Esempio n. 1
0
void CCinemaManager::Update(const float deltaRealTime)
{
	if (g_Game->m_Paused != m_CinematicSimulationData.m_Paused)
	{
		m_CinematicSimulationData.m_Paused = g_Game->m_Paused;

		// sn - session gui object
		IGUIObject *sn = g_GUI->FindObjectByName("sn");

		// GUI visibility
		if (sn)
		{
			if (m_CinematicSimulationData.m_Paused)
				sn->SetSetting("hidden", L"false");
			else
				sn->SetSetting("hidden", L"true");
		}
	}

	if (m_CinematicSimulationData.m_PathQueue.empty() || !m_CinematicSimulationData.m_Enabled || m_CinematicSimulationData.m_Paused)
		return;
	
	if (HotkeyIsPressed("leave"))
	{
		// TODO: implement skip
	}
	
	m_CinematicSimulationData.m_PathQueue.front().Play(deltaRealTime);
}
Esempio n. 2
0
InReaction conInputHandler(const SDL_Event_* ev)
{
	if ((int)ev->ev.type == SDL_HOTKEYDOWN)
	{
		std::string hotkey = static_cast<const char*>(ev->ev.user.data1);

		if (hotkey == "console.toggle")
		{
			g_Console->ToggleVisible();
			return IN_HANDLED;
		}
		else if (g_Console->IsActive() && hotkey == "copy")
		{
			sys_clipboard_set(g_Console->GetBuffer());
			return IN_HANDLED;
		}
		else if (g_Console->IsActive() && hotkey == "paste")
		{
			wchar_t* text = sys_clipboard_get();
			if (text)
			{
				for (wchar_t* c = text; *c; c++)
					g_Console->InsertChar(0, *c);

				sys_clipboard_free(text);
			}
			return IN_HANDLED;
		}
	}

	if (!g_Console->IsActive())
		return IN_PASS;

	if (ev->ev.type != SDL_KEYDOWN)
		return IN_PASS;

	int sym = ev->ev.key.keysym.sym;

	// Stop unprintable characters (ctrl+, alt+ and escape),
	// also prevent ` and/or ~ appearing in console every time it's toggled.
	if (!isUnprintableChar(ev->ev.key.keysym) &&
		!HotkeyIsPressed("console.toggle"))
	{
		g_Console->InsertChar(sym, (wchar_t)ev->ev.key.keysym.unicode);
		return IN_HANDLED;
	}

	return IN_PASS;
}
Esempio n. 3
0
InReaction conInputHandler(const SDL_Event_* ev)
{
	if ((int)ev->ev.type == SDL_HOTKEYDOWN)
	{
		std::string hotkey = static_cast<const char*>(ev->ev.user.data1);

		if (hotkey == "console.toggle")
		{
			g_Console->ToggleVisible();
			return IN_HANDLED;
		}
		else if (g_Console->IsActive() && hotkey == "copy")
		{
			sys_clipboard_set(g_Console->GetBuffer());
			return IN_HANDLED;
		}
		else if (g_Console->IsActive() && hotkey == "paste")
		{
			wchar_t* text = sys_clipboard_get();
			if (text)
			{
				for (wchar_t* c = text; *c; c++)
					g_Console->InsertChar(0, *c);

				sys_clipboard_free(text);
			}
			return IN_HANDLED;
		}
	}

	if (!g_Console->IsActive())
		return IN_PASS;

	// In SDL2, we no longer get Unicode wchars via SDL_Keysym
	// we use text input events instead and they provide UTF-8 chars
	if (ev->ev.type == SDL_TEXTINPUT && !HotkeyIsPressed("console.toggle"))
	{
		// TODO: this could be more efficient with an interface to insert UTF-8 strings directly
		std::wstring wstr = wstring_from_utf8(ev->ev.text.text);
		for (size_t i = 0; i < wstr.length(); ++i)
			g_Console->InsertChar(0, wstr[i]);
		return IN_HANDLED;
	}
	// TODO: text editing events for IME support

	if (ev->ev.type != SDL_KEYDOWN)
		return IN_PASS;

	int sym = ev->ev.key.keysym.sym;

	// Stop unprintable characters (ctrl+, alt+ and escape),
	// also prevent ` and/or ~ appearing in console every time it's toggled.
	if (!isUnprintableChar(ev->ev.key.keysym) &&
		!HotkeyIsPressed("console.toggle"))
	{
		g_Console->InsertChar(sym, 0);
		return IN_HANDLED;
	}

	return IN_PASS;
}
Esempio n. 4
0
void CGameView::Update(const float deltaRealTime)
{
	// If camera movement is being handled by the touch-input system,
	// then we should stop to avoid conflicting with it
	if (g_TouchInput.IsEnabled())
		return;

	if (!g_app_has_focus)
		return;

	// TODO: this is probably not an ideal place for this, it should probably go
	// in a CCmpWaterManager or some such thing (once such a thing exists)
	if (!m->Game->m_Paused)
		g_Renderer.GetWaterManager()->m_WaterTexTimer += deltaRealTime;

	if (m->TrackManager.IsActive() && m->TrackManager.IsPlaying())
	{
		if (! m->TrackManager.Update(deltaRealTime))
		{
//			ResetCamera();
		}
		return;
	}

	// Calculate mouse movement
	static int mouse_last_x = 0;
	static int mouse_last_y = 0;
	int mouse_dx = g_mouse_x - mouse_last_x;
	int mouse_dy = g_mouse_y - mouse_last_y;
	mouse_last_x = g_mouse_x;
	mouse_last_y = g_mouse_y;

	if (HotkeyIsPressed("camera.rotate.cw"))
		m->RotateY.AddSmoothly(m->ViewRotateYSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.rotate.ccw"))
		m->RotateY.AddSmoothly(-m->ViewRotateYSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.rotate.up"))
		m->RotateX.AddSmoothly(-m->ViewRotateXSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.rotate.down"))
		m->RotateX.AddSmoothly(m->ViewRotateXSpeed * deltaRealTime);

	float moveRightward = 0.f;
	float moveForward = 0.f;

	if (HotkeyIsPressed("camera.pan"))
	{
		moveRightward += m->ViewDragSpeed * mouse_dx;
		moveForward += m->ViewDragSpeed * -mouse_dy;
	}

	if (g_mouse_active)
	{
		if (g_mouse_x >= g_xres - 2 && g_mouse_x < g_xres)
			moveRightward += m->ViewScrollSpeed * deltaRealTime;
		else if (g_mouse_x <= 3 && g_mouse_x >= 0)
			moveRightward -= m->ViewScrollSpeed * deltaRealTime;

		if (g_mouse_y >= g_yres - 2 && g_mouse_y < g_yres)
			moveForward -= m->ViewScrollSpeed * deltaRealTime;
		else if (g_mouse_y <= 3 && g_mouse_y >= 0)
			moveForward += m->ViewScrollSpeed * deltaRealTime;
	}

	if (HotkeyIsPressed("camera.right"))
		moveRightward += m->ViewScrollSpeed * deltaRealTime;
	if (HotkeyIsPressed("camera.left"))
		moveRightward -= m->ViewScrollSpeed * deltaRealTime;
	if (HotkeyIsPressed("camera.up"))
		moveForward += m->ViewScrollSpeed * deltaRealTime;
	if (HotkeyIsPressed("camera.down"))
		moveForward -= m->ViewScrollSpeed * deltaRealTime;

	if (g_Joystick.IsEnabled())
	{
		// This could all be improved with extra speed and sensitivity settings
		// (maybe use pow to allow finer control?), and inversion settings

		moveRightward += g_Joystick.GetAxisValue(m->JoystickPanX) * m->ViewScrollSpeed * deltaRealTime;
		moveForward -= g_Joystick.GetAxisValue(m->JoystickPanY) * m->ViewScrollSpeed * deltaRealTime;

		m->RotateX.AddSmoothly(g_Joystick.GetAxisValue(m->JoystickRotateX) * m->ViewRotateXSpeed * deltaRealTime);
		m->RotateY.AddSmoothly(-g_Joystick.GetAxisValue(m->JoystickRotateY) * m->ViewRotateYSpeed * deltaRealTime);

		// Use a +1 bias for zoom because I want this to work with trigger buttons that default to -1
		m->Zoom.AddSmoothly((g_Joystick.GetAxisValue(m->JoystickZoomIn) + 1.0f) / 2.0f * m->ViewZoomSpeed * deltaRealTime);
		m->Zoom.AddSmoothly(-(g_Joystick.GetAxisValue(m->JoystickZoomOut) + 1.0f) / 2.0f * m->ViewZoomSpeed * deltaRealTime);
	}

	if (moveRightward || moveForward)
	{
		// Break out of following mode when the user starts scrolling
		m->FollowEntity = INVALID_ENTITY;

		float s = sin(m->RotateY.GetSmoothedValue());
		float c = cos(m->RotateY.GetSmoothedValue());
		m->PosX.AddSmoothly(c * moveRightward);
		m->PosZ.AddSmoothly(-s * moveRightward);
		m->PosX.AddSmoothly(s * moveForward);
		m->PosZ.AddSmoothly(c * moveForward);
	}

	if (m->FollowEntity)
	{
		CmpPtr<ICmpPosition> cmpPosition(*(m->Game->GetSimulation2()), m->FollowEntity);
		if (cmpPosition && cmpPosition->IsInWorld())
		{
			// Get the most recent interpolated position
			float frameOffset = m->Game->GetSimulation2()->GetLastFrameOffset();
			CMatrix3D transform = cmpPosition->GetInterpolatedTransform(frameOffset, false);
			CVector3D pos = transform.GetTranslation();

			if (m->FollowFirstPerson)
			{
				float x, z, angle;
				cmpPosition->GetInterpolatedPosition2D(frameOffset, x, z, angle);
				float height = 4.f;
				m->ViewCamera.m_Orientation.SetIdentity();
				m->ViewCamera.m_Orientation.RotateX((float)M_PI/24.f);
				m->ViewCamera.m_Orientation.RotateY(angle);
				m->ViewCamera.m_Orientation.Translate(pos.X, pos.Y + height, pos.Z);

				m->ViewCamera.UpdateFrustum();
				return;
			}
			else
			{
				// Move the camera to match the unit
				CCamera targetCam = m->ViewCamera;
				SetupCameraMatrixSmoothRot(m, &targetCam.m_Orientation);

				CVector3D pivot = GetSmoothPivot(targetCam);
				CVector3D delta = pos - pivot;
				m->PosX.AddSmoothly(delta.X);
				m->PosY.AddSmoothly(delta.Y);
				m->PosZ.AddSmoothly(delta.Z);
			}
		}
		else
		{
			// The unit disappeared (died or garrisoned etc), so stop following it
			m->FollowEntity = INVALID_ENTITY;
		}
	}

	if (HotkeyIsPressed("camera.zoom.in"))
		m->Zoom.AddSmoothly(-m->ViewZoomSpeed * deltaRealTime);
	if (HotkeyIsPressed("camera.zoom.out"))
		m->Zoom.AddSmoothly(m->ViewZoomSpeed * deltaRealTime);

	if (m->ConstrainCamera)
		m->Zoom.ClampSmoothly(m->ViewZoomMin, m->ViewZoomMax);

	float zoomDelta = -m->Zoom.Update(deltaRealTime);
	if (zoomDelta)
	{
		CVector3D forwards = m->ViewCamera.m_Orientation.GetIn();
		m->PosX.AddSmoothly(forwards.X * zoomDelta);
		m->PosY.AddSmoothly(forwards.Y * zoomDelta);
		m->PosZ.AddSmoothly(forwards.Z * zoomDelta);
	}

	if (m->ConstrainCamera)
		m->RotateX.ClampSmoothly(DEGTORAD(m->ViewRotateXMin), DEGTORAD(m->ViewRotateXMax));

	FocusHeight(m, true);

	// Ensure the ViewCamera focus is inside the map with the chosen margins
	// if not so - apply margins to the camera
	if (m->ConstrainCamera)
	{
		CCamera targetCam = m->ViewCamera;
		SetupCameraMatrixSmoothRot(m, &targetCam.m_Orientation);

		CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();

		CVector3D pivot = GetSmoothPivot(targetCam);
		CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot;

		CVector3D desiredPivot = pivot;

		CmpPtr<ICmpRangeManager> cmpRangeManager(*m->Game->GetSimulation2(), SYSTEM_ENTITY);
		if (cmpRangeManager && cmpRangeManager->GetLosCircular())
		{
			// Clamp to a circular region around the center of the map
			float r = pTerrain->GetMaxX() / 2;
			CVector3D center(r, desiredPivot.Y, r);
			float dist = (desiredPivot - center).Length();
			if (dist > r - CAMERA_EDGE_MARGIN)
				desiredPivot = center + (desiredPivot - center).Normalized() * (r - CAMERA_EDGE_MARGIN);
		}
		else
		{
			// Clamp to the square edges of the map
			desiredPivot.X = Clamp(desiredPivot.X, pTerrain->GetMinX() + CAMERA_EDGE_MARGIN, pTerrain->GetMaxX() - CAMERA_EDGE_MARGIN);
			desiredPivot.Z = Clamp(desiredPivot.Z, pTerrain->GetMinZ() + CAMERA_EDGE_MARGIN, pTerrain->GetMaxZ() - CAMERA_EDGE_MARGIN);
		}

		// Update the position so that pivot is within the margin
		m->PosX.SetValueSmoothly(desiredPivot.X + delta.X);
		m->PosZ.SetValueSmoothly(desiredPivot.Z + delta.Z);
	}

	m->PosX.Update(deltaRealTime);
	m->PosY.Update(deltaRealTime);
	m->PosZ.Update(deltaRealTime);

	// Handle rotation around the Y (vertical) axis
	{
		CCamera targetCam = m->ViewCamera;
		SetupCameraMatrixSmooth(m, &targetCam.m_Orientation);

		float rotateYDelta = m->RotateY.Update(deltaRealTime);
		if (rotateYDelta)
		{
			// We've updated RotateY, and need to adjust Pos so that it's still
			// facing towards the original focus point (the terrain in the center
			// of the screen).

			CVector3D upwards(0.0f, 1.0f, 0.0f);

			CVector3D pivot = GetSmoothPivot(targetCam);
			CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot;

			CQuaternion q;
			q.FromAxisAngle(upwards, rotateYDelta);
			CVector3D d = q.Rotate(delta) - delta;

			m->PosX.Add(d.X);
			m->PosY.Add(d.Y);
			m->PosZ.Add(d.Z);
		}
	}

	// Handle rotation around the X (sideways, relative to camera) axis
	{
		CCamera targetCam = m->ViewCamera;
		SetupCameraMatrixSmooth(m, &targetCam.m_Orientation);

		float rotateXDelta = m->RotateX.Update(deltaRealTime);
		if (rotateXDelta)
		{
			CVector3D rightwards = targetCam.m_Orientation.GetLeft() * -1.0f;

			CVector3D pivot = GetSmoothPivot(targetCam);
			CVector3D delta = targetCam.m_Orientation.GetTranslation() - pivot;

			CQuaternion q;
			q.FromAxisAngle(rightwards, rotateXDelta);
			CVector3D d = q.Rotate(delta) - delta;

			m->PosX.Add(d.X);
			m->PosY.Add(d.Y);
			m->PosZ.Add(d.Z);
		}
	}

	/* This is disabled since it doesn't seem necessary:

	// Ensure the camera's near point is never inside the terrain
	if (m->ConstrainCamera)
	{
		CMatrix3D target;
		target.SetIdentity();
		target.RotateX(m->RotateX.GetValue());
		target.RotateY(m->RotateY.GetValue());
		target.Translate(m->PosX.GetValue(), m->PosY.GetValue(), m->PosZ.GetValue());

		CVector3D nearPoint = target.GetTranslation() + target.GetIn() * defaultNear;
		float ground = m->Game->GetWorld()->GetTerrain()->GetExactGroundLevel(nearPoint.X, nearPoint.Z);
		float limit = ground + 16.f;
		if (nearPoint.Y < limit)
			m->PosY.AddSmoothly(limit - nearPoint.Y);
	}
	*/

	m->RotateY.Wrap(-(float)M_PI, (float)M_PI);

	// Update the camera matrix
	m->ViewCamera.SetProjection(m->ViewNear, m->ViewFar, m->ViewFOV);
	SetupCameraMatrixSmooth(m, &m->ViewCamera.m_Orientation);
	m->ViewCamera.UpdateFrustum();
}