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0ad/source/tools/atlas/GameInterface/InputProcessor.cpp

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1.8 KiB
C++
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#include "precompiled.h"
#include "InputProcessor.h"
#include "ps/Game.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
static float g_ViewZoomSmoothness = 0.02f; // TODO: configurable, like GameView
bool InputProcessor::ProcessInput(GameLoopState* state)
{
if (! g_Game)
return false;
CCamera* camera = g_Game->GetView()->GetCamera();
CVector3D leftwards = camera->m_Orientation.GetLeft();
CVector3D inwards = camera->m_Orientation.GetIn();
// Calculate a vector pointing forwards, parallel to the ground
CVector3D forwards = inwards;
forwards.Y = 0.0f;
if (forwards.Length() < 0.001f) // be careful if the camera is looking straight down
forwards = CVector3D(1.f, 0.f, 0.f);
else
forwards.Normalize();
bool moved = false;
GameLoopState::Input& input = state->input;
if (state->input.scrollSpeed[0] != 0.0f)
{
camera->m_Orientation.Translate(forwards * (input.scrollSpeed[0] * state->frameLength));
moved = true;
}
if (state->input.scrollSpeed[1] != 0.0f)
{
camera->m_Orientation.Translate(forwards * (-input.scrollSpeed[1] * state->frameLength));
moved = true;
}
if (state->input.scrollSpeed[2] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (input.scrollSpeed[2] * state->frameLength));
moved = true;
}
if (state->input.scrollSpeed[3] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (-input.scrollSpeed[3] * state->frameLength));
moved = true;
}
if (state->input.zoomDelta != 0.0f)
{
float zoom_proportion = powf(g_ViewZoomSmoothness, state->frameLength);
camera->m_Orientation.Translate(inwards * (input.zoomDelta * (1.0f - zoom_proportion)));
input.zoomDelta *= zoom_proportion;
if (fabsf(input.zoomDelta) < 0.1f)
input.zoomDelta = 0.0f;
moved = true;
}
if (moved)
camera->UpdateFrustum();
return moved;
}