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forked from 0ad/0ad
0ad/source/graphics/GameView.h
janwas af6694262a cleanup:
remove ONCE(ScriptingInit) constructs, replace with direct call from
GameSetup
revised GameSetup's InitScripting (organize into groups)
JSCollection: remove #define of two concrete collection types (made
typedef, moved to their respective entity.h and player.h)

This was SVN commit r5871.
2008-04-06 14:03:23 +00:00

96 lines
2.5 KiB
C++

#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 CGameAttributes;
class CObjectManager;
class CCamera;
class CCinemaManager;
class CVector3D;
class CEntity;
struct JSObject;
class CGameViewImpl;
class CGameView : private Scene, public boost::noncopyable
{
public:
static const float defaultFOV, 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 RegisterInit(CGameAttributes *pAttribs);
int Initialize(CGameAttributes *pGameAttributes);
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();
//First person camera attachment (through the eyes of the unit)
void ToUnitView(CEntity* target, CModel* prop);
//Keep view the same but follow the unit
void AttachToUnit(CEntity* target);
bool IsAttached();
bool IsUnitView();
CCamera *GetCamera();
CCinemaManager* GetCinema();
JSObject* GetScript();
static void ScriptingInit();
};
extern InReaction game_view_handler(const SDL_Event_* ev);
#endif