Frame of Reference Game API  1.0.3
 All Classes Namespaces Functions Variables Enumerations Enumerator Properties Events
Public Member Functions | Protected Member Functions | List of all members
FrameOfReference.Presentation.InGamePresenter Class Reference

Main in-game interaction More...

Inheritance diagram for FrameOfReference.Presentation.InGamePresenter:
FrameOfReference.Presentation.InteractivePresenter FrameOfReference.Presentation.Presenter

Public Member Functions

 InGamePresenter (Engine engine, Universe universe)
 Creates a new presenter for the actual running game More...
 
override void HookIn ()
 
override void HookOut ()
 
void PrepareSave ()
 Writes back data to Universe so that state gets stored in savegames. More...
 
void SwingCameraTo (string name)
 Switches from the current camera view to a new view using a cinematic effect. More...
 
void LockOn (string name)
 Sets InteractivePresenter.SelectedPositionables to a single specific Entity and forces the Camera to stay close to it. More...
 
void ReleaseLock ()
 Releases a camera lock applied by LockOn. More...
 
- Public Member Functions inherited from FrameOfReference.Presentation.InteractivePresenter
override void Initialize ()
 
void SwingCameraTo (CameraState< Vector2 > cameraState=null)
 Switches from the current camera view to a new view using a cinematic effect. More...
 
void SwingCameraTo (Vector2 target)
 Swings the camera to look at a specifc set of 2D coordinates. More...
 
void SwingCameraTo (PositionableRenderable target)
 Swings the camera to look at a specifc PositionableRenderable. More...
 
void TakeOverSelection ()
 Turns all currently selected Entitys into player-controlled characters. More...
 
void PerspectiveChange (Point pan, int rotation, int zoom)
 
virtual void Hover (Point target)
 
virtual void AreaSelection (Rectangle area, bool accumulate, bool done)
 
virtual void Click (MouseEventArgs e, bool accumulate)
 
virtual void DoubleClick (MouseEventArgs e)
 
- Public Member Functions inherited from FrameOfReference.Presentation.Presenter
override void Initialize ()
 
void RebuildTerrain ()
 Rebuilds the terrain from World.Universe.Terrain to reflect any modifications performed. More...
 
override void DimDown ()
 
override void DimUp ()
 

Protected Member Functions

override void MovePositionables (IEnumerable< Positionable< Vector2 >> positionables, Vector2 target)
 Moves one or more Positionable{TCoordinates}s to a new position.
Parameters
positionablesThe Positionable{TCoordinates}s to be moved.
targetThe terrain position to move the positionables to.

 
override void PickPositionables (IEnumerable< Positionable< Vector2 >> positionables, bool accumulate)
 Adds one or more Positionable{TCoordinates}s to SelectedPositionables.
Parameters
positionablesThe selected Positionable{TCoordinates}s.
accumulatetrue when the user wants the new selection to be added to the old one.

 
- Protected Member Functions inherited from FrameOfReference.Presentation.InteractivePresenter
 InteractivePresenter (Engine engine, Universe universe)
 Creates a new interactive presenter More...
 
override void Dispose (bool disposing)
 
- Protected Member Functions inherited from FrameOfReference.Presentation.Presenter
 Presenter (Engine engine, Universe universe)
 Creates a new presenter. More...
 
override void Dispose (bool disposing)
 To be called by IDisposable.Dispose and the object destructor. More...
 
Camera CreateCamera (CameraState< Vector2 > state=null)
 Creates a new camera based on a state usually loaded from the Universe. More...
 
virtual double CameraController (DoubleVector3 coordinates)
 Ensures the camera does not go under or outside the Terrain. More...
 
void SwitchMusicTheme (string theme, bool immediate=false)
 Switches the theme of the music played More...
 
delegate PositionableRenderable RenderCompononentToEngine< TComponent > (Entity entity, TComponent component)
 A callback for mapping a Render component to an Engine representation. More...
 
void RegisterRenderComponent< TComponent > (RenderCompononentToEngine< TComponent > create)
 Registers a callback for converting a Render component to an Engine representation. More...
 
void UpdateRepresentation (Positionable< Vector2 > element, IPositionable representation)
 Applies the position of a Model element to a View representation. More...
 
void UpdateRepresentation (Entity element, PositionableRenderable representation)
 Applies the position and rotation of a Model element to a View representation. More...
 
void UpdateRepresentation (Entity element, PointLight representation)
 Applies the position and rotation of a Model element to a View representation. More...
 
override void RegisterRenderablesSync ()
 
void UpdateLighting ()
 Updates _lightSun and _lightMoon based on the light phase in PresenterBase{TUniverse,TCoordinates}.Universe. More...
 

Additional Inherited Members

- Protected Attributes inherited from FrameOfReference.Presentation.Presenter
virtual double MaxCameraRadius => 2250
 The value for StrategyCamera.MaxRadius. More...
 
bool Lighting = true
 Use lighting in this presentation? More...
 
- Properties inherited from FrameOfReference.Presentation.InteractivePresenter
MonitoredCollection
< Positionable< Vector2 > > 
SelectedPositionables [get]
 The Positionable{TCoordinates}s the user has selected with the mouse More...
 
- Properties inherited from FrameOfReference.Presentation.Presenter
bool WireframeTerrain [get, set]
 Render the OmegaEngine.Graphics.Renderables.Terrain in wireframe-mode More...
 
bool WireframeEntities [get, set]
 Render all entities in wireframe-mode More...
 
bool BoundingSphereEntities [get, set]
 Visualize the bounding spheres of all entities More...
 
bool BoundingBoxEntities [get, set]
 Visualize the bounding boxes of all entities More...
 
Terrain Terrain [get, set]
 The OmegaEngine representation of World.Universe.Terrain More...
 
CameraState< Vector2 > CameraState [get]
 Retreives the current state of the Camera for storage in the Universe. More...
 

Detailed Description

Main in-game interaction

Constructor & Destructor Documentation

FrameOfReference.Presentation.InGamePresenter.InGamePresenter ( Engine  engine,
Universe  universe 
)
inline

Creates a new presenter for the actual running game

Parameters
engineThe engine to use for rendering
universeThe universe to display

Member Function Documentation

void FrameOfReference.Presentation.InGamePresenter.LockOn ( string  name)
inline

Sets InteractivePresenter.SelectedPositionables to a single specific Entity and forces the Camera to stay close to it.

Parameters
nameThe Positionable{TCoordinates}.Name of a Entity stored in the PresenterBase{TUniverse,TCoordinates}.Universe.
void FrameOfReference.Presentation.InGamePresenter.PrepareSave ( )
inline

Writes back data to Universe so that state gets stored in savegames.

void FrameOfReference.Presentation.InGamePresenter.ReleaseLock ( )
inline

Releases a camera lock applied by LockOn.

void FrameOfReference.Presentation.InGamePresenter.SwingCameraTo ( string  name)
inline

Switches from the current camera view to a new view using a cinematic effect.

Parameters
nameThe Positionable{TCoordinates}.Name of a CameraState{TCoordinates} stored in the PresenterBase{TUniverse,TCoordinates}.Universe.

The documentation for this class was generated from the following file: