#include "CTargetingManager.hpp" #include "Camera/CGameCamera.hpp" #include "CStateManager.hpp" #include "Graphics/CBooRenderer.hpp" #include "GameGlobalObjects.hpp" namespace urde { CTargetingManager::CTargetingManager(const CStateManager& mgr) : x0_targetReticule(mgr) {} bool CTargetingManager::CheckLoadComplete() { return (x0_targetReticule.CheckLoadComplete() && x21c_orbitPointMarker.CheckLoadComplete()); } void CTargetingManager::Update(float dt, const CStateManager& stateMgr) { x0_targetReticule.Update(dt, stateMgr); x21c_orbitPointMarker.Update(dt, stateMgr); } void CTargetingManager::Draw(const CStateManager& mgr, bool hideLockon) const { CGraphics::SetAmbientColor(zeus::CColor::skWhite); CGraphics::DisableAllLights(); x21c_orbitPointMarker.Draw(mgr); const CGameCamera* curCam = mgr.GetCameraManager()->GetCurrentCamera(mgr); zeus::CTransform camXf = mgr.GetCameraManager()->GetCurrentCameraTransform(mgr); CGraphics::SetViewPointMatrix(camXf); zeus::CFrustum frustum; frustum.updatePlanes(camXf, zeus::SProjPersp(zeus::degToRad(curCam->GetFov()), g_Viewport.x8_width / float(g_Viewport.xc_height), 1.f, 100.f)); g_Renderer->SetClippingPlanes(frustum); g_Renderer->SetPerspective(curCam->GetFov(), g_Viewport.x8_width, g_Viewport.xc_height, curCam->GetNearClipDistance(), curCam->GetFarClipDistance()); x0_targetReticule.Draw(mgr, hideLockon); } void CTargetingManager::Touch() { x0_targetReticule.Touch(); } } // namespace urde