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-rw-r--r--src/camera.h46
1 files changed, 33 insertions, 13 deletions
diff --git a/src/camera.h b/src/camera.h
index 006f4b3ce..ce46c3190 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -26,6 +26,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/tile.h"
#include "util/numeric.h"
#include <ICameraSceneNode.h>
+#include <ISceneNode.h>
+#include <list>
#include "client.h"
@@ -34,6 +36,20 @@ struct MapDrawControl;
class IGameDef;
class WieldMeshSceneNode;
+struct Nametag {
+ Nametag(scene::ISceneNode *a_parent_node,
+ const std::string &a_nametag_text,
+ const video::SColor &a_nametag_color):
+ parent_node(a_parent_node),
+ nametag_text(a_nametag_text),
+ nametag_color(a_nametag_color)
+ {
+ }
+ scene::ISceneNode *parent_node;
+ std::string nametag_text;
+ video::SColor nametag_color;
+};
+
enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
/*
@@ -84,7 +100,7 @@ public:
{
return m_camera_direction;
}
-
+
// Get the camera offset
inline v3s16 getOffset() const
{
@@ -120,8 +136,8 @@ public:
void update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio, ClientEnvironment &c_env);
- // Render distance feedback loop
- void updateViewingRange(f32 frametime_in, f32 busytime_in);
+ // Update render distance
+ void updateViewingRange();
// Start digging animation
// Pass 0 for left click, 1 for right click
@@ -151,6 +167,16 @@ public:
return m_camera_mode;
}
+ Nametag *addNametag(scene::ISceneNode *parent_node,
+ std::string nametag_text, video::SColor nametag_color);
+
+ void removeNametag(Nametag *nametag);
+
+ std::list<Nametag *> *getNametags()
+ { return &m_nametags; }
+
+ void drawNametags();
+
private:
// Nodes
scene::ISceneNode* m_playernode;
@@ -162,8 +188,9 @@ private:
// draw control
MapDrawControl& m_draw_control;
-
+
IGameDef *m_gamedef;
+ video::IVideoDriver *m_driver;
// Absolute camera position
v3f m_camera_position;
@@ -177,14 +204,6 @@ private:
f32 m_fov_x;
f32 m_fov_y;
- // Stuff for viewing range calculations
- f32 m_added_busytime;
- s16 m_added_frames;
- f32 m_range_old;
- f32 m_busytime_old;
- f32 m_frametime_counter;
- f32 m_time_per_range;
-
// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
f32 m_view_bobbing_anim;
// If 0, view bobbing is off (e.g. player is standing).
@@ -211,9 +230,10 @@ private:
f32 m_cache_fall_bobbing_amount;
f32 m_cache_view_bobbing_amount;
- f32 m_cache_wanted_fps;
f32 m_cache_fov;
bool m_cache_view_bobbing;
+
+ std::list<Nametag *> m_nametags;
};
#endif