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#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();
}
}
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