void Room::Update(float dt) { UpdateLamp(dt); static MouseState prevState; MouseState currentState; if (m_mouse->GetState(currentState)) { bool change = true; if (prevState.isButtonDown(0)) { auto d = currentState.getMousePositionChange(); m_camera.Rotate(d.y/300.f, d.x/300.f); } else if (prevState.isButtonDown(1)) { auto d = currentState.getMousePositionChange(); m_camera.Zoom(d.y/10.0f); } else change = false; prevState = currentState; if (change) UpdateCamera(); } m_particles->Update(m_context, dt, m_camera.GetPosition()); }
void Scene::Update(float dt) { UpdateInput(); static MouseState prevState; MouseState currentState; if (!m_mouse->GetState(currentState)) return; bool change = true; if (prevState.isButtonDown(0)) { POINT d = currentState.getMousePositionChange(); m_camera.Rotate(d.x / 300.f, d.y / 300.f); } else change = false; prevState = currentState; //if (change) UpdateCamera(m_camera.GetViewMatrix()); //UpdateScene(dt); if (m_menu->animationPending) UpdateCube(dt); //m_particles->Update(m_context, dt, m_camera.GetPosition()); }