//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_CameraPositionActionh_INCLUDE__) #define __INCLUDE_CameraPositionActionh_INCLUDE__ #include #include #include class CameraPositionAction : public ActionMeta { public: CameraPositionAction(); CameraPositionAction(Vector &showPosition, float showTime, unsigned int priority); virtual ~CameraPositionAction(); virtual void init(); virtual void simulate(float frameTime, bool &remove); virtual bool writeAction(NetBuffer &buffer); virtual bool readAction(NetBufferReader &reader); REGISTER_ACTION_HEADER(CameraPositionAction); float getShowTime() { return showTime_; } float getStartTime() { return startTime_; } Vector &getShowPosition() { return showPosition_; } unsigned int &getShowPriority() { return showPriority_; } protected: float totalTime_; float startTime_; float showTime_; unsigned int showPriority_; Vector showPosition_; }; class CameraPositionActionRegistry { public: static void addCameraPositionAction(CameraPositionAction *action); static void rmCameraPositionAction(CameraPositionAction *action); static CameraPositionAction *getCurrentAction(); protected: static std::set actions_; static CameraPositionAction *currentAction_; static CameraPositionAction *getCurrentBest(); }; #endif