forked from mirrors/0ad
Cleanup Camera related code and uses constant references where possible.
Commented By: elexis Differential Revision: https://code.wildfiregames.com/D2350 This was SVN commit r23033.
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@@ -206,7 +206,7 @@ CTerritoryTexture& CGameView::GetTerritoryTexture()
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int CGameView::Initialize()
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{
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m->CameraController.Initialize();
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m->CameraController.LoadConfig();
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return 0;
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}
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@@ -351,9 +351,9 @@ void CGameView::ResetCameraTarget(const CVector3D& target)
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m->CameraController.ResetCameraTarget(target);
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}
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void CGameView::CameraFollow(entity_id_t entity, bool firstPerson)
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void CGameView::FollowEntity(entity_id_t entity, bool firstPerson)
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{
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m->CameraController.CameraFollow(entity, firstPerson);
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m->CameraController.FollowEntity(entity, firstPerson);
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}
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entity_id_t CGameView::GetFollowedEntity()
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@@ -361,11 +361,6 @@ entity_id_t CGameView::GetFollowedEntity()
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return m->CameraController.GetFollowedEntity();
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}
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void CGameView::SetCameraProjection()
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{
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m->CameraController.SetCameraProjection();
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}
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InReaction game_view_handler(const SDL_Event_* ev)
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{
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// put any events that must be processed even if inactive here
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