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#pragma once
#include "uiComponent.h"
#include <SDL2/SDL.h>
#include <gfx/camera_controller.h>
#include <glm/glm.hpp>
#include <maths.h>
class UIShader;
class Camera;
class ManualCameraController : public CameraController, public UIComponent {
public:
explicit ManualCameraController(GlobalPosition2D f) : UIComponent {{}}, focus {f} { }
bool handleInput(const SDL_Event & e, const Position &) override;
void render(const UIShader &, const Position & parentPos) const override;
void updateCamera(Camera * camera) const override;
private:
bool ctrl {false}, mrb {false};
GlobalPosition2D focus;
float direction {quarter_pi};
float dist {4000}, pitch {quarter_pi};
};
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