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graphics
Class CGameView

Scene, boost::noncopyable
   |
   +--CGameView

   in GameView.h
   in GameView.cpp

class CGameView
extends Scene, boost::noncopyable


Field Summary
 static const float defaultFar
          
 static const float defaultFOV
          
 static const float defaultNear
          
private CGameViewImpl* m
          
 
Constructor Summary
CGameView( CGame* pGame )
          
~CGameView()
          
 
Method Summary
 void AttachToUnit( CEntity* target )
          
 void CameraLock( float x, float y, float z, bool smooth = true )
          
 void CameraLock( const CVector3D& Trans, bool smooth = true )
          
private void CheckLightEnv()
          
private void EnumerateObjects( const CFrustum& frustum, SceneCollector* c )
          
 CCamera* GetCamera()
          
 CCinemaManager* GetCinema()
          
 CObjectManager& GetObjectManager() const
          
 JSObject* GetScript()
          
 InReaction HandleEvent( const SDL_Event_* ev )
          
 int Initialize( CGameAttributes* UNUSED( pAttribs ) )
          
 bool IsAttached()
          
 bool IsUnitView()
          
 void PopCameraTarget()
          
 void PushCameraTarget( const CVector3D& target )
          
 void RegisterInit( CGameAttributes* pAttribs )
          
 void Render()
          This callback is part of the Scene interface Submit all objects visible in the given frustum
 void ResetCamera()
          
 void ResetCameraOrientation()
          
 void RotateAboutTarget()
          
 void SetCameraTarget( const CVector3D& target )
          
 void ToUnitView( CEntity* target, CModel* prop )
          
private void UnloadResources()
          
 void Update( float DeltaTime )
          
   
Methods inherited from class Scene
EnumerateObjects
 

Field Detail

defaultFar

public static const float defaultFar;

defaultFOV

public static const float defaultFOV;

defaultNear

public static const float defaultNear;

m

private CGameViewImpl* m;


Constructor Detail

CGameView

public CGameView( CGame* pGame );

~CGameView

public ~CGameView();


Method Detail

AttachToUnit

public void AttachToUnit( CEntity* target );

CameraLock

public void CameraLock( float x, float y, float z, bool smooth = true );

CameraLock

public void CameraLock( const CVector3D& Trans, bool smooth = true );

CheckLightEnv

private void CheckLightEnv();

EnumerateObjects

private void EnumerateObjects( const CFrustum& frustum, SceneCollector* c );

GetCamera

public CCamera* GetCamera();

GetCinema

public CCinemaManager* GetCinema();

GetObjectManager

public CObjectManager& GetObjectManager() const;

GetScript

public JSObject* GetScript();

HandleEvent

public InReaction HandleEvent( const SDL_Event_* ev );

Initialize

public int Initialize( CGameAttributes* UNUSED( pAttribs ) );

IsAttached

public bool IsAttached();

IsUnitView

public bool IsUnitView();

PopCameraTarget

public void PopCameraTarget();

PushCameraTarget

public void PushCameraTarget( const CVector3D& target );

RegisterInit

public void RegisterInit( CGameAttributes* pAttribs );

Render

public void Render();
This callback is part of the Scene interface Submit all objects visible in the given frustum

ResetCamera

public void ResetCamera();

ResetCameraOrientation

public void ResetCameraOrientation();

RotateAboutTarget

public void RotateAboutTarget();

SetCameraTarget

public void SetCameraTarget( const CVector3D& target );

ToUnitView

public void ToUnitView( CEntity* target, CModel* prop );

UnloadResources

private void UnloadResources();

Update

public void Update( float DeltaTime );

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