18#ifndef INCLUDED_GAMEVIEW
19#define INCLUDED_GAMEVIEW
53 void Update(
const float deltaRealTime);
73 #define DECLARE_BOOLEAN_SETTING(NAME) \
74 bool Get##NAME##Enabled() const; \
75 void Set##NAME##Enabled(bool Enabled);
81 #undef DECLARE_BOOLEAN_SETTING
InReaction game_view_handler(const SDL_Event_ *ev)
Definition: GameView.cpp:357
Class for in game playing of cinematics.
Definition: CinemaManager.h:29
Definition: GameView.cpp:66
Definition: GameView.h:37
CMiniMapTexture & GetMiniMapTexture() override
Return the minimap texture to be used for rendering this scene.
Definition: GameView.cpp:204
float GetCameraZoom() const
Definition: GameView.cpp:327
CCamera * GetCamera()
Definition: GameView.cpp:184
void UnloadResources()
Definition: GameView.cpp:287
CVector3D GetCameraPosition() const
Definition: GameView.cpp:317
InReaction HandleEvent(const SDL_Event_ *ev)
Definition: GameView.cpp:368
void EnumerateObjects(const CFrustum &frustum, SceneCollector *c) override
Send all objects that can be seen when rendering the given frustum to the scene collector.
Definition: GameView.cpp:257
entity_id_t GetFollowedEntity()
Definition: GameView.cpp:352
CGameViewImpl * m
Definition: GameView.h:97
void BeginFrame()
Definition: GameView.cpp:224
CTerritoryTexture & GetTerritoryTexture() override
Return the territory texture to be used for rendering this scene.
Definition: GameView.cpp:199
void Update(const float deltaRealTime)
Updates all the view information (i.e.
Definition: GameView.cpp:293
void FollowEntity(entity_id_t entity, bool firstPerson)
Definition: GameView.cpp:347
CLOSTexture & GetLOSTexture() override
Return the LOS texture to be used for rendering this scene.
Definition: GameView.cpp:194
DECLARE_BOOLEAN_SETTING(Culling)
void ResetCameraTarget(const CVector3D &target)
Definition: GameView.cpp:342
CVector3D GetCameraPivot() const
Definition: GameView.cpp:312
void MoveCameraTarget(const CVector3D &target)
Definition: GameView.cpp:337
CCinemaManager * GetCinema()
Definition: GameView.cpp:189
void Prepare(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Definition: GameView.cpp:236
void SetCamera(const CVector3D &pos, float rotX, float rotY, float zoom)
Definition: GameView.cpp:332
DECLARE_BOOLEAN_SETTING(ConstrainCamera)
void SetViewport(const SViewPort &vp)
Definition: GameView.cpp:174
void RegisterInit()
Definition: GameView.cpp:209
void RenderOverlays(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Definition: GameView.cpp:248
DECLARE_BOOLEAN_SETTING(LockCullCamera)
CVector3D GetCameraRotation() const
Definition: GameView.cpp:322
CObjectManager & GetObjectManager()
Definition: GameView.cpp:179
CGameView(Renderer::Backend::IDevice *device, CGame *pGame)
Definition: GameView.cpp:160
~CGameView() override
Definition: GameView.cpp:167
void Render(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Definition: GameView.cpp:242
The container that holds the rules, resources and attributes of the game.
Definition: Game.h:43
Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for rendering and for the minimap.
Definition: LOSTexture.h:39
Definition: MiniMapTexture.h:41
Definition: ObjectManager.h:42
Maintains the territory boundary texture, used for rendering and for the minimap.
Definition: TerritoryTexture.h:31
Definition: Vector3D.h:31
Definition: IDeviceCommandContext.h:42
This interface accepts renderable objects.
Definition: Scene.h:90
This interface describes a scene to the renderer.
Definition: Scene.h:54
u32 entity_id_t
Entity ID type.
Definition: Entity.h:29