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Make include-what-you-use happy with some files in source/tools/atlas and fix what needs to be fixed. Add "source" to include path for AtlasUI target to allow for absolute includes. In the future all but one should be removed. Drop check for at least boost 1.40. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
125 lines
3.3 KiB
C++
125 lines
3.3 KiB
C++
/* Copyright (C) 2025 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 "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "maths/Matrix3D.h"
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#include "maths/Quaternion.h"
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#include "maths/Vector3D.h"
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#include "ps/Game.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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#include <cmath>
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static float g_ViewZoomSmoothness = 0.02f;
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static float g_ViewRotateScale = 0.02f;
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static void Rotate(CCamera& camera, float speed)
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{
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CVector3D upwards(0.0f, 1.0f, 0.0f);
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CVector3D origin = camera.m_Orientation.GetTranslation();
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CVector3D pivot = camera.GetFocus();
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CVector3D delta = origin - pivot;
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CQuaternion r;
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r.FromAxisAngle(upwards, speed);
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delta = r.Rotate(delta);
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camera.m_Orientation.Translate(-origin);
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camera.m_Orientation.Rotate(r);
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camera.m_Orientation.Translate(pivot + delta);
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}
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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->realFrameLength));
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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->realFrameLength));
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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->realFrameLength));
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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->realFrameLength));
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moved = true;
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}
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if (state->input.scrollSpeed[4] != 0.0f)
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{
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Rotate(*camera, input.scrollSpeed[4] * state->realFrameLength * g_ViewRotateScale);
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moved = true;
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}
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if (state->input.scrollSpeed[5] != 0.0f)
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{
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Rotate(*camera, -input.scrollSpeed[5] * state->realFrameLength * g_ViewRotateScale);
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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->realFrameLength);
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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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