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- #ifndef GLCONTROLLER_H
- #define GLCONTROLLER_H
- //#include "globalconstants.h"
- #include <string>
- #include <SFML/Graphics.hpp>
- #include <SFML/OpenGL.hpp>
- #include "vec.h"
- #include "base.h"
- #include "screen.h"
- /*
- eventually i need an interface class for different accelerated hardware to be used
- */
- class GLcontroller: public virtual GenericBase{
- public:
- //Birth and Death
- GLcontroller();
- virtual ~GLcontroller();
- //Modifiers
- static void clearScreenData();
- void unregisterImage(unsigned int& textureID_);
- void registerImage(sf::Image * image, unsigned int& textureID_);
- void setCamera(const GLfloat& fieldOfView_, const GLfloat& width_, const GLfloat& height_, const GLfloat& zNearClip_, const GLfloat& zFarClip_, const GLfloat& zCamera_);
- void drawCircle(const vec<float>& X, float r_, unsigned int edges_);
- void drawImage(const unsigned int& textureID_, const vec<float>& X);
- void moveCamera(const vec<float>& dx_);
- static void updateStaticData();
- protected:
- virtual void updateInstanceData() override;
- private:
- void initializeGL(); // doesn't need to be registered in state.
- static bool _initialized;
- static GenericScreen _screen;//vessel only
- };
- bool GLcontroller::_initialized = false;
- GenericScreen GLcontroller::_screen;//default desktop mode
- #include "glcontroller.cxx"
- #endif
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