feat: players interpolation & add hud.set_allow_pause(...)
This commit is contained in:
parent
036e13a2ca
commit
2fa71b3bf0
@ -19,7 +19,7 @@ function on_render()
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return
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end
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local rx, ry, rz = player.get_rot(pid)
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local rx, ry, rz = player.get_rot(pid, true)
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rig:set_matrix(headIndex, mat4.rotate({1, 0, 0}, ry))
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rig:set_matrix(bodyIndex, mat4.rotate({0, 1, 0}, rx))
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@ -49,6 +49,7 @@ local Skeleton = {__index={
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set_visible=function(self, i, b) return __skeleton.set_visible(self.eid, i, b) end,
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get_color=function(self) return __skeleton.get_color(self.eid) end,
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set_color=function(self, color) return __skeleton.set_color(self.eid, color) end,
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set_interpolated=function(self, b) return __skeleton.set_interpolated(self.eid, b) end,
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}}
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local function new_Skeleton(eid)
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@ -223,7 +223,8 @@ void Hud::cleanup() {
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}
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void Hud::processInput(bool visible) {
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if (!Window::isFocused() && !pause && !isInventoryOpen()) {
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auto menu = gui.getMenu();
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if (!Window::isFocused() && !menu->hasOpenPage() && !isInventoryOpen()) {
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setPause(true);
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}
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if (!pause && visible && Events::jactive(BIND_HUD_INVENTORY)) {
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@ -318,14 +319,13 @@ void Hud::update(bool visible) {
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if (!visible && inventoryOpen) {
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closeInventory();
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}
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if (pause && menu->getCurrent().panel == nullptr) {
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if (pause && !menu->hasOpenPage()) {
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setPause(false);
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}
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if (!gui.isFocusCaught()) {
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processInput(visible);
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}
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if ((pause || inventoryOpen) == Events::_cursor_locked) {
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if ((menu->hasOpenPage() || inventoryOpen) == Events::isCursorLocked()) {
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Events::toggleCursor();
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}
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@ -590,7 +590,9 @@ void Hud::draw(const DrawContext& ctx){
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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const uint height = viewport.getHeight();
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auto menu = gui.getMenu();
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darkOverlay->setVisible(menu->hasOpenPage());
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updateElementsPosition(viewport);
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uicamera->setFov(height);
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@ -676,19 +678,20 @@ void Hud::setPause(bool pause) {
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if (this->pause == pause) {
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return;
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}
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this->pause = pause;
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if (allowPause) {
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this->pause = pause;
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}
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if (inventoryOpen) {
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closeInventory();
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}
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const auto& menu = gui.getMenu();
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if (pause) {
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menu->setPage("pause");
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} else {
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if (menu->hasOpenPage()) {
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menu->reset();
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} else {
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menu->setPage("pause");
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}
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darkOverlay->setVisible(pause);
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menu->setVisible(pause);
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}
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@ -721,3 +724,12 @@ void Hud::setDebugCheats(bool flag) {
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debugPanel->setZIndex(2);
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gui.add(debugPanel);
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}
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void Hud::setAllowPause(bool flag) {
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if (pause) {
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auto menu = gui.getMenu();
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setPause(false);
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menu->setPage("pause", true);
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}
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allowPause = flag;
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}
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@ -113,6 +113,8 @@ class Hud : public util::ObjectsKeeper {
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bool showContentPanel = true;
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/// @brief Provide cheat controllers to the debug panel
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bool allowDebugCheats = true;
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/// @brief Allow actual pause
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bool allowPause = true;
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bool debug = false;
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/// @brief UI element will be dynamicly positioned near to inventory or in screen center
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std::shared_ptr<gui::UINode> secondUI;
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@ -206,6 +208,8 @@ public:
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void setDebugCheats(bool flag);
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void setAllowPause(bool flag);
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static bool showGeneratorMinimap;
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/// @brief Runtime updating debug visualization texture
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@ -168,8 +168,9 @@ void LevelScreen::updateHotkeys() {
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void LevelScreen::update(float delta) {
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gui::GUI* gui = engine.getGUI();
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auto menu = gui->getMenu();
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bool inputLocked = hud->isPause() ||
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bool inputLocked = menu->hasOpenPage() ||
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hud->isInventoryOpen() ||
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gui->isFocusCaught();
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if (!gui->isFocusCaught()) {
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@ -12,6 +12,7 @@
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#include "window/Camera.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "objects/Entities.hpp"
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#include "logic/LevelController.hpp"
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#include "util/stringutil.hpp"
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#include "engine/Engine.hpp"
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@ -159,7 +160,11 @@ void Decorator::update(float delta, const Camera& camera) {
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renderer.texts->remove(textsIter->second);
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textsIter = playerTexts.erase(textsIter);
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} else {
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note->setPosition(player->getPosition() + glm::vec3(0, 1, 0));
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glm::vec3 position = player->getPosition();
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if (auto entity = level.entities->get(player->getEntity())) {
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position = entity->getInterpolatedPosition();
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}
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note->setPosition(position + glm::vec3(0, 1, 0));
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++textsIter;
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}
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}
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@ -274,8 +274,9 @@ void WorldRenderer::renderHands(
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glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
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);
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prevRotation = rotation;
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glm::vec3 cameraRotation = player.getRotation();
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auto offset = -(camera.position - player.getPosition());
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float angle = glm::radians(player.rotation.x - 90);
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float angle = glm::radians(cameraRotation.x - 90);
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float cos = glm::cos(angle);
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float sin = glm::sin(angle);
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@ -166,7 +166,7 @@ void GUI::actFocused() {
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focus->keyPressed(key);
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}
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if (!Events::_cursor_locked) {
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if (!Events::isCursorLocked()) {
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if (Events::clicked(mousecode::BUTTON_1) &&
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(Events::jclicked(mousecode::BUTTON_1) || Events::delta.x || Events::delta.y))
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{
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@ -189,7 +189,7 @@ void GUI::act(float delta, const Viewport& vp) {
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auto prevfocus = focus;
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updateTooltip(delta);
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if (!Events::_cursor_locked) {
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if (!Events::isCursorLocked()) {
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actMouse(delta);
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} else {
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if (hover) {
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@ -91,6 +91,10 @@ Page& Menu::getCurrent() {
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return current;
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}
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bool Menu::hasOpenPage() const {
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return current.panel != nullptr;
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}
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void Menu::clearHistory() {
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pageStack = std::stack<Page>();
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}
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@ -64,5 +64,7 @@ namespace gui {
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/// @brief Get current page
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Page& getCurrent();
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bool hasOpenPage() const;
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};
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}
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@ -73,6 +73,7 @@ void LevelController::update(float delta, bool pause) {
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if (player->isSuspended()) {
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continue;
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}
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player->rotationInterpolation.updateTimer(delta);
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player->updateEntity();
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glm::vec3 position = player->getPosition();
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player->chunks->configure(
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@ -54,7 +54,7 @@ void CameraControl::refresh() {
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}
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void CameraControl::updateMouse(PlayerInput& input) {
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glm::vec3& rotation = player.rotation;
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glm::vec3 rotation = player.getRotation();
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float sensitivity =
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(input.zoom ? settings.sensitivity.get() / 4.f
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@ -75,6 +75,8 @@ void CameraControl::updateMouse(PlayerInput& input) {
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rotation.x += 360.f;
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}
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player.setRotation(rotation);
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camera->rotation = glm::mat4(1.0f);
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camera->rotate(
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glm::radians(rotation.y),
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@ -130,6 +130,22 @@ static int l_set_color(lua::State* L) {
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return 0;
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}
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static int l_is_interpolated(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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auto& skeleton = entity->getSkeleton();
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return lua::pushboolean(L, skeleton.interpolation.isEnabled());
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}
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return 0;
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}
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static int l_set_interpolated(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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auto& skeleton = entity->getSkeleton();
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skeleton.interpolation.setEnabled(lua::toboolean(L, 2));
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}
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return 0;
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}
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const luaL_Reg skeletonlib[] = {
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{"get_model", lua::wrap<l_get_model>},
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{"set_model", lua::wrap<l_set_model>},
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@ -142,4 +158,6 @@ const luaL_Reg skeletonlib[] = {
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{"set_visible", lua::wrap<l_set_visible>},
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{"get_color", lua::wrap<l_get_color>},
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{"set_color", lua::wrap<l_set_color>},
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{"is_interpolated", lua::wrap<l_is_interpolated>},
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{"set_interpolated", lua::wrap<l_set_interpolated>},
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{NULL, NULL}};
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@ -170,6 +170,11 @@ static int l_set_debug_cheats(lua::State* L) {
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return 0;
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}
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static int l_set_allow_pause(lua::State* L) {
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hud->setAllowPause(lua::toboolean(L, 1));
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return 0;
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}
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const luaL_Reg hudlib[] = {
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{"open_inventory", lua::wrap<l_open_inventory>},
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{"close_inventory", lua::wrap<l_close_inventory>},
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@ -187,5 +192,6 @@ const luaL_Reg hudlib[] = {
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{"_is_content_access", lua::wrap<l_is_content_access>},
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{"_set_content_access", lua::wrap<l_set_content_access>},
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{"_set_debug_cheats", lua::wrap<l_set_debug_cheats>},
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{"set_allow_pause", lua::wrap<l_set_allow_pause>},
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{NULL, NULL}
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};
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@ -61,7 +61,7 @@ static int l_set_vel(lua::State* L) {
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static int l_get_rot(lua::State* L) {
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if (auto player = get_player(L, 1)) {
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return lua::pushvec_stack(L, player->rotation);
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return lua::pushvec_stack(L, player->getRotation(lua::toboolean(L, 2)));
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}
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return 0;
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}
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@ -71,7 +71,7 @@ static int l_set_rot(lua::State* L) {
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if (!player) {
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return 0;
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}
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glm::vec3& rotation = player->rotation;
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glm::vec3 rotation = player->getRotation();
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auto x = lua::tonumber(L, 2);
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auto y = lua::tonumber(L, 3);
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@ -82,6 +82,7 @@ static int l_set_rot(lua::State* L) {
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rotation.x = x;
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rotation.y = y;
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rotation.z = z;
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player->setRotation(rotation);
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return 0;
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}
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@ -38,6 +38,18 @@ void Transform::refresh() {
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dirty = false;
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}
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void Entity::setInterpolatedPosition(const glm::vec3& position) {
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getSkeleton().interpolation.refresh(position);
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}
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glm::vec3 Entity::getInterpolatedPosition() const {
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const auto& skeleton = getSkeleton();
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if (skeleton.interpolation.isEnabled()) {
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return skeleton.interpolation.getCurrent();
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}
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return getTransform().pos;
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}
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void Entity::destroy() {
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if (isValid()) {
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entities.despawn(id);
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@ -561,11 +573,14 @@ void Entities::render(
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if (transform.dirty) {
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transform.refresh();
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}
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if (skeleton.interpolation.isEnabled()) {
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skeleton.interpolation.updateTimer(delta);
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}
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const auto& pos = transform.pos;
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const auto& size = transform.size;
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if (!frustum || frustum->isBoxVisible(pos - size, pos + size)) {
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const auto* rigConfig = skeleton.config;
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rigConfig->render(assets, batch, skeleton, transform.combined);
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rigConfig->render(assets, batch, skeleton, transform.combined, pos);
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}
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}
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}
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@ -170,6 +170,10 @@ public:
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registry.get<EntityId>(entity).player = id;
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}
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void setInterpolatedPosition(const glm::vec3& position);
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glm::vec3 getInterpolatedPosition() const;
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void destroy();
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};
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@ -181,6 +181,7 @@ void Player::teleport(glm::vec3 position) {
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if (auto entity = level.entities->get(eid)) {
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entity->getRigidbody().hitbox.position = position;
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entity->getTransform().setPos(position);
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entity->setInterpolatedPosition(position);
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}
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}
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@ -296,6 +297,18 @@ glm::vec3 Player::getSpawnPoint() const {
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return spawnpoint;
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}
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glm::vec3 Player::getRotation(bool interpolated) const {
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if (interpolated) {
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return rotationInterpolation.getCurrent();
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}
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return rotation;
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}
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void Player::setRotation(const glm::vec3& rotation) {
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this->rotation = rotation;
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rotationInterpolation.refresh(rotation);
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}
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dv::value Player::serialize() const {
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auto root = dv::object();
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@ -7,6 +7,7 @@
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#include "interfaces/Serializable.hpp"
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#include "settings.hpp"
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#include "voxels/voxel.hpp"
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#include "util/Interpolation.hpp"
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class Chunks;
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class Camera;
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@ -55,11 +56,15 @@ class Player : public Serializable {
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bool loadingChunks = true;
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entityid_t eid;
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entityid_t selectedEid = 0;
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glm::vec3 rotation {};
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public:
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util::VecInterpolation<3, float, true> rotationInterpolation {true};
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std::unique_ptr<Chunks> chunks;
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std::shared_ptr<Camera> fpCamera, spCamera, tpCamera;
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std::shared_ptr<Camera> currentCamera;
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glm::vec3 rotation {};
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CursorSelection selection {};
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Player(
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@ -123,6 +128,9 @@ public:
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void setSpawnPoint(glm::vec3 point);
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glm::vec3 getSpawnPoint() const;
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glm::vec3 getRotation(bool interpolated=false) const;
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void setRotation(const glm::vec3& rotation);
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dv::value serialize() const override;
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void deserialize(const dv::value& src) override;
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@ -6,9 +6,8 @@
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#include "graphics/commons/Model.hpp"
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#include "graphics/render/ModelBatch.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtx/norm.hpp>
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#include <glm/gtx/matrix_decompose.hpp>
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using namespace rigging;
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@ -69,7 +68,7 @@ SkeletonConfig::SkeletonConfig(
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}
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size_t SkeletonConfig::update(
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size_t index, Skeleton& skeleton, Bone* node, glm::mat4 matrix
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size_t index, Skeleton& skeleton, Bone* node, const glm::mat4& matrix
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) const {
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auto boneMatrix = skeleton.pose.matrices[index];
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auto boneOffset = node->getOffset();
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@ -90,17 +89,32 @@ size_t SkeletonConfig::update(
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return count;
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}
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void SkeletonConfig::update(Skeleton& skeleton, glm::mat4 matrix) const {
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update(0, skeleton, root.get(), matrix);
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void SkeletonConfig::update(
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Skeleton& skeleton, const glm::mat4& matrix, const glm::vec3& position
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) const {
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if (skeleton.interpolation.isEnabled()) {
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const auto& interpolation = skeleton.interpolation;
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glm::vec3 scale, translation, skew;
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glm::quat rotation;
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glm::vec4 perspective;
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glm::decompose(matrix, scale, rotation, translation, skew, perspective);
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auto delta = interpolation.getCurrent() - position;
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auto interpolatedMatrix = glm::translate(matrix, delta);
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update(0, skeleton, root.get(), interpolatedMatrix);
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} else {
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update(0, skeleton, root.get(), matrix);
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}
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}
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void SkeletonConfig::render(
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const Assets& assets,
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ModelBatch& batch,
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Skeleton& skeleton,
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const glm::mat4& matrix
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const glm::mat4& matrix,
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const glm::vec3& position
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) const {
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update(skeleton, matrix);
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update(skeleton, matrix, position);
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if (!skeleton.visible) {
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return;
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@ -1,12 +1,15 @@
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#pragma once
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#include <glm/glm.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <cmath>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "typedefs.hpp"
|
||||
#include "util/Interpolation.hpp"
|
||||
|
||||
class Assets;
|
||||
class ModelBatch;
|
||||
@ -83,6 +86,8 @@ namespace rigging {
|
||||
bool visible;
|
||||
glm::vec3 tint {1.0f, 1.0f, 1.0f};
|
||||
|
||||
util::VecInterpolation<3, float> interpolation {false};
|
||||
|
||||
Skeleton(const SkeletonConfig* config);
|
||||
};
|
||||
|
||||
@ -100,7 +105,7 @@ namespace rigging {
|
||||
std::vector<Bone*> nodes;
|
||||
|
||||
size_t update(
|
||||
size_t index, Skeleton& skeleton, Bone* node, glm::mat4 matrix
|
||||
size_t index, Skeleton& skeleton, Bone* node, const glm::mat4& matrix
|
||||
) const;
|
||||
public:
|
||||
SkeletonConfig(
|
||||
@ -109,12 +114,18 @@ namespace rigging {
|
||||
size_t nodesCount
|
||||
);
|
||||
|
||||
void update(Skeleton& skeleton, glm::mat4 matrix) const;
|
||||
void update(
|
||||
Skeleton& skeleton,
|
||||
const glm::mat4& matrix,
|
||||
const glm::vec3& position
|
||||
) const;
|
||||
|
||||
void render(
|
||||
const Assets& assets,
|
||||
ModelBatch& batch,
|
||||
Skeleton& skeleton,
|
||||
const glm::mat4& matrix
|
||||
const glm::mat4& matrix,
|
||||
const glm::vec3& position
|
||||
) const;
|
||||
|
||||
Skeleton instance() const {
|
||||
|
||||
60
src/util/Interpolation.hpp
Normal file
60
src/util/Interpolation.hpp
Normal file
@ -0,0 +1,60 @@
|
||||
#pragma once
|
||||
|
||||
#include <limits>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace util {
|
||||
template<int N, typename T, bool angular=false>
|
||||
class VecInterpolation {
|
||||
bool enabled;
|
||||
glm::vec<N, T> prevPos {std::numeric_limits<T>::quiet_NaN()};
|
||||
glm::vec<N, T> nextPos {};
|
||||
T refreshInterval = 0.0;
|
||||
T timer = 0.0;
|
||||
T intervalUpdateFactor = 0.1;
|
||||
public:
|
||||
VecInterpolation(bool enabled) : enabled(enabled) {}
|
||||
|
||||
void refresh(const glm::vec<N, T>& position) {
|
||||
auto current = getCurrent();
|
||||
prevPos = current;
|
||||
nextPos = position;
|
||||
refreshInterval = timer * intervalUpdateFactor +
|
||||
refreshInterval * (1.0 - intervalUpdateFactor);
|
||||
timer = 0.0;
|
||||
|
||||
if constexpr (angular) {
|
||||
for (int i = 0; i < N; i++) {
|
||||
T diff = nextPos[i] - prevPos[i];
|
||||
if (glm::abs(diff) > 180.0f) {
|
||||
nextPos[i] += (diff > 0.0f ? -360.0f : 360.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void updateTimer(T delta) {
|
||||
timer += delta;
|
||||
}
|
||||
|
||||
glm::vec<N, T> getCurrent() const {
|
||||
if (refreshInterval < 0.001 || std::isnan(prevPos.x)) {
|
||||
return nextPos;
|
||||
}
|
||||
T t = timer / refreshInterval;
|
||||
return nextPos * t + prevPos * (1.0f - t);
|
||||
}
|
||||
|
||||
T getRefreshInterval() const {
|
||||
return refreshInterval;
|
||||
}
|
||||
|
||||
bool isEnabled() const {
|
||||
return enabled;
|
||||
}
|
||||
|
||||
void setEnabled(bool enabled) {
|
||||
this->enabled = enabled;
|
||||
}
|
||||
};
|
||||
}
|
||||
@ -18,8 +18,8 @@ uint Events::currentFrame = 0;
|
||||
int Events::scroll = 0;
|
||||
glm::vec2 Events::delta = {};
|
||||
glm::vec2 Events::cursor = {};
|
||||
bool Events::cursor_drag = false;
|
||||
bool Events::_cursor_locked = false;
|
||||
bool Events::cursorDrag = false;
|
||||
bool Events::cursorLocked = false;
|
||||
std::vector<uint> Events::codepoints;
|
||||
std::vector<keycode> Events::pressedKeys;
|
||||
std::unordered_map<std::string, Binding> Events::bindings;
|
||||
@ -61,10 +61,10 @@ bool Events::jclicked(int button) {
|
||||
}
|
||||
|
||||
void Events::toggleCursor() {
|
||||
cursor_drag = false;
|
||||
_cursor_locked = !_cursor_locked;
|
||||
cursorDrag = false;
|
||||
cursorLocked = !cursorLocked;
|
||||
Window::setCursorMode(
|
||||
_cursor_locked ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL
|
||||
cursorLocked ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL
|
||||
);
|
||||
}
|
||||
|
||||
@ -170,11 +170,11 @@ void Events::setButton(int button, bool b) {
|
||||
}
|
||||
|
||||
void Events::setPosition(float xpos, float ypos) {
|
||||
if (Events::cursor_drag) {
|
||||
if (Events::cursorDrag) {
|
||||
Events::delta.x += xpos - Events::cursor.x;
|
||||
Events::delta.y += ypos - Events::cursor.y;
|
||||
} else {
|
||||
Events::cursor_drag = true;
|
||||
Events::cursorDrag = true;
|
||||
}
|
||||
Events::cursor.x = xpos;
|
||||
Events::cursor.y = ypos;
|
||||
@ -249,3 +249,7 @@ void Events::enableBindings() {
|
||||
binding.enable = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool Events::isCursorLocked() {
|
||||
return cursorLocked;
|
||||
}
|
||||
|
||||
@ -19,12 +19,12 @@ class Events {
|
||||
static bool keys[KEYS_BUFFER_SIZE];
|
||||
static uint frames[KEYS_BUFFER_SIZE];
|
||||
static uint currentFrame;
|
||||
static bool cursor_drag;
|
||||
static bool cursorDrag;
|
||||
static bool cursorLocked;
|
||||
public:
|
||||
static int scroll;
|
||||
static glm::vec2 delta;
|
||||
static glm::vec2 cursor;
|
||||
static bool _cursor_locked;
|
||||
static std::vector<uint> codepoints;
|
||||
static std::vector<keycode> pressedKeys;
|
||||
static std::unordered_map<std::string, Binding> bindings;
|
||||
@ -65,4 +65,6 @@ public:
|
||||
BindType bindType
|
||||
);
|
||||
static void enableBindings();
|
||||
|
||||
static bool isCursorLocked();
|
||||
};
|
||||
|
||||
@ -389,7 +389,9 @@ void Window::toggleFullscreen() {
|
||||
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
if (Events::_cursor_locked) Events::toggleCursor();
|
||||
if (Events::isCursorLocked()){
|
||||
Events::toggleCursor();
|
||||
}
|
||||
|
||||
if (fullscreen) {
|
||||
glfwGetWindowPos(window, &posX, &posY);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user