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77 lines
1.7 KiB
C++
77 lines
1.7 KiB
C++
#ifndef INGAMESTATE_HPP
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#define INGAMESTATE_HPP
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#include "State.hpp"
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#include <render/ViewCamera.hpp>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <string>
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class GameObject;
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class PlayerController;
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class IngameState final : public State {
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enum CameraMode {
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CAMERA_CLOSE = 0,
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CAMERA_NORMAL = 1,
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CAMERA_FAR = 2,
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CAMERA_TOPDOWN = 3,
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/** Used for counting - not a valid camera mode */
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CAMERA_MAX
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};
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bool started = false;
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std::string save;
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bool newgame;
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ViewCamera _look{};
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glm::vec3 cameraPosition{};
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/** Timer to hold user camera position */
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float autolookTimer{0.f};
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CameraMode camMode{IngameState::CAMERA_NORMAL};
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/// Player camera input since the last update
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glm::vec2 cameradelta_{};
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/// Invert Y axis movement
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bool m_invertedY;
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/// Free look in vehicles.
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bool m_vehicleFreeLook = true;
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float moneyTimer = 0.f; // Timer used to updated displayed money value
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public:
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/**
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* @brief IngameState
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* @param game
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* @param newgame
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* @param game An empty string, a save game to load, or the string "test".
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*/
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IngameState(RWGame* game, bool newgame = true,
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const std::string& save = "");
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void startTest();
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void startGame();
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void enter() override;
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void exit() override;
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void tick(float dt) override;
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void draw(GameRenderer &r) override;
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void handleEvent(const SDL_Event& event) override;
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virtual void handlePlayerInput(const SDL_Event& event);
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bool shouldWorldUpdate() override;
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const ViewCamera& getCamera(float alpha) override;
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private:
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GameObject* getCameraTarget() const;
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float getViewDistance() const;
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};
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#endif // INGAMESTATE_HPP
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