ddnet/src/game/client/components/camera.h

60 lines
1.3 KiB
C
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_CAMERA_H
#define GAME_CLIENT_COMPONENTS_CAMERA_H
#include <base/vmath.h>
#include <game/bezier.h>
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#include <game/client/component.h>
class CCamera : public CComponent
{
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friend class CMenuBackground;
enum
{
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CAMTYPE_UNDEFINED = -1,
CAMTYPE_SPEC,
CAMTYPE_PLAYER,
};
int m_CamType;
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vec2 m_LastPos[NUM_DUMMIES];
vec2 m_PrevCenter;
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bool m_Zooming;
CCubicBezier m_ZoomSmoothing;
float m_ZoomSmoothingStart;
float m_ZoomSmoothingEnd;
void ScaleZoom(float Factor);
void ChangeZoom(float Target);
float ZoomProgress(float CurrentTime) const;
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float MinZoomLevel();
float MaxZoomLevel();
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public:
vec2 m_Center;
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bool m_ZoomSet;
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float m_Zoom;
float m_ZoomSmoothingTarget;
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CCamera();
virtual void OnRender();
// DDRace
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virtual void OnConsoleInit();
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virtual void OnReset();
private:
static void ConZoomPlus(IConsole::IResult *pResult, void *pUserData);
static void ConZoomMinus(IConsole::IResult *pResult, void *pUserData);
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static void ConZoom(IConsole::IResult *pResult, void *pUserData);
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static void ConSetView(IConsole::IResult *pResult, void *pUserData);
vec2 m_ForceFreeviewPos;
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};
#endif