The-Simpsons-Hit-and-Run/tools/statepropbuilder/apps/spbuilder/code/sp/engine/context.hpp

120 lines
2.5 KiB
C++

/*
* sp/engine/context.hpp
*/
#ifndef SP_ENGINE_CONTEXT_HPP
#define SP_ENGINE_CONTEXT_HPP
#define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN
#include <windows.h>
#include <radmath/radmath.hpp>
#include <p3d/p3dtypes.hpp>
class tEntity;
class tContext;
class tView;
class tPointCamera;
class tDirectionalLight;
class tPose;
class pddiShader;
//---------------------------------------------------------------------------
// class SPContext
//---------------------------------------------------------------------------
class SPContext
{
public:
enum
{
MAX_FPS_COUNT = 10
};
SPContext(HWND hwnd);
virtual ~SPContext();
tContext* GetContext()
{ return m_Context; }
bool Open();
bool Close();
bool ViewResize(int w, int h);
bool Advance();
bool Display();
void MouseDown(int button, int shift, int x, int y);
void MouseMove(int button, int shift, int x, int y);
void MouseUp(int button, int shift, int x, int y);
void MouseWheel(int scroll);
float SimulationGetFPS() const;
float SimulationGetRate() const
{ return m_SimRate; }
void SimulationSetRate(float simRate);
bool IsCameraLocked() const
{ return m_IsCameraLocked; }
void SetIsCameraLocked(bool cameraLock)
{ m_IsCameraLocked = cameraLock; }
tPointCamera* GetCamera() const
{ return m_Camera; }
static bool GetEntityName(tEntity* entity, char* name, int maxLen);
void InventoryClear();
int InventoryGetEntityCount() const;
bool InventoryGetEntityName(int index,
char* name, int nameLen,
char* type, int typeLen) const;
void RenderPose(tPose* pose);
void DrawAxes(const rmt::Matrix& m, float radius);
void DrawLine(const rmt::Vector& a, const rmt::Vector& b, tColour c);
void SetBackgroundColour( int r , int g , int b );
private:
void CameraPan(int dx, int dy);
void CameraZoom(int dz);
void CameraRotate(int dx, int dy);
HWND m_HWnd;
tContext* m_Context;
tView* m_View;
tPointCamera* m_Camera;
tDirectionalLight* m_Light;
pddiShader* m_Shader;
float m_CurrentTime;
float m_FPS[MAX_FPS_COUNT];
int m_FPSIndex;
float m_SimRate;
rmt::Vector m_CameraTarget;
float m_CameraRotateX;
float m_CameraRotateY;
float m_CameraDistance;
bool m_IsCameraLocked;
int m_MouseCapture;
int m_MouseX;
int m_MouseY;
};
extern SPContext* g_SPContext;
#endif // SP_ENGINE_CONTEXT_HPP