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authorsapier <Sapier at GMX dot net>2014-04-27 16:09:21 +0200
committersapier <Sapier at GMX dot net>2014-05-18 01:08:13 +0200
commit09970b7b6daa82ba0cb71540ebb70e671637782f (patch)
treebea283470a892adcdcc5962b498a10ca2f405297 /src/camera.h
parentd9f6f9e7a8038071648eb53da0d5be8abdaa9e45 (diff)
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Add support for interlaced polarized 3d screens
Add (experimental) support for topbottom as well as sidebyside 3d mode
Diffstat (limited to 'src/camera.h')
-rw-r--r--src/camera.h25
1 files changed, 21 insertions, 4 deletions
diff --git a/src/camera.h b/src/camera.h
index 63d109f1f..8831257cc 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -33,7 +33,7 @@ class LocalPlayer;
struct MapDrawControl;
class IGameDef;
-enum CameraModes {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
+enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
@@ -117,8 +117,7 @@ public:
// Update the camera from the local player's position.
// busytime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, f32 busytime,
- f32 tool_reload_ratio,
- int current_camera_mode, ClientEnvironment &c_env);
+ f32 tool_reload_ratio, ClientEnvironment &c_env);
// Render distance feedback loop
void updateViewingRange(f32 frametime_in, f32 busytime_in);
@@ -133,7 +132,23 @@ public:
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
// Warning: This clears the Z buffer.
- void drawWieldedTool();
+ void drawWieldedTool(irr::core::matrix4* translation=NULL);
+
+ // Toggle the current camera mode
+ void toggleCameraMode() {
+ if (m_camera_mode == CAMERA_MODE_FIRST)
+ m_camera_mode = CAMERA_MODE_THIRD;
+ else if (m_camera_mode == CAMERA_MODE_THIRD)
+ m_camera_mode = CAMERA_MODE_THIRD_FRONT;
+ else
+ m_camera_mode = CAMERA_MODE_FIRST;
+ }
+
+ //read the current camera mode
+ inline CameraMode getCameraMode()
+ {
+ return m_camera_mode;
+ }
private:
// Nodes
@@ -196,6 +211,8 @@ private:
scene::IMesh *m_wield_mesh_next;
u16 m_previous_playeritem;
std::string m_previous_itemname;
+
+ CameraMode m_camera_mode;
};
#endif