taisei/src/camcontrol.c
2024-05-17 14:11:48 +02:00

260 lines
6.5 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "camcontrol.h"
#include "events.h"
#include "global.h"
#include "stagetext.h"
#include "util/glm.h"
#include "video.h"
#include "entity.h"
#include "coroutine/taskdsl.h"
#define CAMCTRL_MOVE_SPEED 0.1
// for scroll wheel move speed adjustment
#define CAMCTRL_MOVE_SPEED_STEP (CAMCTRL_MOVE_SPEED * 0.25)
#define CAMCTROL_MOUSE_SENS 0.1
#define CAMCTRL_PITCH_SPEED -CAMCTROL_MOUSE_SENS
#define CAMCTRL_YAW_SPEED -CAMCTROL_MOUSE_SENS
#define CAMCTRL_ROLL_SPEED 1.0
#define CAMCTRL_PITCH_AXIS 0
#define CAMCTRL_YAW_AXIS 2
#define CAMCTRL_ROLL_AXIS 1
#define CAMCTRL_KEY_FORWARD SDL_SCANCODE_W
#define CAMCTRL_KEY_BACK SDL_SCANCODE_S
#define CAMCTRL_KEY_LEFT SDL_SCANCODE_A
#define CAMCTRL_KEY_RIGHT SDL_SCANCODE_D
#define CAMCTRL_KEY_UP SDL_SCANCODE_R
#define CAMCTRL_KEY_DOWN SDL_SCANCODE_F
// FIXME doesn't work that well with mouse-look…
#define CAMCTRL_KEY_ROLL_LEFT SDL_SCANCODE_Q
#define CAMCTRL_KEY_ROLL_RIGHT SDL_SCANCODE_E
#define CAMCTRL_KEY_TOGGLE_GRAB SDL_SCANCODE_F8
struct cc_state {
SDL_Window *w;
bool game_paused;
bool grab_enabled;
};
INLINE float normangle(float a) {
return a - 360.0f * floorf((a + 180.0f) / 360.0f);
}
INLINE void addangle(float *a, float d) {
*a = normangle(*a + d);
}
static void set_mouse_grab(struct cc_state *s, bool enable) {
enable = enable && s->grab_enabled && !s->game_paused;
SDL_SetWindowGrab(s->w, enable);
SDL_CaptureMouse(enable);
SDL_SetRelativeMouseMode(enable);
SDL_EventState(SDL_MOUSEMOTION, enable);
SDL_EventState(SDL_MOUSEWHEEL, enable);
}
static bool keydown_event(SDL_Event *e, void *a) {
struct cc_state *s = a;
if(e->key.repeat) {
return false;
}
if(e->key.keysym.scancode == CAMCTRL_KEY_TOGGLE_GRAB) {
s->grab_enabled = !s->grab_enabled;
set_mouse_grab(s, s->grab_enabled);
}
return false;
}
static bool mouse_event(SDL_Event *e, void *a) {
Camera3D *cam = a;
float *pitch = cam->rot.v + CAMCTRL_PITCH_AXIS;
float *yaw = cam->rot.v + CAMCTRL_YAW_AXIS;
addangle(pitch, CAMCTRL_PITCH_SPEED * e->motion.yrel);
addangle(yaw, CAMCTRL_YAW_SPEED * e->motion.xrel);
return false;
}
static bool wheel_event(SDL_Event *e, void *a) {
float delta = CAMCTRL_MOVE_SPEED_STEP;
float *move_speed = a;
*move_speed += e->wheel.y * delta;
return false;
}
static bool focus_gained_event(SDL_Event *e, void *a) {
struct cc_state *s = a;
set_mouse_grab(s, true);
return false;
}
static bool focus_lost_event(SDL_Event *e, void *a) {
struct cc_state *s = a;
set_mouse_grab(s, false);
return false;
}
static bool pause_event(SDL_Event *e, void *a) {
struct cc_state *s = a;
s->game_paused = e->user.code;
set_mouse_grab(s, !s->game_paused);
return false;
}
static void nodraw(EntityInterface *ent) { }
static void predraw(EntityInterface *ent, void *a) {
if(ent) {
// super lame hack to hide everything
ent->draw_func = nodraw;
}
}
TASK(cleanup, { struct cc_state *s; }) {
ent_unhook_pre_draw(predraw);
events_unregister_handler(keydown_event);
events_unregister_handler(mouse_event);
events_unregister_handler(wheel_event);
events_unregister_handler(focus_gained_event);
events_unregister_handler(focus_lost_event);
events_unregister_handler(pause_event);
set_mouse_grab(ARGS.s, false);
}
TASK(camera_control, { Camera3D *cam; }) {
Camera3D *cam = ARGS.cam;
struct cc_state estate = { };
estate.w = NOT_NULL(video_get_window());
estate.grab_enabled = true;
set_mouse_grab(&estate, true);
INVOKE_TASK_AFTER(&TASK_EVENTS(THIS_TASK)->finished, cleanup, &estate);
float move_speed = CAMCTRL_MOVE_SPEED;
events_register_handler(
&(EventHandler) {
.proc = mouse_event,
.arg = cam,
.event_type = SDL_MOUSEMOTION,
}
);
events_register_handler(
&(EventHandler) {
.proc = wheel_event,
.arg = &move_speed,
.event_type = SDL_MOUSEWHEEL,
}
);
events_register_handler(
&(EventHandler) {
.proc = keydown_event,
.arg = &estate,
.event_type = SDL_KEYDOWN,
}
);
events_register_handler(
&(EventHandler) {
.proc = focus_gained_event,
.arg = &estate,
.event_type = SDL_WINDOWEVENT_FOCUS_GAINED,
}
);
events_register_handler(
&(EventHandler) {
.proc = focus_lost_event,
.arg = &estate,
.event_type = SDL_WINDOWEVENT_FOCUS_LOST,
}
);
events_register_handler(
&(EventHandler) {
.proc = pause_event,
.arg = &estate,
.event_type = MAKE_TAISEI_EVENT(TE_GAME_PAUSE_STATE_CHANGED)
}
);
ent_hook_pre_draw(predraw, NULL);
Font *fnt = res_font("monotiny");
StageText *txt = stagetext_add(
NULL, I*font_get_lineskip(fnt)/2, ALIGN_LEFT, fnt, RGB(1,1,1), 0, 9000000, 0, 0
);
StageText *grabtxt = stagetext_add(
"Mouse input disabled ",
VIEWPORT_W + I*font_get_lineskip(fnt)/2, ALIGN_RIGHT, fnt, RGB(1,0.5,0), 0, 9000000, 0, 0
);
for(;;YIELD) {
int numkeys = 0;
const uint8_t *keys = SDL_GetKeyboardState(&numkeys);
grabtxt->text[0] = estate.grab_enabled ? 0 : 'M';
if(numkeys < 1) {
continue;
}
float m = move_speed;
vec3 forward = { 0, 0, -m };
vec3 right = { m, 0, 0 };
vec3 up = { 0, m, 0 };
mat4 camera_trans;
glm_mat4_identity(camera_trans);
camera3d_apply_transforms(cam, camera_trans);
glm_mat4_inv_precise(camera_trans, camera_trans);
glm_vec3_rotate_m4(camera_trans, forward, forward);
glm_vec3_rotate_m4(camera_trans, right, right);
glm_vec3_rotate_m4(camera_trans, up, up);
if(keys[CAMCTRL_KEY_FORWARD]) glm_vec3_add(cam->pos, forward, cam->pos);
if(keys[CAMCTRL_KEY_BACK]) glm_vec3_sub(cam->pos, forward, cam->pos);
if(keys[CAMCTRL_KEY_RIGHT]) glm_vec3_add(cam->pos, right, cam->pos);
if(keys[CAMCTRL_KEY_LEFT]) glm_vec3_sub(cam->pos, right, cam->pos);
if(keys[CAMCTRL_KEY_UP]) glm_vec3_add(cam->pos, up, cam->pos);
if(keys[CAMCTRL_KEY_DOWN]) glm_vec3_sub(cam->pos, up, cam->pos);
float *roll = cam->rot.v + CAMCTRL_ROLL_AXIS;
if(keys[CAMCTRL_KEY_ROLL_LEFT]) addangle(roll, -CAMCTRL_ROLL_SPEED);
if(keys[CAMCTRL_KEY_ROLL_RIGHT]) addangle(roll, CAMCTRL_ROLL_SPEED);
snprintf(txt->text, sizeof(txt->text),
"% 9.03f % 9.03f % 9.03f\n% 9.03f % 9.03f % 9.03f",
cam->pos[0], cam->pos[1], cam->pos[2],
cam->rot.v[0], cam->rot.v[1], cam->rot.v[2]
);
}
}
void camcontrol_init(Camera3D *cam) {
INVOKE_TASK(camera_control, cam);
}