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openmw-tes3mp/apps/openmw/mwrender/characterpreview.hpp

123 lines
2.8 KiB
C++

#ifndef MWRENDER_CHARACTERPREVIEW_H
#define MWRENDER_CHARACTERPREVIEW_H
#include <osg/ref_ptr>
#include <memory>
#include <osg/PositionAttitudeTransform>
#include <components/esm/loadnpc.hpp>
#include <components/resource/resourcesystem.hpp>
#include "../mwworld/ptr.hpp"
namespace osg
{
class Texture2D;
class Camera;
class Group;
}
namespace MWRender
{
class NpcAnimation;
class DrawOnceCallback;
class CharacterPreview
{
public:
CharacterPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem, MWWorld::Ptr character, int sizeX, int sizeY,
const osg::Vec3f& position, const osg::Vec3f& lookAt);
virtual ~CharacterPreview();
int getTextureWidth() const;
int getTextureHeight() const;
void redraw();
void rebuild();
osg::ref_ptr<osg::Texture2D> getTexture();
private:
CharacterPreview(const CharacterPreview&);
CharacterPreview& operator=(const CharacterPreview&);
protected:
virtual bool renderHeadOnly() { return false; }
void setBlendMode();
virtual void onSetup();
osg::ref_ptr<osg::Group> mParent;
Resource::ResourceSystem* mResourceSystem;
osg::ref_ptr<osg::Texture2D> mTexture;
osg::ref_ptr<osg::Camera> mCamera;
osg::ref_ptr<DrawOnceCallback> mDrawOnceCallback;
osg::Vec3f mPosition;
osg::Vec3f mLookAt;
MWWorld::Ptr mCharacter;
osg::ref_ptr<MWRender::NpcAnimation> mAnimation;
osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
std::string mCurrentAnimGroup;
int mSizeX;
int mSizeY;
};
class InventoryPreview : public CharacterPreview
{
public:
InventoryPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem, MWWorld::Ptr character);
void updatePtr(const MWWorld::Ptr& ptr);
void update(); // Render preview again, e.g. after changed equipment
void setViewport(int sizeX, int sizeY);
int getSlotSelected(int posX, int posY);
protected:
virtual void onSetup();
};
class UpdateCameraCallback;
class RaceSelectionPreview : public CharacterPreview
{
ESM::NPC mBase;
MWWorld::LiveCellRef<ESM::NPC> mRef;
protected:
virtual bool renderHeadOnly() { return true; }
virtual void onSetup();
public:
RaceSelectionPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem);
virtual ~RaceSelectionPreview();
void setAngle(float angleRadians);
const ESM::NPC &getPrototype() const {
return mBase;
}
void setPrototype(const ESM::NPC &proto);
private:
osg::ref_ptr<UpdateCameraCallback> mUpdateCameraCallback;
float mPitchRadians;
};
}
#endif