#ifndef _GAME_RENDERING_MANAGER_H #define _GAME_RENDERING_MANAGER_H #include "sky.hpp" #include "../mwworld/ptr.hpp" #include #include #include namespace MWRender { class RenderingManager { public: RenderingManager(Ogre::RenderWindow* window, Ogre::Camera* cam, const boost::filesystem2::path& resDir); ~RenderingManager(); void removeCell (MWWorld::Ptr::CellStore *store); // TODO do we want this? void addObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store); void removeObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store); void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position); void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale); void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation); void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store); void setPhysicsDebugRendering (bool); bool getPhysicsDebugRendering() const; void update (float duration); void skyEnable (); void skyDisable (); void skySetHour (double hour); void skySetDate (int day, int month); int skyGetMasserPhase() const; int skyGetSecundaPhase() const; void skySetMoonColour (bool red); private: SkyManager* mSkyManager; }; } #endif