Code Search for Developers
 
 
  

MainCamera.h from Scorched 3D at Krugle


Show MainCamera.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(AFX_MAINCAMERA_H__97593EBB_5901_4D81_BAEB_8ADC76CFB627__INCLUDED_)
#define AFX_MAINCAMERA_H__97593EBB_5901_4D81_BAEB_8ADC76CFB627__INCLUDED_

#include <GLEXT/GLMenuI.h>
#include <engine/GameStateI.h>
#include <graph/TargetCamera.h>
#include <common/Vector.h>
#include <map>

class MainCamera : public GameStateI, public GLMenuI
{
public:
	static MainCamera *instance();

	GLCamera &getCamera() { return targetCam_.getCamera(); }
	TargetCamera &getTarget() { return targetCam_; }

	// Inherited from GameStateI
	virtual void simulate(const unsigned state, 
		float frameTime);
	virtual void draw(const unsigned state);
	virtual void mouseWheel(const unsigned state, 
		int x, int y, int z, bool &skipRest);
	virtual void mouseDown(const unsigned state, 
		GameState::MouseButton button, int x, int y, bool &skipRest);
	virtual void mouseUp(const unsigned state, 
		GameState::MouseButton button, int x, int y, bool &skipRest);
	virtual void mouseDrag(const unsigned state, 
		GameState::MouseButton button,
		int mx, int my, int x, int y, bool &skipRest);
	virtual void keyboardCheck(
		const unsigned state, float frameTime, 
		char *buffer, unsigned int keyState,
		KeyboardHistory::HistoryElement *history, int hisCount, 
		bool &skipRest);

	// Inherited from GLMenuI
	virtual bool getEnabled(const char* menuName);
	virtual void menuSelection(const char* menuName, 
		const int position, GLMenuItem &item);
	virtual bool getMenuItems(const char* menuName, 
		std::list<GLMenuItem> &result);

	// Class to save the screen shots
	class SaveScreen : public GameStateI
	{
	public:
		SaveScreen() : GameStateI("SaveScreen"), saveScreen_(false) {}
		virtual void draw(const unsigned state);

		bool saveScreen_;
	} saveScreen_;

	class Precipitation : public GameStateI
	{
	public:
		Precipitation() : GameStateI("Precipitation") {}
		virtual void draw(const unsigned state);
	} precipitation_;

protected:
	static MainCamera *instance_;
	TargetCamera targetCam_;
	// Quick key settings
	std::map<int, std::pair<Vector, Vector> > quickKeys_;

	void setQuick(int key);
	void useQuick(int key);

private:
	MainCamera();
	virtual ~MainCamera();

};

#endif // !defined(AFX_MAINCAMERA_H__97593EBB_5901_4D81_BAEB_8ADC76CFB627__INCLUDED_)




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h