULL; }
virtual bool WantsHighFramerate() { return false; }
virtual void SetParam(const std::wstring& name, bool value);
virtual void SetParam(const std::wstring& name, const AtlasMessage::Colour& value);
// These always return a valid (not NULL) object
static View* GetView(int /*eRenderView*/ view);
static View* GetView_None();
static ViewGame* GetView_Game();
static ViewActor* GetView_Actor();
// Invalidates any View objects previously returned by this class
static void DestroyViews();
};
//////////////////////////////////////////////////////////////////////////
class ViewNone : public View
{
public:
virtual CCamera& GetCamera() { return dummyCamera; }
private:
CCamera dummyCamera;
};
class ViewGame : public View
{
public:
ViewGame();
virtual void Update(float frameLength);
virtual void Render();
virtual CCamera& GetCamera();
virtual CUnit* GetUnit(AtlasMessage::ObjectID id);
virtual bool WantsHighFramerate();
private:
};
class ActorViewer;
class ViewActor : public View
{
public:
ViewActor();
~ViewActor();
virtual void Update(float frameLength);
virtual void Render();
virtual CCamera& GetCamera();
virtual CUnit* GetUnit(AtlasMessage::ObjectID id);
virtual bool WantsHighFramerate();
virtual void SetParam(const std::wstring& name, bool value);
virtual void SetParam(const std::wstring& name, const AtlasMessage::Colour& value);
void SetSpeedMultiplier(float speed);
ActorViewer& GetActorViewer();
private:
float m_SpeedMultiplier;
CCamera m_Camera;
ActorViewer* m_ActorViewer;
};
#endif // VIEW_H__