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
// 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,
- v2u32 screensize, 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);
// 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
scene::IMesh *m_wield_mesh_next;
u16 m_previous_playeritem;
std::string m_previous_itemname;
+
+ CameraMode m_camera_mode;
};
#endif