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openrw/rwgame/states/IngameState.hpp
Daniel Evans f0e0e6e747 Extract game input state handling from IngameState
Prevents input getting "stuck" when input is removed in the pause menu
2016-11-19 23:50:34 +00:00

63 lines
1.4 KiB
C++

#ifndef INGAMESTATE_HPP
#define INGAMESTATE_HPP
#include "StateManager.hpp"
class PlayerController;
class IngameState : public State {
enum CameraMode {
CAMERA_CLOSE = 0,
CAMERA_NORMAL = 1,
CAMERA_FAR = 2,
CAMERA_TOPDOWN = 3,
/** Used for counting - not a valid camera mode */
CAMERA_MAX
};
bool started;
std::string save;
bool newgame;
ViewCamera _look;
glm::vec3 cameraPosition;
/** Timer to hold user camera position */
float autolookTimer;
CameraMode camMode;
/// Current camera yaw and pitch
glm::vec2 m_cameraAngles;
/// Invert Y axis movement
bool m_invertedY;
/// Free look in vehicles.
bool m_vehicleFreeLook;
float moneyTimer = 0.f; // Timer used to updated displayed money value
public:
/**
* @brief IngameState
* @param game
* @param newgame
* @param game An empty string, a save game to load, or the string "test".
*/
IngameState(RWGame* game, bool newgame = true,
const std::string& save = "");
void startTest();
void startGame();
virtual void enter();
virtual void exit();
virtual void tick(float dt);
virtual void draw(GameRenderer* r);
virtual void handleEvent(const SDL_Event& event);
virtual void handlePlayerInput(const SDL_Event& event);
virtual bool shouldWorldUpdate();
const ViewCamera& getCamera();
};
#endif // INGAMESTATE_HPP