💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2023 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #ifndef ANTKEEPER_GAME_STATE_NEST_SELECTION_HPP
  20. #define ANTKEEPER_GAME_STATE_NEST_SELECTION_HPP
  21. #include "game/state/base.hpp"
  22. #include "entity/id.hpp"
  23. #include "utility/fundamental-types.hpp"
  24. namespace game {
  25. namespace state {
  26. class nest_selection: public game::state::base
  27. {
  28. public:
  29. nest_selection(game::context& ctx);
  30. virtual ~nest_selection();
  31. private:
  32. void create_first_person_camera_rig();
  33. void destroy_first_person_camera_rig();
  34. void set_first_person_camera_rig_pedestal(float pedestal);
  35. void move_first_person_camera_rig(const float2& direction, float factor);
  36. void satisfy_first_person_camera_rig_constraints();
  37. void enable_controls();
  38. void disable_controls();
  39. entity::id first_person_camera_rig_eid;
  40. entity::id first_person_camera_rig_spring_translation_eid;
  41. entity::id first_person_camera_rig_spring_rotation_eid;
  42. entity::id first_person_camera_rig_fov_spring_eid;
  43. float first_person_camera_rig_translation_spring_angular_frequency;
  44. float first_person_camera_rig_rotation_spring_angular_frequency;
  45. float first_person_camera_rig_fov_spring_angular_frequency;
  46. float first_person_camera_rig_min_elevation;
  47. float first_person_camera_rig_max_elevation;
  48. float first_person_camera_near_fov;
  49. float first_person_camera_far_fov;
  50. float first_person_camera_near_speed;
  51. float first_person_camera_far_speed;
  52. float first_person_camera_rig_pedestal_speed;
  53. float first_person_camera_rig_pedestal;
  54. bool mouse_look;
  55. };
  56. } // namespace state
  57. } // namespace game
  58. #endif // ANTKEEPER_GAME_STATE_NEST_SELECTION_HPP