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| author | untodesu <kirill@untode.su> | 2025-09-11 15:48:53 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-09-11 15:48:53 +0500 |
| commit | d0fbd68055e3f4a796330cc8acc6c0954b5327ff (patch) | |
| tree | e581014ea02711efa5e71f00f9862e5bca58f2ed /game/client/entity/player_look.cc | |
| parent | cbd823aa2154a956e7da4319eecbf7afc10441ae (diff) | |
| download | voxelius-d0fbd68055e3f4a796330cc8acc6c0954b5327ff.tar.bz2 voxelius-d0fbd68055e3f4a796330cc8acc6c0954b5327ff.zip | |
Run clang-format across the project
Diffstat (limited to 'game/client/entity/player_look.cc')
| -rw-r--r-- | game/client/entity/player_look.cc | 310 |
1 files changed, 155 insertions, 155 deletions
diff --git a/game/client/entity/player_look.cc b/game/client/entity/player_look.cc index 715475b..caa367e 100644 --- a/game/client/entity/player_look.cc +++ b/game/client/entity/player_look.cc @@ -1,155 +1,155 @@ -#include "client/pch.hh" - -#include "client/entity/player_look.hh" - -#include "core/config/boolean.hh" -#include "core/config/number.hh" - -#include "core/io/config_map.hh" - -#include "core/math/angles.hh" - -#include "shared/entity/head.hh" - -#include "shared/world/dimension.hh" - -#include "client/config/gamepad_axis.hh" -#include "client/config/gamepad_button.hh" -#include "client/config/keybind.hh" - -#include "client/gui/settings.hh" - -#include "client/io/gamepad.hh" -#include "client/io/glfw.hh" - -#include "client/const.hh" -#include "client/globals.hh" -#include "client/session.hh" - -constexpr static float PITCH_MIN = -1.0f * math::radians(90.0f); -constexpr static float PITCH_MAX = +1.0f * math::radians(90.0f); - -// Mouse options -static config::Boolean mouse_raw_input(true); -static config::Unsigned mouse_sensitivity(25U, 1U, 100U); - -// Gamepad options -static config::Float gamepad_fastlook_factor(1.5f, 1.0f, 5.0f); -static config::Unsigned gamepad_accel_pitch(15U, 1U, 100U); -static config::Unsigned gamepad_accel_yaw(25U, 1U, 100U); - -// Gamepad axes -static config::GamepadAxis axis_pitch(GLFW_GAMEPAD_AXIS_LEFT_Y, false); -static config::GamepadAxis axis_yaw(GLFW_GAMEPAD_AXIS_LEFT_X, false); - -// Gamepad buttons -static config::GamepadButton button_fastlook(GLFW_GAMEPAD_BUTTON_LEFT_THUMB); - -static bool fastlook_enabled; -static glm::fvec2 last_cursor; - -static void add_angles(float pitch, float yaw) -{ - if(session::is_ingame()) { - auto& head = globals::dimension->entities.get<entity::Head>(globals::player); - - head.angles[0] += pitch; - head.angles[1] += yaw; - head.angles[0] = math::clamp(head.angles[0], PITCH_MIN, PITCH_MAX); - head.angles = math::wrap_180(head.angles); - - // Client-side head angles are not interpolated; - // Re-assigning the previous state after the current - // state has been already modified is certainly a way - // to circumvent the interpolation applied to anything with a head - globals::dimension->entities.emplace_or_replace<entity::client::HeadPrev>(globals::player, head); - } -} - -static void on_glfw_cursor_pos(const io::GlfwCursorPosEvent& event) -{ - if(io::gamepad::available && io::gamepad::active.get_value()) { - // The player is assumed to be using - // a gamepad instead of mouse and keyboard - last_cursor = event.pos; - return; - } - - if(globals::gui_screen || !session::is_ingame()) { - // UI is visible or we're not in-game - last_cursor = event.pos; - return; - } - - auto dx = -0.01f * static_cast<float>(mouse_sensitivity.get_value()) * math::radians(event.pos.x - last_cursor.x); - auto dy = -0.01f * static_cast<float>(mouse_sensitivity.get_value()) * math::radians(event.pos.y - last_cursor.y); - add_angles(dy, dx); - - last_cursor = event.pos; -} - -static void on_gamepad_button(const io::GamepadButtonEvent& event) -{ - if(button_fastlook.equals(event.button)) { - fastlook_enabled = event.action == GLFW_PRESS; - } -} - -void entity::player_look::init(void) -{ - globals::client_config.add_value("player_look.mouse.raw_input", mouse_raw_input); - globals::client_config.add_value("player_look.mouse.sensitivity", mouse_sensitivity); - globals::client_config.add_value("player_look.gamepad.fastlook_factor", gamepad_fastlook_factor); - globals::client_config.add_value("player_look.gamepad.accel_pitch", gamepad_accel_pitch); - globals::client_config.add_value("player_look.gamepad.accel_yaw", gamepad_accel_yaw); - globals::client_config.add_value("player_look.gp_axis.pitch", axis_pitch); - globals::client_config.add_value("player_look.gp_axis.yaw", axis_yaw); - globals::client_config.add_value("player_look.gp_button.fastlook", button_fastlook); - - settings::add_slider(0, mouse_sensitivity, settings_location::MOUSE, "player_look.mouse.sensitivity", true); - settings::add_checkbox(1, mouse_raw_input, settings_location::MOUSE, "player_look.mouse.raw_input", true); - - settings::add_slider(0, gamepad_accel_pitch, settings_location::GAMEPAD_GAMEPLAY, "player_look.gamepad.accel_pitch", false); - settings::add_slider(1, gamepad_accel_yaw, settings_location::GAMEPAD_GAMEPLAY, "player_look.gamepad.accel_yaw", false); - settings::add_gamepad_axis(2, axis_pitch, settings_location::GAMEPAD_GAMEPLAY, "player_look.gp_axis.pitch"); - settings::add_gamepad_axis(3, axis_yaw, settings_location::GAMEPAD_GAMEPLAY, "player_look.gp_axis.yaw"); - settings::add_slider( - 4, gamepad_fastlook_factor, settings_location::GAMEPAD_GAMEPLAY, "player_look.gamepad.fastlook_factor", true, "%.02f"); - settings::add_gamepad_button(5, button_fastlook, settings_location::GAMEPAD_GAMEPLAY, "player_look.gp_button.fastlook"); - - fastlook_enabled = false; - last_cursor.x = 0.5f * static_cast<float>(globals::width); - last_cursor.y = 0.5f * static_cast<float>(globals::height); - - globals::dispatcher.sink<io::GlfwCursorPosEvent>().connect<&on_glfw_cursor_pos>(); - globals::dispatcher.sink<io::GamepadButtonEvent>().connect<&on_gamepad_button>(); -} - -void entity::player_look::update_late(void) -{ - if(io::gamepad::available && io::gamepad::active.get_value() && !globals::gui_screen) { - auto pitch_value = axis_pitch.get_value(io::gamepad::state, io::gamepad::deadzone.get_value()); - auto yaw_value = axis_yaw.get_value(io::gamepad::state, io::gamepad::deadzone.get_value()); - - if(fastlook_enabled) { - // Fastlook allows the camera to - // rotate quicker when a button is held down - pitch_value *= gamepad_fastlook_factor.get_value(); - yaw_value *= gamepad_fastlook_factor.get_value(); - } - - pitch_value *= 0.001f * static_cast<float>(gamepad_accel_pitch.get_value()); - yaw_value *= 0.001f * static_cast<float>(gamepad_accel_yaw.get_value()); - - add_angles(pitch_value, yaw_value); - } - - if(!globals::gui_screen && session::is_ingame()) { - glfwSetInputMode(globals::window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); - glfwSetInputMode(globals::window, GLFW_RAW_MOUSE_MOTION, mouse_raw_input.get_value()); - } - else { - glfwSetInputMode(globals::window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); - glfwSetInputMode(globals::window, GLFW_RAW_MOUSE_MOTION, false); - } -} +#include "client/pch.hh"
+
+#include "client/entity/player_look.hh"
+
+#include "core/config/boolean.hh"
+#include "core/config/number.hh"
+
+#include "core/io/config_map.hh"
+
+#include "core/math/angles.hh"
+
+#include "shared/entity/head.hh"
+
+#include "shared/world/dimension.hh"
+
+#include "client/config/gamepad_axis.hh"
+#include "client/config/gamepad_button.hh"
+#include "client/config/keybind.hh"
+
+#include "client/gui/settings.hh"
+
+#include "client/io/gamepad.hh"
+#include "client/io/glfw.hh"
+
+#include "client/const.hh"
+#include "client/globals.hh"
+#include "client/session.hh"
+
+constexpr static float PITCH_MIN = -1.0f * math::radians(90.0f);
+constexpr static float PITCH_MAX = +1.0f * math::radians(90.0f);
+
+// Mouse options
+static config::Boolean mouse_raw_input(true);
+static config::Unsigned mouse_sensitivity(25U, 1U, 100U);
+
+// Gamepad options
+static config::Float gamepad_fastlook_factor(1.5f, 1.0f, 5.0f);
+static config::Unsigned gamepad_accel_pitch(15U, 1U, 100U);
+static config::Unsigned gamepad_accel_yaw(25U, 1U, 100U);
+
+// Gamepad axes
+static config::GamepadAxis axis_pitch(GLFW_GAMEPAD_AXIS_LEFT_Y, false);
+static config::GamepadAxis axis_yaw(GLFW_GAMEPAD_AXIS_LEFT_X, false);
+
+// Gamepad buttons
+static config::GamepadButton button_fastlook(GLFW_GAMEPAD_BUTTON_LEFT_THUMB);
+
+static bool fastlook_enabled;
+static glm::fvec2 last_cursor;
+
+static void add_angles(float pitch, float yaw)
+{
+ if(session::is_ingame()) {
+ auto& head = globals::dimension->entities.get<entity::Head>(globals::player);
+
+ head.angles[0] += pitch;
+ head.angles[1] += yaw;
+ head.angles[0] = math::clamp(head.angles[0], PITCH_MIN, PITCH_MAX);
+ head.angles = math::wrap_180(head.angles);
+
+ // Client-side head angles are not interpolated;
+ // Re-assigning the previous state after the current
+ // state has been already modified is certainly a way
+ // to circumvent the interpolation applied to anything with a head
+ globals::dimension->entities.emplace_or_replace<entity::client::HeadPrev>(globals::player, head);
+ }
+}
+
+static void on_glfw_cursor_pos(const io::GlfwCursorPosEvent& event)
+{
+ if(io::gamepad::available && io::gamepad::active.get_value()) {
+ // The player is assumed to be using
+ // a gamepad instead of mouse and keyboard
+ last_cursor = event.pos;
+ return;
+ }
+
+ if(globals::gui_screen || !session::is_ingame()) {
+ // UI is visible or we're not in-game
+ last_cursor = event.pos;
+ return;
+ }
+
+ auto dx = -0.01f * static_cast<float>(mouse_sensitivity.get_value()) * math::radians(event.pos.x - last_cursor.x);
+ auto dy = -0.01f * static_cast<float>(mouse_sensitivity.get_value()) * math::radians(event.pos.y - last_cursor.y);
+ add_angles(dy, dx);
+
+ last_cursor = event.pos;
+}
+
+static void on_gamepad_button(const io::GamepadButtonEvent& event)
+{
+ if(button_fastlook.equals(event.button)) {
+ fastlook_enabled = event.action == GLFW_PRESS;
+ }
+}
+
+void entity::player_look::init(void)
+{
+ globals::client_config.add_value("player_look.mouse.raw_input", mouse_raw_input);
+ globals::client_config.add_value("player_look.mouse.sensitivity", mouse_sensitivity);
+ globals::client_config.add_value("player_look.gamepad.fastlook_factor", gamepad_fastlook_factor);
+ globals::client_config.add_value("player_look.gamepad.accel_pitch", gamepad_accel_pitch);
+ globals::client_config.add_value("player_look.gamepad.accel_yaw", gamepad_accel_yaw);
+ globals::client_config.add_value("player_look.gp_axis.pitch", axis_pitch);
+ globals::client_config.add_value("player_look.gp_axis.yaw", axis_yaw);
+ globals::client_config.add_value("player_look.gp_button.fastlook", button_fastlook);
+
+ settings::add_slider(0, mouse_sensitivity, settings_location::MOUSE, "player_look.mouse.sensitivity", true);
+ settings::add_checkbox(1, mouse_raw_input, settings_location::MOUSE, "player_look.mouse.raw_input", true);
+
+ settings::add_slider(0, gamepad_accel_pitch, settings_location::GAMEPAD_GAMEPLAY, "player_look.gamepad.accel_pitch", false);
+ settings::add_slider(1, gamepad_accel_yaw, settings_location::GAMEPAD_GAMEPLAY, "player_look.gamepad.accel_yaw", false);
+ settings::add_gamepad_axis(2, axis_pitch, settings_location::GAMEPAD_GAMEPLAY, "player_look.gp_axis.pitch");
+ settings::add_gamepad_axis(3, axis_yaw, settings_location::GAMEPAD_GAMEPLAY, "player_look.gp_axis.yaw");
+ settings::add_slider(4, gamepad_fastlook_factor, settings_location::GAMEPAD_GAMEPLAY, "player_look.gamepad.fastlook_factor", true,
+ "%.02f");
+ settings::add_gamepad_button(5, button_fastlook, settings_location::GAMEPAD_GAMEPLAY, "player_look.gp_button.fastlook");
+
+ fastlook_enabled = false;
+ last_cursor.x = 0.5f * static_cast<float>(globals::width);
+ last_cursor.y = 0.5f * static_cast<float>(globals::height);
+
+ globals::dispatcher.sink<io::GlfwCursorPosEvent>().connect<&on_glfw_cursor_pos>();
+ globals::dispatcher.sink<io::GamepadButtonEvent>().connect<&on_gamepad_button>();
+}
+
+void entity::player_look::update_late(void)
+{
+ if(io::gamepad::available && io::gamepad::active.get_value() && !globals::gui_screen) {
+ auto pitch_value = axis_pitch.get_value(io::gamepad::state, io::gamepad::deadzone.get_value());
+ auto yaw_value = axis_yaw.get_value(io::gamepad::state, io::gamepad::deadzone.get_value());
+
+ if(fastlook_enabled) {
+ // Fastlook allows the camera to
+ // rotate quicker when a button is held down
+ pitch_value *= gamepad_fastlook_factor.get_value();
+ yaw_value *= gamepad_fastlook_factor.get_value();
+ }
+
+ pitch_value *= 0.001f * static_cast<float>(gamepad_accel_pitch.get_value());
+ yaw_value *= 0.001f * static_cast<float>(gamepad_accel_yaw.get_value());
+
+ add_angles(pitch_value, yaw_value);
+ }
+
+ if(!globals::gui_screen && session::is_ingame()) {
+ glfwSetInputMode(globals::window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+ glfwSetInputMode(globals::window, GLFW_RAW_MOUSE_MOTION, mouse_raw_input.get_value());
+ }
+ else {
+ glfwSetInputMode(globals::window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ glfwSetInputMode(globals::window, GLFW_RAW_MOUSE_MOTION, false);
+ }
+}
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