/* 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_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 { NONCOPYABLE(CGameView); 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