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#include "app.hpp"
#include "src/global-coords.hpp"
#include "shaders/tile-shader.hpp"
#include "main/floormat-main.hpp"
#include <Magnum/GL/DefaultFramebuffer.h>
namespace floormat {
void app::do_camera(float dt)
{
if (_keys[key::camera_reset])
reset_camera_offset();
else
{
Vector2d dir{};
if (_keys[key::camera_up])
dir += Vector2d{0, -1};
else if (_keys[key::camera_down])
dir += Vector2d{0, 1};
if (_keys[key::camera_left])
dir += Vector2d{-1, 0};
else if (_keys[key::camera_right])
dir += Vector2d{1, 0};
if (dir != Vector2d{})
{
auto& shader = M->shader();
const auto sz = M->window_size();
constexpr double screens_per_second = 0.75;
const double pixels_per_second = sz.length() / screens_per_second;
auto camera_offset = shader.camera_offset();
const auto max_camera_offset = Vector2d(sz * 10);
camera_offset -= dir.normalized() * (double)dt * pixels_per_second;
camera_offset[0] = std::clamp(camera_offset[0], -max_camera_offset[0], max_camera_offset[0]);
camera_offset[1] = std::clamp(camera_offset[1], -max_camera_offset[1], max_camera_offset[1]);
shader.set_camera_offset(camera_offset);
}
else
return;
}
recalc_cursor_tile();
if (cursor.tile)
do_mouse_move(*cursor.tile);
}
void app::reset_camera_offset()
{
M->shader().set_camera_offset(tile_shader::project({TILE_MAX_DIM*-.5*dTILE_SIZE[0], TILE_MAX_DIM*-.5*dTILE_SIZE[1], 0}));
recalc_cursor_tile();
}
void app::recalc_cursor_tile()
{
if (cursor.pixel && !cursor.in_imgui)
cursor.tile = M->pixel_to_tile(Vector2d(*cursor.pixel));
else
cursor.tile = std::nullopt;
}
} // namespace floormat
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