struct AppState;
struct AppAssets
{
D3D9Font font;
D3D9VertexShader vsBase;
D3D9PixelShader psBase;
D3D9Mesh surface;
};
class Controller : public GraphicsDeviceCallbacks
{
public:
void Init(AppState &state);
void Init3D();
void FreeMemory();
void ReSize();
void ReleaseAssets();
void ResetAssets();
void Frame();
private:
void InitMenu();
void InitAssets();
void ReloadTextures();
void ProcessEvents();
void ProcessKeyboardInput();
void ResetCamera();
void UpdateCamera();
void StatusText();
void Status(const String &s, RGBColor c);
void UpdateIsoSurface();
void Render();
AppState* _state;
MenuInterface _menu;
Matrix4 _projection;
Camera _camera;
UINT _consoleY;
AppAssets _assets;
Vector<GraphicsAsset*> _assetList;
static const UINT FunctionCount = 3;
float (*_functions[FunctionCount])(const Vec3f &Pos);
UINT _functionIndex;
};