💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

69 lines
2.3 KiB

/*
* Copyright (C) 2021 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_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