/* (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_CAMERA_H
#define GAME_CLIENT_COMPONENTS_CAMERA_H
#include
#include
#include
class CCamera : public CComponent
{
friend class CMenuBackground;
enum
{
CAMTYPE_UNDEFINED = -1,
CAMTYPE_SPEC,
CAMTYPE_PLAYER,
};
int m_CamType;
vec2 m_LastPos[NUM_DUMMIES];
vec2 m_PrevCenter;
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;
float MinZoomLevel();
float MaxZoomLevel();
public:
vec2 m_Center;
bool m_ZoomSet;
float m_Zoom;
float m_ZoomSmoothingTarget;
CCamera();
virtual void OnRender();
// DDRace
virtual void OnConsoleInit();
virtual void OnReset();
private:
static void ConZoomPlus(IConsole::IResult *pResult, void *pUserData);
static void ConZoomMinus(IConsole::IResult *pResult, void *pUserData);
static void ConZoomReset(IConsole::IResult *pResult, void *pUserData);
};
#endif