nuclide/src/client/NSView.h

101 lines
2.9 KiB
C++

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