/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #ifndef ANTKEEPER_GAME_STATE_NEST_SELECTION_HPP #define ANTKEEPER_GAME_STATE_NEST_SELECTION_HPP #include "game/state/base.hpp" #include "entity/id.hpp" #include "utility/fundamental-types.hpp" namespace game { namespace state { class nest_selection: public game::state::base { public: nest_selection(game::context& ctx); virtual ~nest_selection(); private: void create_first_person_camera_rig(); void destroy_first_person_camera_rig(); void set_first_person_camera_rig_pedestal(float pedestal); void move_first_person_camera_rig(const float2& direction, float factor); void satisfy_first_person_camera_rig_constraints(); void enable_controls(); void disable_controls(); entity::id first_person_camera_rig_eid; entity::id first_person_camera_rig_spring_translation_eid; entity::id first_person_camera_rig_spring_rotation_eid; entity::id first_person_camera_rig_fov_spring_eid; float first_person_camera_rig_translation_spring_angular_frequency; float first_person_camera_rig_rotation_spring_angular_frequency; float first_person_camera_rig_fov_spring_angular_frequency; float first_person_camera_rig_min_elevation; float first_person_camera_rig_max_elevation; float first_person_camera_near_fov; float first_person_camera_far_fov; float first_person_camera_near_speed; float first_person_camera_far_speed; float first_person_camera_rig_pedestal_speed; float first_person_camera_rig_pedestal; bool mouse_look; }; } // namespace state } // namespace game #endif // ANTKEEPER_GAME_STATE_NEST_SELECTION_HPP