Prettify and embetter the mouse callback in scene.cpp
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8801414e34
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@ -22,29 +22,25 @@ typedef unsigned int uint;
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sf::Sound* sound;
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sf::Sound* sound;
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sf::SoundBuffer* buffer;
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sf::SoundBuffer* buffer;
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void mouseCallback(GLFWwindow* window, double x, double y) {
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void mouse_callback(GLFWwindow* window, double x, double y) {
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int windowWidth, windowHeight;
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static bool mouse_mode = false;
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glfwGetWindowSize(window, &windowWidth, &windowHeight);
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int winw, winh;
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glViewport(0, 0, windowWidth, windowHeight);
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glfwGetWindowSize(window, &winw, &winh);
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glViewport(0, 0, winw, winh);
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mouse_position_cb(x, y, windowWidth, windowHeight);
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double mx = (x - winw/2) / double(winh) * 2; // winh instead of winw, like the hudNode space
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double my = (winh/2 - y) / double(winh) * 2;
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/*
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bool reset_mouse = mouse_position_handler(mx, my, winh/2);
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if(padPositionX > 1) {
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padPositionX = 1;
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if (reset_mouse)
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glfwSetCursorPos(window, windowWidth, y);
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glfwSetCursorPos(window, winw/2, winh/2);
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} else if(padPositionX < 0) {
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if (reset_mouse != mouse_mode) {
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padPositionX = 0;
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mouse_mode = reset_mouse;
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glfwSetCursorPos(window, 0, y);
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glfwSetInputMode(window, GLFW_CURSOR, (reset_mouse)
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? GLFW_CURSOR_DISABLED
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: GLFW_CURSOR_NORMAL);
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}
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}
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if(padPositionY > 1) {
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padPositionY = 1;
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glfwSetCursorPos(window, x, windowHeight);
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} else if(padPositionY < 0) {
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padPositionY = 0;
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glfwSetCursorPos(window, x, 0);
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}
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*/
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}
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}
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void initRenderer(GLFWwindow* window, CommandLineOptions options) {
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void initRenderer(GLFWwindow* window, CommandLineOptions options) {
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@ -53,8 +49,7 @@ void initRenderer(GLFWwindow* window, CommandLineOptions options) {
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return;
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return;
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}
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}
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetCursorPosCallback(window, mouseCallback);
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init_scene(options);
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init_scene(options);
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@ -85,7 +80,6 @@ void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4
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// step
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// step
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void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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double timeDelta = getTimeDeltaSeconds();
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double timeDelta = getTimeDeltaSeconds();
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float aspect = float(windowWidth) / float(windowHeight);
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float aspect = float(windowWidth) / float(windowHeight);
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@ -155,16 +155,19 @@ void init_scene(CommandLineOptions options) {
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hudNode->children.push_back(textNode);
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hudNode->children.push_back(textNode);
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}
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}
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void mouse_position_cb(double x, double y, int winw, int winh) {
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// returns true if mouse should be centered and invisible
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float mousePositionX = x / double(winw); // like the hudNode space
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bool mouse_position_handler(double mx, double my, int scale) {
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float mousePositionY = y / double(winh);
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//cout << mx << "\t" << my << endl;
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return false;
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}
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}
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void step_scene(double timeDelta) {
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void step_scene(double timeDelta) {
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static double timeAcc = 0; // shrug
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static double timeAcc = 0; // shrug
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timeAcc += timeDelta;
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timeAcc += timeDelta;
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cout << "td: " << timeDelta << " " << 1/timeDelta << endl;
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plainNode->uvOffset.x += timeDelta*0.5;
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plainNode->uvOffset.x += timeDelta*0.5;
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plainNode->uvOffset.y -= timeDelta*0.5;
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plainNode->uvOffset.y -= timeDelta*0.5;
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if (boxNode) boxNode->rotation.z += timeDelta;
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if (boxNode) boxNode->rotation.z += timeDelta;
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@ -14,5 +14,9 @@ extern glm::vec3 cameraLookAt;
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extern glm::vec3 cameraUpward;
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extern glm::vec3 cameraUpward;
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void init_scene(CommandLineOptions options);
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void init_scene(CommandLineOptions options);
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void mouse_position_cb(double x, double y, int winw, int winh);
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// same coords as hudNode, returns true if mouse should be disabled and centered.
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// `scale` is window_height/2
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bool mouse_position_handler(double mx, double my, int scale);
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void step_scene(double timeDelta);
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void step_scene(double timeDelta);
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