0ad/source/tools/atlas/GameInterface/InputProcessor.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

120 lines
3.2 KiB
C++
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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "InputProcessor.h"
#include "ps/Game.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "maths/Quaternion.h"
static float g_ViewZoomSmoothness = 0.02f;
static float g_ViewRotateScale = 0.02f;
static void Rotate(CCamera& camera, float speed)
{
CVector3D upwards(0.0f, 1.0f, 0.0f);
CVector3D origin = camera.m_Orientation.GetTranslation();
CVector3D pivot = camera.GetFocus();
CVector3D delta = origin - pivot;
CQuaternion r;
r.FromAxisAngle(upwards, speed);
delta = r.Rotate(delta);
camera.m_Orientation.Translate(-origin);
camera.m_Orientation.Rotate(r);
camera.m_Orientation.Translate(pivot + delta);
}
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->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[1] != 0.0f)
{
camera->m_Orientation.Translate(forwards * (-input.scrollSpeed[1] * state->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[2] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (input.scrollSpeed[2] * state->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[3] != 0.0f)
{
camera->m_Orientation.Translate(leftwards * (-input.scrollSpeed[3] * state->realFrameLength));
moved = true;
}
if (state->input.scrollSpeed[4] != 0.0f)
{
Rotate(*camera, input.scrollSpeed[4] * state->realFrameLength * g_ViewRotateScale);
moved = true;
}
if (state->input.scrollSpeed[5] != 0.0f)
{
Rotate(*camera, -input.scrollSpeed[5] * state->realFrameLength * g_ViewRotateScale);
moved = true;
}
if (state->input.zoomDelta != 0.0f)
{
float zoom_proportion = powf(g_ViewZoomSmoothness, state->realFrameLength);
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;
}