💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_NEST_SELECTION_STATE_HPP
#define ANTKEEPER_NEST_SELECTION_STATE_HPP
#include "game/states/game-state.hpp"
#include <engine/entity/id.hpp>
#include <engine/utility/fundamental-types.hpp>
class nest_selection_state: public game_state
{
public:
nest_selection_state(::game& ctx);
virtual ~nest_selection_state();
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;
};
#endif // ANTKEEPER_NEST_SELECTION_STATE_HPP