OpenMW
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Interface for weather settings. More...
#include <weather.hpp>
Public Member Functions | |
WeatherManager (MWRender::RenderingManager &rendering, const Fallback::Map &fallback, MWWorld::ESMStore &store) | |
~WeatherManager () | |
void | changeWeather (const std::string ®ionID, const unsigned int weatherID) |
void | modRegion (const std::string ®ionID, const std::vector< char > &chances) |
void | playerTeleported () |
void | update (float duration, bool paused=false) |
void | stopSounds () |
float | getWindSpeed () const |
bool | isInStorm () const |
Are we in an ash or blight storm? More... | |
osg::Vec3f | getStormDirection () const |
void | advanceTime (double hours, bool incremental) |
unsigned int | getWeatherID () const |
bool | isDark () const |
void | write (ESM::ESMWriter &writer, Loading::Listener &progress) |
bool | readRecord (ESM::ESMReader &reader, uint32_t type) |
void | clear () |
Private Member Functions | |
void | addWeather (const std::string &name, const Fallback::Map &fallback, const std::string &particleEffect="") |
void | importRegions () |
void | regionalWeatherChanged (const std::string ®ionID, RegionWeather ®ion) |
bool | updateWeatherTime () |
bool | updateWeatherRegion (const std::string &playerRegion) |
void | updateWeatherTransitions (const float elapsedRealSeconds) |
void | forceWeather (const int weatherID) |
bool | inTransition () |
void | addWeatherTransition (const int weatherID) |
void | calculateWeatherResult (const float gameHour, const float elapsedSeconds, const bool isPaused) |
void | calculateResult (const int weatherID, const float gameHour) |
void | calculateTransitionResult (const float factor, const float gameHour) |
Private Attributes | |
MWWorld::ESMStore & | mStore |
MWRender::RenderingManager & | mRendering |
float | mSunriseTime |
float | mSunsetTime |
float | mSunriseDuration |
float | mSunsetDuration |
float | mSunPreSunsetTime |
TimeOfDaySettings | mTimeSettings |
TimeOfDayInterpolator< float > | mNightFade |
float | mHoursBetweenWeatherChanges |
float | mRainSpeed |
TimeOfDayInterpolator< float > | mUnderwaterFog |
std::vector< Weather > | mWeatherSettings |
MoonModel | mMasser |
MoonModel | mSecunda |
float | mWindSpeed |
bool | mIsStorm |
osg::Vec3f | mStormDirection |
std::string | mCurrentRegion |
float | mTimePassed |
bool | mFastForward |
float | mWeatherUpdateTime |
float | mTransitionFactor |
int | mCurrentWeather |
int | mNextWeather |
int | mQueuedWeather |
std::map< std::string, RegionWeather > | mRegions |
MWRender::WeatherResult | mResult |
MWBase::SoundPtr | mAmbientSound |
std::string | mPlayingSoundID |
Interface for weather settings.
WeatherManager::WeatherManager | ( | MWRender::RenderingManager & | rendering, |
const Fallback::Map & | fallback, | ||
MWWorld::ESMStore & | store | ||
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WeatherManager::~WeatherManager | ( | ) |
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void WeatherManager::advanceTime | ( | double | hours, |
bool | incremental | ||
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void WeatherManager::changeWeather | ( | const std::string & | regionID, |
const unsigned int | weatherID | ||
) |
Change the weather in the specified region
region | that should be changed |
ID | of the weather setting to shift to |
void WeatherManager::clear | ( | ) |
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osg::Vec3f WeatherManager::getStormDirection | ( | ) | const |
unsigned int WeatherManager::getWeatherID | ( | ) | const |
float WeatherManager::getWindSpeed | ( | ) | const |
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bool WeatherManager::isDark | ( | ) | const |
bool WeatherManager::isInStorm | ( | ) | const |
Are we in an ash or blight storm?
void WeatherManager::modRegion | ( | const std::string & | regionID, |
const std::vector< char > & | chances | ||
) |
void WeatherManager::playerTeleported | ( | ) |
bool WeatherManager::readRecord | ( | ESM::ESMReader & | reader, |
uint32_t | type | ||
) |
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void WeatherManager::stopSounds | ( | ) |
void WeatherManager::update | ( | float | duration, |
bool | paused = false |
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Per-frame update
duration | |
paused |
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void WeatherManager::write | ( | ESM::ESMWriter & | writer, |
Loading::Listener & | progress | ||
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