Main2DCamera.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <graph/Main2DCamera.h>
00022 #include <client/ScorchedClient.h>
00023 #include <graph/OptionsDisplay.h>
00024 #include <engine/MainLoop.h>
00025 #include <GLEXT/GLState.h>
00026 
00027 Main2DCamera *Main2DCamera::instance_ = 0;
00028 
00029 Main2DCamera *Main2DCamera::instance()
00030 {
00031         if (!instance_)
00032         {
00033                 instance_ = new Main2DCamera;
00034         }
00035 
00036         return instance_;
00037 }
00038 
00039 Main2DCamera::Main2DCamera() :
00040         GameStateI("Main2DCamera"),
00041         hide_(false)
00042 {
00043 
00044 }
00045 
00046 Main2DCamera::~Main2DCamera()
00047 {
00048 
00049 }
00050 
00051 void Main2DCamera::draw(const unsigned state)
00052 {
00053         glClearDepth(1.0f);
00054         glClear(GL_DEPTH_BUFFER_BIT);
00055 
00056         if (!hide_) viewPort_.draw();
00057         else
00058         {
00059                 glMatrixMode(GL_PROJECTION);
00060                 glLoadIdentity();       
00061                 glViewport(0, 0, 0, 0);
00062                 glMatrixMode(GL_MODELVIEW);
00063                 glLoadIdentity();
00064         }
00065 }

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