LCOV - code coverage report
Current view: top level - source/tools/atlas/GameInterface - InputProcessor.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 53 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 2 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2010 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "InputProcessor.h"
      21             : 
      22             : #include "ps/Game.h"
      23             : #include "graphics/Camera.h"
      24             : #include "graphics/GameView.h"
      25             : #include "maths/Quaternion.h"
      26             : 
      27             : static float g_ViewZoomSmoothness = 0.02f;
      28             : static float g_ViewRotateScale = 0.02f;
      29             : 
      30           0 : static void Rotate(CCamera& camera, float speed)
      31             : {
      32           0 :     CVector3D upwards(0.0f, 1.0f, 0.0f);
      33           0 :     CVector3D origin = camera.m_Orientation.GetTranslation();
      34           0 :     CVector3D pivot = camera.GetFocus();
      35           0 :     CVector3D delta = origin - pivot;
      36             : 
      37           0 :     CQuaternion r;
      38           0 :     r.FromAxisAngle(upwards, speed);
      39           0 :     delta = r.Rotate(delta);
      40           0 :     camera.m_Orientation.Translate(-origin);
      41           0 :     camera.m_Orientation.Rotate(r);
      42           0 :     camera.m_Orientation.Translate(pivot + delta);
      43           0 : }
      44             : 
      45           0 : bool InputProcessor::ProcessInput(GameLoopState* state)
      46             : {
      47           0 :     if (! g_Game)
      48           0 :         return false;
      49             : 
      50           0 :     CCamera* camera = g_Game->GetView()->GetCamera();
      51             : 
      52           0 :     CVector3D leftwards = camera->m_Orientation.GetLeft();
      53             : 
      54           0 :     CVector3D inwards = camera->m_Orientation.GetIn();
      55             : 
      56             :     // Calculate a vector pointing forwards, parallel to the ground
      57           0 :     CVector3D forwards = inwards;
      58           0 :     forwards.Y = 0.0f;
      59           0 :     if (forwards.Length() < 0.001f) // be careful if the camera is looking straight down
      60           0 :         forwards = CVector3D(1.f, 0.f, 0.f);
      61             :     else
      62           0 :         forwards.Normalize();
      63             : 
      64           0 :     bool moved = false;
      65             : 
      66           0 :     GameLoopState::Input& input = state->input;
      67             : 
      68           0 :     if (state->input.scrollSpeed[0] != 0.0f)
      69             :     {
      70           0 :         camera->m_Orientation.Translate(forwards * (input.scrollSpeed[0] * state->realFrameLength));
      71           0 :         moved = true;
      72             :     }
      73             : 
      74           0 :     if (state->input.scrollSpeed[1] != 0.0f)
      75             :     {
      76           0 :         camera->m_Orientation.Translate(forwards * (-input.scrollSpeed[1] * state->realFrameLength));
      77           0 :         moved = true;
      78             :     }
      79             : 
      80           0 :     if (state->input.scrollSpeed[2] != 0.0f)
      81             :     {
      82           0 :         camera->m_Orientation.Translate(leftwards * (input.scrollSpeed[2] * state->realFrameLength));
      83           0 :         moved = true;
      84             :     }
      85             : 
      86           0 :     if (state->input.scrollSpeed[3] != 0.0f)
      87             :     {
      88           0 :         camera->m_Orientation.Translate(leftwards * (-input.scrollSpeed[3] * state->realFrameLength));
      89           0 :         moved = true;
      90             :     }
      91             : 
      92           0 :     if (state->input.scrollSpeed[4] != 0.0f)
      93             :     {
      94           0 :         Rotate(*camera, input.scrollSpeed[4] * state->realFrameLength * g_ViewRotateScale);
      95           0 :         moved = true;
      96             :     }
      97             : 
      98           0 :     if (state->input.scrollSpeed[5] != 0.0f)
      99             :     {
     100           0 :         Rotate(*camera, -input.scrollSpeed[5] * state->realFrameLength * g_ViewRotateScale);
     101           0 :         moved = true;
     102             :     }
     103             : 
     104           0 :     if (state->input.zoomDelta != 0.0f)
     105             :     {
     106           0 :         float zoom_proportion = powf(g_ViewZoomSmoothness, state->realFrameLength);
     107           0 :         camera->m_Orientation.Translate(inwards * (input.zoomDelta * (1.0f - zoom_proportion)));
     108           0 :         input.zoomDelta *= zoom_proportion;
     109             : 
     110           0 :         if (fabsf(input.zoomDelta) < 0.1f)
     111           0 :             input.zoomDelta = 0.0f;
     112             : 
     113           0 :         moved = true;
     114             :     }
     115             : 
     116           0 :     if (moved)
     117           0 :         camera->UpdateFrustum();
     118             : 
     119           0 :     return moved;
     120             : }

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