Show Main2DCamera.cpp 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
////////////////////////////////////////////////////////////////////////////////
#include <graph/Main2DCamera.h>
#include <client/ScorchedClient.h>
#include <graph/OptionsDisplay.h>
#include <engine/MainLoop.h>
#include <GLEXT/GLState.h>
Main2DCamera *Main2DCamera::instance_ = 0;
Main2DCamera *Main2DCamera::instance()
{
if (!instance_)
{
instance_ = new Main2DCamera;
}
return instance_;
}
Main2DCamera::Main2DCamera() :
GameStateI("Main2DCamera"),
hide_(false)
{
}
Main2DCamera::~Main2DCamera()
{
}
void Main2DCamera::draw(const unsigned state)
{
if (OptionsDisplay::instance()->getFullClear())
{
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
}
else
{
if (ScorchedClient::instance()->getMainLoop().getFlip())
{
glClearDepth(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
}
else
{
glClearDepth(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
}
}
if (!hide_) viewPort_.draw();
else
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, 0, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
}
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