Show CameraPositionAction.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D 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.
//
// Scorched3D 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 Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_CameraPositionActionh_INCLUDE__)
#define __INCLUDE_CameraPositionActionh_INCLUDE__
#include <engine/ActionReferenced.h>
#include <common/Vector.h>
#include <set>
class CameraPositionAction : public ActionReferenced
{
public:
CameraPositionAction(Vector &showPosition,
float showTime,
unsigned int priority);
virtual ~CameraPositionAction();
virtual void init();
virtual void simulate(float frameTime, bool &remove);
float getShowTime() { return showTime_; }
float getStartTime() { return startTime_; }
Vector &getShowPosition() { return showPosition_; }
unsigned int &getShowPriority() { return showPriority_; }
protected:
float totalTime_;
float startTime_;
float showTime_;
unsigned int showPriority_;
Vector showPosition_;
};
class CameraPositionActionRegistry
{
public:
static void addCameraPositionAction(CameraPositionAction *action);
static void rmCameraPositionAction(CameraPositionAction *action);
static CameraPositionAction *getCurrentAction();
protected:
static std::set<CameraPositionAction *> actions_;
static CameraPositionAction *currentAction_;
static CameraPositionAction *getCurrentBest();
};
#endif
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