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authoruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
committeruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
commitf40d09cb8f712e87691af4912f3630d92d692779 (patch)
tree7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/game/client/entity/player_look.cc
parent8bcbd2729388edc63c82d77d314b583af1447c49 (diff)
downloadvoxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2
voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat - Re-add NSIS scripts, again from Prospero - Update most build and utility scripts with their most recent versions
Diffstat (limited to 'src/game/client/entity/player_look.cc')
-rw-r--r--src/game/client/entity/player_look.cc155
1 files changed, 155 insertions, 0 deletions
diff --git a/src/game/client/entity/player_look.cc b/src/game/client/entity/player_look.cc
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+++ b/src/game/client/entity/player_look.cc
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+#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] = glm::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);
+ }
+}