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-rw-r--r--game/client/entity/player_look.cc310
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);
+ }
+}