/* (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. */
#include
#include
#include
#include
#include
#include
#include "camera.h"
#include "controls.h"
#include
CCamera::CCamera()
{
m_CamType = CAMTYPE_UNDEFINED;
m_ZoomSet = false;
m_Zoom = 1.0f;
m_StartZoom = m_Zoom;
m_TargetZoom = m_Zoom;
m_ZoomAnimStartTick = 0;
m_ZoomAnimEndTick = 0;
}
void CCamera::OnRender()
{
if(IsZooming())
{
// The logistic function with default values give values near maximums and minimums on [-6, 6].
float ScaledProgress = ZoomProgress() * 12 - 6;
float Amount = 1.f / (1.f + exp(-ScaledProgress));
m_Zoom = mix(m_StartZoom, m_TargetZoom, Amount);
if(m_TargetZoom < m_StartZoom)
m_Zoom = clamp(m_Zoom, m_TargetZoom, m_StartZoom);
else
m_Zoom = clamp(m_Zoom, m_StartZoom, m_TargetZoom);
}
if(!(m_pClient->m_Snap.m_SpecInfo.m_Active || GameClient()->m_GameInfo.m_AllowZoom || Client()->State() == IClient::STATE_DEMOPLAYBACK))
{
m_ZoomSet = false;
m_Zoom = 1.0f;
m_StartZoom = m_Zoom;
m_TargetZoom = m_Zoom;
m_ZoomAnimEndTick = 0;
}
else if(!m_ZoomSet && g_Config.m_ClDefaultZoom != 10)
{
m_ZoomSet = true;
OnReset();
}
// 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_LastPos[g_Config.m_ClDummy] = m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy];
m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy] = m_PrevCenter;
m_pClient->m_pControls->ClampMousePos();
m_CamType = CAMTYPE_SPEC;
}
m_Center = m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy];
}
else
{
if(m_CamType != CAMTYPE_PLAYER)
{
if((m_LastPos[g_Config.m_ClDummy].x < g_Config.m_ClMouseMinDistance) || (m_LastPos[g_Config.m_ClDummy].x < g_Config.m_ClDyncamMinDistance))
m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy].x = m_LastPos[g_Config.m_ClDummy].x + g_Config.m_ClMouseMinDistance + g_Config.m_ClDyncamMinDistance;
else
m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy] = m_LastPos[g_Config.m_ClDummy];
m_pClient->m_pControls->ClampMousePos();
m_CamType = CAMTYPE_PLAYER;
}
vec2 CameraOffset(0, 0);
float l = length(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy]);
if(l > 0.0001f) // make sure that this isn't 0
{
float DeadZone = g_Config.m_ClDyncam ? g_Config.m_ClDyncamDeadzone : g_Config.m_ClMouseDeadzone;
float FollowFactor = (g_Config.m_ClDyncam ? g_Config.m_ClDyncamFollowFactor : g_Config.m_ClMouseFollowfactor) / 100.0f;
float OffsetAmount = maximum(l-DeadZone, 0.0f) * FollowFactor;
CameraOffset = normalize(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy])*OffsetAmount;
}
if(m_pClient->m_Snap.m_SpecInfo.m_Active)
m_Center = m_pClient->m_Snap.m_SpecInfo.m_Position + CameraOffset;
else
m_Center = m_pClient->m_LocalCharacterPos + CameraOffset;
}
m_PrevCenter = m_Center;
}
void CCamera::OnConsoleInit()
{
Console()->Register("zoom+", "", CFGFLAG_CLIENT, ConZoomPlus, this, "Zoom increase");
Console()->Register("zoom-", "", CFGFLAG_CLIENT, ConZoomMinus, this, "Zoom decrease");
Console()->Register("zoom", "", CFGFLAG_CLIENT, ConZoomReset, this, "Zoom reset");
}
const float ZoomStep = 0.866025f;
void CCamera::OnReset()
{
m_Zoom = 1.0f;
if(g_Config.m_ClDefaultZoom < 10)
{
m_Zoom = pow(1/ZoomStep, 10 - g_Config.m_ClDefaultZoom);
}
else if(g_Config.m_ClDefaultZoom > 10)
{
m_Zoom = pow(ZoomStep, g_Config.m_ClDefaultZoom - 10);
}
m_StartZoom = m_Zoom;
m_TargetZoom = m_Zoom;
m_ZoomAnimEndTick = 0;
}
void CCamera::ConZoomPlus(IConsole::IResult *pResult, void *pUserData)
{
CCamera *pSelf = (CCamera *)pUserData;
if(pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || pSelf->GameClient()->m_GameInfo.m_AllowZoom || pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
if(g_Config.m_ClSmoothZoom)
pSelf->StartSmoothZoom(ZoomStep);
else
pSelf->m_Zoom *= ZoomStep;
}
}
void CCamera::ConZoomMinus(IConsole::IResult *pResult, void *pUserData)
{
CCamera *pSelf = (CCamera *)pUserData;
if(pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || pSelf->GameClient()->m_GameInfo.m_AllowZoom || pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
if(pSelf->m_Zoom < 500.0f/ZoomStep)
{
if(g_Config.m_ClSmoothZoom)
pSelf->StartSmoothZoom(1/ZoomStep);
else
pSelf->m_Zoom *= 1/ZoomStep;
}
}
}
void CCamera::ConZoomReset(IConsole::IResult *pResult, void *pUserData)
{
((CCamera *)pUserData)->OnReset();
}
float CCamera::ZoomProgress()
{
int SmoothTick;
Client()->GetSmoothTick(&SmoothTick, NULL, 0);
return (SmoothTick - m_ZoomAnimStartTick) / (m_ZoomAnimEndTick - m_ZoomAnimStartTick);
}
bool CCamera::IsZooming()
{
return Client()->GameTick(g_Config.m_ClDummy) < m_ZoomAnimEndTick && m_ZoomAnimStartTick < m_ZoomAnimEndTick;
}
void CCamera::StartSmoothZoom(float ZoomStep)
{
// Check if we are in the middle of a smooth zoom already.
if(IsZooming())
{
// TODO: Implement
}
else
{
m_StartZoom = m_Zoom;
m_TargetZoom = m_StartZoom * ZoomStep;
m_ZoomAnimStartTick = Client()->GameTick(g_Config.m_ClDummy);
m_ZoomAnimEndTick = m_ZoomAnimStartTick + g_Config.m_ClSmoothZoomLength / 1000.f * Client()->GameTickSpeed();
}
}