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); }
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; }
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; }
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(); }