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