class GameCamera : public Dali::ConnectionTracker
{
public:
-
/**
* Creates an instance of GameCamera
*/
* @param[in] far Far Plane
* @param[in] sceneSize The size of the scene this is looking at
*/
- void Initialise( Dali::CameraActor defaultCamera, float fov, float near, float far, const Dali::Vector2& sceneSize );
+ void Initialise(Dali::CameraActor defaultCamera, float fov, float near, float far, const Dali::Vector2& sceneSize);
private:
-
/**
* Sets up a perspective camera using Dali default camera
*/
* @param[in] actor Actor receiving signal
* @param[in] touch Touch data
*/
- bool OnTouch( Dali::Actor actor, const Dali::TouchEvent& touch );
+ bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& touch);
/**
* Handles camera tick() update
bool OnTick();
private:
-
- Dali::CameraActor mCameraActor; /// Camera actor
- Dali::Actor mInterceptorActor; /// Actor intercepting user input
+ Dali::CameraActor mCameraActor; /// Camera actor
+ Dali::Actor mInterceptorActor; /// Actor intercepting user input
Dali::Timer mTimer; /// Per-frame timer
- Dali::Vector2 mScreenLookDelta; /// Look delta vector in screen space
- Dali::Vector2 mScreenWalkDelta; /// Walk delta vector in screen space
+ Dali::Vector2 mScreenLookDelta; /// Look delta vector in screen space
+ Dali::Vector2 mScreenWalkDelta; /// Walk delta vector in screen space
Dali::Vector2 mOldTouchLookPosition; /// Previous look vector in screen space
Dali::Vector2 mOldTouchWalkPosition; /// Previuus walk vector in screen space
float mFovY; /// Camera field-of-view
float mNear; /// Near plane
- float mFar; /// Far plane
+ float mFar; /// Far plane
int mWalkingTouchId; /// Touch device id bound to the walking action
int mLookingTouchId; /// Touch device id bound to the looking action
Dali::Vector3 mCameraPosition; /// Current camera position ( shadowing the actor position )
- Dali::Vector2 mSceneSize; /// The size of the scene we are looking at
+ Dali::Vector2 mSceneSize; /// The size of the scene we are looking at
bool mPortraitMode; /// flag if window is in portrait mode ( physically window width < height )
};