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forked from 0ad/0ad
0ad/source/graphics/GameView.h
Ykkrosh 1c0536bf08 # Refactored the networking code, and redesigned the game setup screen.
Major updates to most network classes.
Simplify CNetServer so it doesn't duplicate any client behaviour; all
players now run CNetClient.
Remove most player/slot management from networking code.
Wait for all players to finish loading before starting the simulation.
Remove CGameAttributes; attributes are now just a JS object.
Remove CPlayer; they are now just simulation entities.
Handle player colours via simulation system.
Add a default map for Atlas, so it always has something to load.
Move network documentation to Doxygen.
Remove lots of now-unused code.

This was SVN commit r7653.
2010-06-30 21:41:04 +00:00

110 lines
3.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_GAMEVIEW
#define INCLUDED_GAMEVIEW
// needed by minimap
extern float g_MaxZoomHeight; //note: Max terrain height is this minus YMinOffset
extern float g_YMinOffset;
#include "renderer/Scene.h"
#include "lib/input.h" // InReaction - can't forward-declare enum
class CGame;
class CObjectManager;
class CCamera;
class CCinemaManager;
class CVector3D;
struct SViewPort;
struct JSObject;
class CGameViewImpl;
class CGameView : private Scene
{
NONCOPYABLE(CGameView);
public:
static const float defaultFOV, defaultCullFOV, defaultNear, defaultFar;
private:
CGameViewImpl* m;
// Check whether lighting environment has changed and update vertex data if necessary
void CheckLightEnv();
//BEGIN: Implementation of Scene
void EnumerateObjects(const CFrustum& frustum, SceneCollector* c);
//END: Implementation of Scene
// InitResources(): Load all graphics resources (textures, actor objects and
// alpha maps) required by the game
//void InitResources();
// UnloadResources(): Unload all graphics resources loaded by InitResources
void UnloadResources();
public:
CGameView(CGame *pGame);
~CGameView();
void SetViewport(const SViewPort& vp);
void RegisterInit();
int Initialize();
CObjectManager& GetObjectManager() const;
// Update: Update all the view information (i.e. rotate camera, scroll,
// whatever). This will *not* change any World information - only the
// *presentation*
void Update(float DeltaTime);
// Render: Render the World
void Render();
InReaction HandleEvent(const SDL_Event_* ev);
//Keep the camera in between boundaries/smooth camera scrolling/translating
//Should call this whenever moving (translating) the camera
void CameraLock(const CVector3D& Trans, bool smooth=true);
void CameraLock(float x, float y, float z, bool smooth=true);
// Camera Control Functions (used by input handler)
void ResetCamera();
void ResetCameraOrientation();
void RotateAboutTarget();
void PushCameraTarget( const CVector3D& target );
void SetCameraTarget( const CVector3D& target );
void PopCameraTarget();
//Keep view the same but follow the unit
// void AttachToUnit(CEntity* target); // TODO: reimplement this for new sim system
CCamera *GetCamera();
CCinemaManager* GetCinema();
JSObject* GetScript();
static void ScriptingInit();
};
extern InReaction game_view_handler(const SDL_Event_* ev);
#endif