graphics
Class CGameView
Scene, boost::noncopyable
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+--CGameView
in GameView.h
in GameView.cpp
- class CGameView
- extends Scene, boost::noncopyable
defaultFar
public static const float defaultFar;
defaultFOV
public static const float defaultFOV;
defaultNear
public static const float defaultNear;
m
private CGameViewImpl* m;
CGameView
public CGameView( CGame* pGame );
~CGameView
public ~CGameView();
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 );