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- #include "InputManager.h"
- #include "MovableCamera.h"
- #include "FPSSystem.h"
- #include "Vec2.h"
- #include "Vec3.h"
- #include "Mat3.h"
- #include "OS.h"
- namespace crown
- {
- //-----------------------------------------------------------------------
- FPSSystem::FPSSystem(MovableCamera* camera) :
- m_angle_x(0),
- m_angle_y(0),
- m_camera(camera),
- m_up_pressed(false),
- m_right_pressed(false),
- m_down_pressed(false),
- m_left_pressed(false)
- {
- get_input_manager()->register_keyboard_listener(this);
- get_input_manager()->register_accelerometer_listener(this);
- //get_input_manager()->register_mouse_listener(this);
- get_input_manager()->set_cursor_relative_xy(Vec2(0.5f, 0.5f));
-
- }
- //-----------------------------------------------------------------------
- void FPSSystem::key_pressed(const KeyboardEvent& event)
- {
- switch (event.key)
- {
- case 'w':
- case 'W':
- {
- m_up_pressed = true;
- break;
- }
- case 'a':
- case 'A':
- {
- m_left_pressed = true;
- break;
- }
- case 's':
- case 'S':
- {
- m_down_pressed = true;
- break;
- }
- case 'd':
- case 'D':
- {
- m_right_pressed = true;
- break;
- }
- default:
- {
- break;
- }
- }
- }
- //-----------------------------------------------------------------------
- void FPSSystem::key_released(const KeyboardEvent& event)
- {
- switch (event.key)
- {
- case 'w':
- {
- m_up_pressed = false;
- break;
- }
- case 'a':
- {
- m_left_pressed = false;
- break;
- }
- case 's':
- {
- m_down_pressed = false;
- break;
- }
- case 'd':
- {
- m_right_pressed = false;
- break;
- }
- default:
- {
- break;
- }
- }
- }
- //-----------------------------------------------------------------------
- void FPSSystem::accelerometer_changed(const AccelerometerEvent& event)
- {
- set_view_by_cursor();
- }
- //-----------------------------------------------------------------------
- void FPSSystem::set_camera(MovableCamera* camera)
- {
- m_camera = camera;
- }
- //-----------------------------------------------------------------------
- MovableCamera* FPSSystem::get_camera()
- {
- return m_camera;
- }
- //-----------------------------------------------------------------------
- void FPSSystem::camera_render()
- {
- if (m_up_pressed)
- {
- m_camera->MoveForward();
- }
- if (m_left_pressed)
- {
- m_camera->StrafeLeft();
- }
- if (m_down_pressed)
- {
- m_camera->MoveBackward();
- }
- if (m_right_pressed)
- {
- m_camera->StrafeRight();
- }
- m_camera->Render();
- }
- //-----------------------------------------------------------------------
- void FPSSystem::set_view_by_cursor()
- {
- static Vec2 lastPos = get_input_manager()->get_cursor_relative_xy();
- Vec2 currentPos = get_input_manager()->get_cursor_relative_xy();
- get_input_manager()->set_cursor_relative_xy(Vec2(0.5f, 0.5f));
- if (lastPos == currentPos)
- {
- return;
- }
- Vec2 delta = lastPos - currentPos;
- get_input_manager()->set_cursor_relative_xy(Vec2(0.5f, 0.5f));
- lastPos = get_input_manager()->get_cursor_relative_xy();
- m_angle_x += delta.y * m_camera->GetSensibility();
- m_angle_y += delta.x * m_camera->GetSensibility();
- m_angle_x = math::clamp_to_range(-89.999f * math::DEG_TO_RAD, 89.999f * math::DEG_TO_RAD, m_angle_x);
- m_angle_y = math::fmod(m_angle_y, math::TWO_PI);
- m_camera->SetRotation(m_angle_x, m_angle_y);
- }
- } // namespace crown
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