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#ifndef MWRENDER_CHARACTERPREVIEW_H
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#define MWRENDER_CHARACTERPREVIEW_H
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#include <OgreRenderTarget.h>
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#include <OgreMaterialManager.h>
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#include <components/esm/loadnpc.hpp>
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#include "externalrendering.hpp"
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#include "../mwworld/ptr.hpp"
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namespace OEngine
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{
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namespace Render
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{
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class SelectionBuffer;
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}
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}
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namespace MWRender
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{
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class NpcAnimation;
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class CharacterPreview
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{
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public:
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CharacterPreview(MWWorld::Ptr character, int sizeX, int sizeY, const std::string& name,
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Ogre::Vector3 position, Ogre::Vector3 lookAt);
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virtual ~CharacterPreview();
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virtual void setup ();
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virtual void onSetup();
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virtual void rebuild();
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protected:
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Ogre::TexturePtr mTexture;
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Ogre::RenderTarget* mRenderTarget;
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Ogre::Viewport* mViewport;
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Ogre::Camera* mCamera;
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Ogre::SceneManager* mSceneMgr;
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Ogre::SceneNode* mNode;
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Ogre::Vector3 mPosition;
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Ogre::Vector3 mLookAt;
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MWWorld::Ptr mCharacter;
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MWRender::NpcAnimation* mAnimation;
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std::string mName;
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int mSizeX;
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int mSizeY;
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};
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class InventoryPreview : public CharacterPreview
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{
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public:
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InventoryPreview(MWWorld::Ptr character);
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virtual ~InventoryPreview();
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virtual void onSetup();
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void update(int sizeX, int sizeY);
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int getSlotSelected(int posX, int posY);
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void setNpcAnimation (NpcAnimation* anim);
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private:
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OEngine::Render::SelectionBuffer* mSelectionBuffer;
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};
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class RaceSelectionPreview : public CharacterPreview
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{
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ESM::NPC mBase;
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MWWorld::LiveCellRef<ESM::NPC> mRef;
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public:
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RaceSelectionPreview();
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virtual void onSetup();
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void update(float angle);
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const ESM::NPC &getPrototype() const {
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return mBase;
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}
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void setPrototype(const ESM::NPC &proto);
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};
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}
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#endif
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