diff options
Diffstat (limited to 'src/game/client/player_look.cc')
| -rw-r--r-- | src/game/client/player_look.cc | 146 |
1 files changed, 0 insertions, 146 deletions
diff --git a/src/game/client/player_look.cc b/src/game/client/player_look.cc deleted file mode 100644 index 767c171..0000000 --- a/src/game/client/player_look.cc +++ /dev/null @@ -1,146 +0,0 @@ -#include "client/pch.hh" - -#include "client/player_look.hh" - -#include "core/angles.hh" -#include "core/config.hh" - -#include "shared/dimension.hh" -#include "shared/head.hh" - -#include "client/const.hh" -#include "client/gamepad.hh" -#include "client/gamepad_axis.hh" -#include "client/gamepad_button.hh" -#include "client/glfw.hh" -#include "client/globals.hh" -#include "client/keybind.hh" -#include "client/session.hh" -#include "client/settings.hh" - -constexpr static float PITCH_MIN = -1.0f * vx::radians(90.0f); -constexpr static float PITCH_MAX = +1.0f * vx::radians(90.0f); - -// Mouse options -static ConfigBoolean mouse_raw_input(true); -static ConfigUnsigned mouse_sensitivity(25U, 1U, 100U); - -// Gamepad options -static ConfigFloat gamepad_fastlook_factor(1.5f, 1.0f, 5.0f); -static ConfigUnsigned gamepad_accel_pitch(15U, 1U, 100U); -static ConfigUnsigned gamepad_accel_yaw(25U, 1U, 100U); - -// Gamepad axes -static ConfigGamepadAxis axis_pitch(GLFW_GAMEPAD_AXIS_LEFT_Y, false); -static ConfigGamepadAxis axis_yaw(GLFW_GAMEPAD_AXIS_LEFT_X, false); - -// Gamepad buttons -static ConfigGamepadButton 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<HeadComponent>(globals::player); - - head.angles[0] += pitch; - head.angles[1] += yaw; - head.angles[0] = vx::clamp(head.angles[0], PITCH_MIN, PITCH_MAX); - head.angles = cxangles::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<HeadComponentPrev>(globals::player, head); - } -} - -static void on_glfw_cursor_pos(const GlfwCursorPosEvent& event) -{ - if(gamepad::available && 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()) * vx::radians(event.pos.x - last_cursor.x); - auto dy = -0.01f * static_cast<float>(mouse_sensitivity.get_value()) * vx::radians(event.pos.y - last_cursor.y); - add_angles(dy, dx); - - last_cursor = event.pos; -} - -static void on_gamepad_button(const GamepadButtonEvent& event) -{ - if(button_fastlook.equals(event.button)) { - fastlook_enabled = event.action == GLFW_PRESS; - } -} - -void 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<GlfwCursorPosEvent>().connect<&on_glfw_cursor_pos>(); - globals::dispatcher.sink<GamepadButtonEvent>().connect<&on_gamepad_button>(); -} - -void player_look::update_late(void) -{ - if(gamepad::available && gamepad::active.get_value() && !globals::gui_screen) { - auto pitch_value = axis_pitch.get_value(gamepad::state, gamepad::deadzone.get_value()); - auto yaw_value = axis_yaw.get_value(gamepad::state, 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); - } -} |
