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#include "app.hpp"
#include "src/global-coords.hpp"
#include "shaders/tile.hpp"
#include "floormat/main.hpp"
#include <algorithm>
namespace floormat {
void app::do_camera(float dt, const key_set& cmds, int mods)
{
if (cmds[key_camera_reset])
{
reset_camera_offset();
update_cursor_tile(cursor.pixel);
do_mouse_move(mods);
return;
}
Vector2d dir{};
if (cmds[key_camera_up])
dir += Vector2d{0, -1};
else if (cmds[key_camera_down])
dir += Vector2d{0, 1};
if (cmds[key_camera_left])
dir += Vector2d{-1, 0};
else if (cmds[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, shader.depth_offset());
update_cursor_tile(cursor.pixel);
do_mouse_move(mods);
}
}
void app::reset_camera_offset()
{
constexpr Vector3d size = TILE_MAX_DIM20d*dTILE_SIZE*-.5;
constexpr auto projected = tile_shader::project(size);
M->shader().set_camera_offset(projected, 0);
_z_level = 0;
update_cursor_tile(cursor.pixel);
}
void app::update_cursor_tile(const Optional<Vector2i>& pixel)
{
cursor.pixel = pixel;
if (pixel)
{
auto coord = M->pixel_to_tile(Vector2d{*pixel});
cursor.tile = {InPlaceInit, coord.chunk(), coord.local(), _z_level};
}
else
cursor.tile = NullOpt;
}
} // namespace floormat
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