/* (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. */
#ifndef GAME_CLIENT_COMPONENTS_SPECTATOR_H
#define GAME_CLIENT_COMPONENTS_SPECTATOR_H
#include
#include
class CSpectator : public CComponent
{
enum
{
NO_SELECTION = -3,
};
bool m_Active;
bool m_WasActive;
int m_SelectedSpectatorID;
vec2 m_SelectorMouse;
float m_OldMouseX;
float m_OldMouseY;
bool CanChangeSpectator();
void SpectateNext(bool Reverse);
static void ConKeySpectator(IConsole::IResult *pResult, void *pUserData);
static void ConSpectate(IConsole::IResult *pResult, void *pUserData);
static void ConSpectateNext(IConsole::IResult *pResult, void *pUserData);
static void ConSpectatePrevious(IConsole::IResult *pResult, void *pUserData);
static void ConSpectateClosest(IConsole::IResult *pResult, void *pUserData);
public:
CSpectator();
virtual void OnConsoleInit() override;
virtual bool OnMouseMove(float x, float y) override;
virtual void OnRender() override;
virtual void OnRelease() override;
virtual void OnReset() override;
void Spectate(int SpectatorID);
};
#endif