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39
Torque/SDK/engine/game/game.h
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39
Torque/SDK/engine/game/game.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _GAME_H_
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#define _GAME_H_
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struct CameraQuery;
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const F32 MinCameraFov = 1.f; ///< min camera FOV
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const F32 MaxCameraFov = 179.f; ///< max camera FOV
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/// Actually renders the world. This is the function that will render the scene ONLY - new guis, no damage flashes.
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void GameRenderWorld();
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/// Renders overlays such as damage flashes, white outs, and water masks. These are usually a color applied over the entire screen.
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void GameRenderFilters(const CameraQuery& camq);
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/// Does the same thing as GameGetCameraTransform, but fills in other data including information about the far and near clipping planes.
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bool GameProcessCameraQuery(CameraQuery *query);
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/// Gets the position, rotation, and velocity of the camera.
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bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity);
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/// Gets the camera field of view angle.
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F32 GameGetCameraFov();
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/// Sets the field of view angle of the camera.
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void GameSetCameraFov(F32 fov);
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/// Sets where the camera fov will be change to. This is for non-instantaneous zooms/retractions.
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void GameSetCameraTargetFov(F32 fov);
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/// Update the camera fov to be closer to the target fov.
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void GameUpdateCameraFov();
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/// Initializes graphics related console variables.
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void GameInit();
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/// Processes the next frame, including gui, rendering, and tick interpolation.
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/// This function will only have an effect when executed on the client.
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bool clientProcess(U32 timeDelta);
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/// Processes the next cycle on the server. This function will only have an effect when executed on the server.
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bool serverProcess(U32 timeDelta);
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#endif
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