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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.
This commit is contained in:
vladislavbelov
2019-10-03 12:58:47 +00:00
parent 7f38bef8e1
commit a19b14aeb7
9 changed files with 23 additions and 33 deletions
+3 -8
View File
@@ -206,7 +206,7 @@ CTerritoryTexture& CGameView::GetTerritoryTexture()
int CGameView::Initialize()
{
m->CameraController.Initialize();
m->CameraController.LoadConfig();
return 0;
}
@@ -351,9 +351,9 @@ void CGameView::ResetCameraTarget(const CVector3D& target)
m->CameraController.ResetCameraTarget(target);
}
void CGameView::CameraFollow(entity_id_t entity, bool firstPerson)
void CGameView::FollowEntity(entity_id_t entity, bool firstPerson)
{
m->CameraController.CameraFollow(entity, firstPerson);
m->CameraController.FollowEntity(entity, firstPerson);
}
entity_id_t CGameView::GetFollowedEntity()
@@ -361,11 +361,6 @@ entity_id_t CGameView::GetFollowedEntity()
return m->CameraController.GetFollowedEntity();
}
void CGameView::SetCameraProjection()
{
m->CameraController.SetCameraProjection();
}
InReaction game_view_handler(const SDL_Event_* ev)
{
// put any events that must be processed even if inactive here