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

62 lines
1.5 KiB
C++

#include "precompiled.h"
#include "InputProcessor.h"
#include "ps/Game.h"
#include "graphics/Camera.h"
#include <assert.h>
bool InputProcessor::ProcessInput(GameLoopState* state)
{
if (! g_Game)
return false;
CCamera* camera = g_Game->GetView()->GetCamera();
CVector3D leftwards = camera->m_Orientation.GetLeft();
// Calculate a vector pointing forwards, parallel to the ground
CVector3D forwards = camera->m_Orientation.GetIn();
forwards.Y = 0.0f;
if (forwards.GetLength() < 0.001f) // be careful if the camera is looking straight down
forwards = CVector3D(1.f, 0.f, 0.f);
else
forwards.Normalize();
float l;
l = forwards.GetLength();
assert(fabsf(l - 1.f) < 0.0001f);
l = leftwards.GetLength();
assert(fabsf(l - 1.f) < 0.0001f);
bool moved = false;
if (state->input.scrollSpeed[0] != 0.0f)
{
camera->m_Orientation.Translate(forwards * (state->input.scrollSpeed[0] * state->frameLength));
moved = true;
}
if (state->input.scrollSpeed[1] != 0.0f)
{
camera->m_Orientation.Translate(forwards * (-state->input.scrollSpeed[1] * state->frameLength));
moved = true;
}
if (state->input.scrollSpeed[2] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (state->input.scrollSpeed[2] * state->frameLength));
moved = true;
}
if (state->input.scrollSpeed[3] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (-state->input.scrollSpeed[3] * state->frameLength));
moved = true;
}
return moved;
}