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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-30 14:14:01 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-04 19:26:55 +0000 |
commit | 2eeaeafb40a6b04b811714c793fb97ce4de41254 (patch) | |
tree | 55cea15af898afe6f0b81a3e6e2e7debe618a8b6 /gfx/manualCameraController.cpp | |
parent | Basic support for loading a heightmap from an image (diff) | |
download | ilt-2eeaeafb40a6b04b811714c793fb97ce4de41254.tar.bz2 ilt-2eeaeafb40a6b04b811714c793fb97ce4de41254.tar.xz ilt-2eeaeafb40a6b04b811714c793fb97ce4de41254.zip |
Split into main app and library the rest for testing
Diffstat (limited to 'gfx/manualCameraController.cpp')
-rw-r--r-- | gfx/manualCameraController.cpp | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/gfx/manualCameraController.cpp b/gfx/manualCameraController.cpp new file mode 100644 index 0000000..36f3312 --- /dev/null +++ b/gfx/manualCameraController.cpp @@ -0,0 +1,65 @@ +#include "manualCameraController.h" +#include <gfx/gl/camera.h> +#include <gfx/gl/shader.h> + +bool +ManualCameraController::handleInput(SDL_Event & e) +{ + switch (e.type) { + case SDL_KEYDOWN: + switch (e.key.keysym.sym) { + case SDLK_LCTRL: + case SDLK_RCTRL: + ctrl = true; + return true; + } + break; + case SDL_KEYUP: + switch (e.key.keysym.sym) { + case SDLK_LCTRL: + case SDLK_RCTRL: + ctrl = false; + return true; + } + break; + case SDL_MOUSEBUTTONDOWN: + switch (e.button.button) { + case SDL_BUTTON_RIGHT: + SDL_SetRelativeMouseMode(SDL_TRUE); + mrb = true; + return true; + } + break; + case SDL_MOUSEBUTTONUP: + switch (e.button.button) { + case SDL_BUTTON_RIGHT: + SDL_SetRelativeMouseMode(SDL_FALSE); + mrb = false; + return true; + } + break; + case SDL_MOUSEMOTION: + if (mrb) { + motion = e.motion; + } + return true; + } + return false; +} + +void +ManualCameraController::updateCamera(Camera * camera, Shader * shader) const +{ + if (motion) { + if (ctrl) { + camera->RotateY(-0.01F * motion->xrel); + camera->Pitch(-0.01F * motion->yrel); + } + else { + camera->MoveRight(motion->xrel); + camera->SlideForward(motion->yrel); + } + shader->setView(camera->GetViewProjection()); + motion.reset(); + } +} |