1 /* 2 C-Dogs SDL 3 A port of the legendary (and fun) action/arcade cdogs. 4 Copyright (c) 2015-2019 Cong Xu 5 6 Redistribution and use in source and binary forms, with or without 7 modification, are permitted provided that the following conditions are met: 8 9 Redistributions of source code must retain the above copyright notice, this 10 list of conditions and the following disclaimer. 11 Redistributions in binary form must reproduce the above copyright notice, 12 this list of conditions and the following disclaimer in the documentation 13 and/or other materials provided with the distribution. 14 15 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 16 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 17 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 18 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 19 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 20 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 21 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 22 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 23 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 24 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 25 POSSIBILITY OF SUCH DAMAGE. 26 */ 27 #pragma once 28 29 #include "draw/draw_buffer.h" 30 #include "hud/hud.h" 31 #include "screen_shake.h" 32 33 #define CAMERA_SPLIT_PADDING 40 34 35 typedef enum 36 { 37 SPECTATE_NONE, 38 SPECTATE_FOLLOW, 39 SPECTATE_FREE 40 } SpectateMode; 41 42 typedef struct 43 { 44 DrawBuffer Buffer; 45 struct vec2 lastPosition; 46 HUD HUD; 47 ScreenShake shake; 48 SpectateMode spectateMode; 49 // UID of actor to follow; only used if camera is in follow mode 50 int FollowActorUID; 51 // Immediately enter follow mode on the next player that joins the game 52 // This is used for when the game has no players; all spectators should 53 // immediately follow the next player to join 54 bool FollowNextPlayer; 55 int NumViews; 56 } Camera; 57 58 void CameraInit(Camera *camera); 59 void CameraReset(Camera *camera); 60 void CameraTerminate(Camera *camera); 61 62 void CameraInput(Camera *camera, const int cmd, const int lastCmd); 63 void CameraUpdate(Camera *camera, const int ticks, const int ms); 64 void CameraDraw(Camera *camera, const HUDDrawData drawData); 65 void CameraDrawMode(const Camera *camera); 66 67 bool CameraIsSingleScreen(void); 68