92 lines
2.5 KiB
C++
92 lines
2.5 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "InputProcessor.h"
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#include "ps/Game.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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static float g_ViewZoomSmoothness = 0.02f; // TODO: configurable, like GameView
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bool InputProcessor::ProcessInput(GameLoopState* state)
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{
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if (! g_Game)
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return false;
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CCamera* camera = g_Game->GetView()->GetCamera();
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CVector3D leftwards = camera->m_Orientation.GetLeft();
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CVector3D inwards = camera->m_Orientation.GetIn();
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// Calculate a vector pointing forwards, parallel to the ground
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CVector3D forwards = inwards;
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forwards.Y = 0.0f;
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if (forwards.Length() < 0.001f) // be careful if the camera is looking straight down
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forwards = CVector3D(1.f, 0.f, 0.f);
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else
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forwards.Normalize();
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bool moved = false;
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GameLoopState::Input& input = state->input;
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if (state->input.scrollSpeed[0] != 0.0f)
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{
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camera->m_Orientation.Translate(forwards * (input.scrollSpeed[0] * state->frameLength));
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moved = true;
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}
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if (state->input.scrollSpeed[1] != 0.0f)
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{
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camera->m_Orientation.Translate(forwards * (-input.scrollSpeed[1] * state->frameLength));
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moved = true;
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}
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if (state->input.scrollSpeed[2] != 0.0f)
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{
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camera->m_Orientation.Translate(leftwards * (input.scrollSpeed[2] * state->frameLength));
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moved = true;
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}
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if (state->input.scrollSpeed[3] != 0.0f)
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{
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camera->m_Orientation.Translate(leftwards * (-input.scrollSpeed[3] * state->frameLength));
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moved = true;
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}
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if (state->input.zoomDelta != 0.0f)
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{
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float zoom_proportion = powf(g_ViewZoomSmoothness, state->frameLength);
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camera->m_Orientation.Translate(inwards * (input.zoomDelta * (1.0f - zoom_proportion)));
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input.zoomDelta *= zoom_proportion;
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if (fabsf(input.zoomDelta) < 0.1f)
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input.zoomDelta = 0.0f;
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moved = true;
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}
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if (moved)
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camera->UpdateFrustum();
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return moved;
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}
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