Mercurial > fife-parpg
view engine/core/view/camera.i @ 524:6037f79b0dcf
Multiple quests now work.
Added the item layer.
Made movement more like diablo by allowing you to hold and drag the left mouse button.
All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 27 May 2010 21:11:37 +0000 |
parents | 7e5717105212 |
children | e3140f01749d |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ %module fife %{ #include "view/camera.h" #include "view/rendererbase.h" %} %include "view/rendererbase.i" namespace FIFE { typedef Point3D ScreenPoint; %template(ScreenPoint) PointType3D<int>; %apply std::list<Instance*> &OUTPUT { std::list<Instance*>& instances }; class Camera: public IRendererContainer { public: ~Camera(); const std::string& getId() const; void setId(const std::string& id); void setTilt(double tilt); double getTilt() const; void setRotation(double rotation); double getRotation() const; void setZoom(double zoom); double getZoom() const; void setLocation(Location location); Location getLocation() const; Location& getLocationRef(); void attach(Instance *instance); void detach(); Instance* getAttached() const; void setViewPort(const Rect& viewport); const Rect& getViewPort() const; void setCellImageDimensions(unsigned int width, unsigned int height); Point getCellImageDimensions(); ScreenPoint toScreenCoordinates(ExactModelCoordinate map_coords); ExactModelCoordinate toMapCoordinates(ScreenPoint screen_coords, bool z_calculated=true); void setEnabled(bool enabled); bool isEnabled(); void getMatchingInstances(ScreenPoint screen_coords, Layer& layer, std::list<Instance*>& instances); void getMatchingInstances(Rect screen_rect, Layer& layer, std::list<Instance*>& instances); void getMatchingInstances(Location& loc, std::list<Instance*>& instances, bool use_exactcoordinates=false); RendererBase* getRenderer(const std::string& name); void resetRenderers(); void refresh(); private: Camera(); }; %clear std::list<Instance*>& instances; } %clear InstanceLst& instances;