ddnet/src/game/client/components/camera.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/shared/config.h>
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#include <base/math.h>
#include <game/collision.h>
#include <game/client/gameclient.h>
#include <game/client/component.h>
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#include "camera.h"
#include "controls.h"
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CCamera::CCamera()
{
m_CamType = CAMTYPE_UNDEFINED;
}
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void CCamera::OnRender()
{
//vec2 center;
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m_Zoom = 1.0f;
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// update camera center
if(m_pClient->m_Snap.m_SpecInfo.m_Active && !m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
{
if(m_CamType != CAMTYPE_SPEC)
{
m_pClient->m_pControls->m_MousePos = m_PrevCenter;
m_pClient->m_pControls->ClampMousePos();
m_CamType = CAMTYPE_SPEC;
}
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m_Center = m_pClient->m_pControls->m_MousePos;
}
else
{
if(m_CamType != CAMTYPE_PLAYER)
{
m_pClient->m_pControls->ClampMousePos();
m_CamType = CAMTYPE_PLAYER;
}
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vec2 CameraOffset(0, 0);
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float l = length(m_pClient->m_pControls->m_MousePos);
if(l > 0.0001f) // make sure that this isn't 0
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{
float DeadZone = g_Config.m_ClMouseDeadzone;
float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
float OffsetAmount = max(l-DeadZone, 0.0f) * FollowFactor;
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CameraOffset = normalize(m_pClient->m_pControls->m_MousePos)*OffsetAmount;
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}
if(m_pClient->m_Snap.m_SpecInfo.m_Active)
m_Center = m_pClient->m_Snap.m_SpecInfo.m_Position + CameraOffset;
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else
m_Center = m_pClient->m_LocalCharacterPos + CameraOffset;
}
m_PrevCenter = m_Center;
}