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CnC_Renegade/Code/wwui/viewerctrl.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/wwui/viewerctrl.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/06/01 4:24p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __VIEWER_CTRL_H
#define __VIEWER_CTRL_H
#include "dialogcontrol.h"
#include "vector3.h"
#include "render2d.h"
#include "aabox.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
class SimpleSceneClass;
class CameraClass;
class RenderObjClass;
class LightClass;
////////////////////////////////////////////////////////////////
//
// ViewerCtrlClass
//
////////////////////////////////////////////////////////////////
class ViewerCtrlClass : public DialogControlClass
{
public:
enum InterfaceModeEnum {
Z_ROTATION, // Automatic rotation of camera around Z-axis.
VIRTUAL_TRACKBALL // Camera rotation with virtual trackball under user control.
};
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
ViewerCtrlClass (void);
virtual ~ViewerCtrlClass (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
// RTTI.
ViewerCtrlClass *As_ViewerCtrlClass (void) { return this; }
//
// From DialogControlClass
//
void Render (void);
//
// Configuation
//
void Set_Background_Visible (bool isvisible) {IsBackgroundVisible = isvisible;}
void Set_Rotation_Rate (float r) {RotationRate = DEG_TO_RADF (r);}
void Set_Interface_Mode (InterfaceModeEnum mode, float rotationrate = 0.0f);
void Set_Camera_Min_Dist (float dist) { MinCameraDist = dist; }
//
// Selection management
//
SimpleSceneClass *Peek_Scene() { return (Scene); }
CameraClass *Peek_Camera() { return (Camera); }
void Set_Model (const char *model_name);
void Set_Model (RenderObjClass *new_model);
RenderObjClass *Peek_Model() { return (Model); }
void Set_Animation (const char *anim_name);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void On_LButton_Down (const Vector2 &mouse_pos);
void On_LButton_Up (const Vector2 &mouse_pos);
void On_Set_Cursor (const Vector2 &mouse_pos);
void On_Frame_Update (void);
void Update_Client_Rect (void);
void Create_Control_Renderer (void);
void Free_Model (void);
void Get_Visible_Bounding_Box (AABoxClass *box, RenderObjClass *render_obj, bool &is_first);
void Calculate_Camera_Position (void);
////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////
SimpleSceneClass * Scene;
CameraClass * Camera;
LightClass * Light; // Light source.
RenderObjClass * Model;
Render2DClass ControlRenderer;
AABoxClass BoundingBox;
float Distance;
float ZRotation;
float RotationRate;
float MinCameraDist;
bool IsCameraDirty;
bool IsBackgroundVisible;
InterfaceModeEnum InterfaceMode;
Vector3 LastMousePosition;
};
#endif //__VIEWER_CTRL_H