115 lines
3.3 KiB
C++
115 lines
3.3 KiB
C++
/*
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* Copyright (c) 2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* The job of a NSView is to contain a single player seat.
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Boxing is important for splitscreen etc. play.
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The NSView has a target, which may or may not have prediction
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run on them. Things such as stair smoothing and viewmodel handling
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is done in the NSView.
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*/
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/** The view mode type of an NSView. */
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typedef enum
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{
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VIEWMODE_NORMAL, /**< just a regular camera with no special logic */
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VIEWMODE_FPS, /**< uses view target position + view offset */
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VIEWMODE_THIRDPERSON, /**< third person view, fixed */
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VIEWMODE_SPECTATING /**< spectating, mixed viewmodes inside */
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} viewmode_t;
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/** This class represents 3D views, used for rendering the game.
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It can also be used to render picture-in-picture views on top
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of other views. */
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class
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NSView
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{
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private:
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int m_iSeat;
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/* the dimensions of our view */
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vector m_vecPosition;
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vector m_vecSize;
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float m_flFieldOfView;
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viewmode_t m_viewmode;
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float m_flSensitivity;
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vector m_vecLastOrigin;
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/* the entity we're targetting */
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NSEntity m_viewTarget;
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NSClient m_client;
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vector m_vecClientAngle;
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bool m_bSetClientAngle;
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bool m_bDrawLocalPlayer;
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public:
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void NSView(void);
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/** the only method we we want to call setproperty() */
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virtual void SetupView(void);
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/** only does one thing: renderscene() */
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virtual void RenderView(void);
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/** when called, will modify 'origin' to vertically smoothed when on ground */
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virtual void StairSmooth(void);
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/** applies an punch to our camera angle, temporarily */
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virtual void AddPunchAngle(vector);
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/** called every CSQC_UpdateView for each player */
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virtual void UpdateView(void);
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/* set/get */
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virtual void SetViewMode(viewmode_t);
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virtual viewmode_t GetViewMode(void);
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virtual void SetViewPosition(vector);
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virtual void SetViewSize(vector);
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virtual void SetViewTarget(NSEntity);
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virtual void SetClientOwner(NSClient);
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virtual void SetDrawLocalPlayer(bool);
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virtual void SetCameraOrigin(vector);
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virtual void SetCameraAngle(vector);
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virtual void SetClientAngle(vector);
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virtual void SetSeatID(int);
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virtual void SetAFOV(float);
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virtual float GetAFOV(void);
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virtual void SetSensitivity(float);
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virtual float GetSensitivity(void);
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virtual vector GetHUDCanvasSize(void);
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virtual vector GetHUDCanvasPos(void);
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virtual float GetViewWidth(void);
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virtual float GetViewHeight(void);
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virtual vector GetCameraOrigin(void);
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virtual vector GetCameraAngle(void);
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};
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/* one NSView for each seat */
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NSView g_viewSeats[4];
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/* the current seat run for each draw call, for each player. always use talk to this! */
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NSView g_view;
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