The-Simpsons-Hit-and-Run/game/code/camera/icamerashaker.h

63 lines
1.9 KiB
C++

//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: icamerashaker.h
//
// Description: Blahblahblah
//
// History: 02/05/2002 + Created -- Cary Brisebois
//
//=============================================================================
#ifndef ICAMERASHAKER_H
#define ICAMERASHAKER_H
//========================================
// Nested Includes
//========================================
//========================================
// Forward References
//========================================
class tPointCamera;
struct ShakeEventData;
//=============================================================================
//
// Synopsis: Blahblahblah
//
//=============================================================================
class ICameraShaker
{
public:
ICameraShaker() {};
virtual ~ICameraShaker() {};
virtual void Reset() = 0;
virtual void ShakeCamera( rmt::Vector* pos, rmt::Vector* targ, unsigned int milliseconds ) = 0;
virtual void SetSpeed( float speed ) = 0; //This should be between 0 and 1.
virtual void SetTime( unsigned int milliseconds ) = 0; //How long does the shake go?
virtual void SetCamera( tPointCamera* camera ) = 0; //What is the camera for screen-relative shake
virtual void SetCameraRelative( bool cameraRelative ) = 0;
virtual void SetDirection( const rmt::Vector& dir ) = 0;
virtual void SetLooping( bool loop ) = 0;
virtual bool DoneShaking() = 0;
virtual const char* const GetName() = 0;
virtual void RegisterDebugInfo() = 0;
virtual void UnregisterDebugInfo() = 0;
virtual void SetShakeData( const ShakeEventData* data ) = 0;
private:
//Prevent wasteful constructor creation.
ICameraShaker( const ICameraShaker& icamerashaker );
ICameraShaker& operator=( const ICameraShaker& icamerashaker );
};
#endif //ICAMERASHAKER_H