/* (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 = 1.0; } void CCamera::OnRender() { if(!(m_pClient->m_Snap.m_SpecInfo.m_Active || GameClient()->m_GameInfo.m_AllowZoom || Client()->State() == IClient::STATE_DEMOPLAYBACK)) { m_ZoomSet = false; m_Zoom = 1.0; } 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_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy].x = m_LastPos[g_Config.m_ClDummy].x + g_Config.m_ClMouseMinDistance; 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; for (int i = g_Config.m_ClDefaultZoom; i < 10; i++) { m_Zoom *= 1/ZoomStep; } for (int i = g_Config.m_ClDefaultZoom; i > 10; i--) { m_Zoom *= ZoomStep; } } 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) ((CCamera *)pUserData)->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(((CCamera *)pUserData)->m_Zoom < 500.0f/ZoomStep) { ((CCamera *)pUserData)->m_Zoom *= 1/ZoomStep; } } } void CCamera::ConZoomReset(IConsole::IResult *pResult, void *pUserData) { ((CCamera *)pUserData)->OnReset(); }