/* (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
const float ZoomStep = 0.866025f;
CCamera::CCamera()
{
m_CamType = CAMTYPE_UNDEFINED;
m_ZoomSet = false;
m_Zoom = 1.0f;
m_Zooming = false;
}
float CCamera::ZoomProgress(float CurrentTime) const
{
return (CurrentTime - m_ZoomSmoothingStart) / (m_ZoomSmoothingEnd - m_ZoomSmoothingStart);
}
void CCamera::ScaleZoom(float Factor)
{
float CurrentTarget = m_Zooming ? m_ZoomSmoothingTarget : m_Zoom;
ChangeZoom(CurrentTarget * Factor);
}
void CCamera::ChangeZoom(float Target)
{
if(Target >= (Graphics()->IsBufferingEnabled()? 60 : 30))
{
return;
}
float Now = Client()->LocalTime();
float Current = m_Zoom;
float Derivative = 0.0f;
if(m_Zooming)
{
float Progress = ZoomProgress(Now);
Current = m_ZoomSmoothing.Evaluate(Progress);
Derivative = m_ZoomSmoothing.Derivative(Progress);
}
m_ZoomSmoothingTarget = Target;
m_ZoomSmoothing = CCubicBezier::With(Current, Derivative, 0, m_ZoomSmoothingTarget);
m_ZoomSmoothingStart = Now;
m_ZoomSmoothingEnd = Now + (float)g_Config.m_ClSmoothZoomTime / 1000;
m_Zooming = true;
}
void CCamera::OnRender()
{
if(m_Zooming)
{
float Time = Client()->LocalTime();
if(Time >= m_ZoomSmoothingEnd)
{
m_Zoom = m_ZoomSmoothingTarget;
m_Zooming = false;
}
else
{
m_Zoom = m_ZoomSmoothing.Evaluate(ZoomProgress(Time));
}
}
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_Zooming = false;
}
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");
}
void CCamera::OnReset()
{
m_Zoom = pow(ZoomStep, g_Config.m_ClDefaultZoom - 10);
m_Zooming = false;
}
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)
{
pSelf->ScaleZoom(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)
{
pSelf->ScaleZoom(1 / ZoomStep);
}
}
void CCamera::ConZoomReset(IConsole::IResult *pResult, void *pUserData)
{
((CCamera *)pUserData)->ChangeZoom(pow(ZoomStep, g_Config.m_ClDefaultZoom - 10));
}