Better working camera that is constrained in the bounds, but the animations don't follow the bounding.
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6dc9d564c6
commit
51bb74e2d7
9 changed files with 93 additions and 33 deletions
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@ -107,6 +107,7 @@ namespace boss {
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state(State::END);
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} else {
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$ui.status(L"PLAYER REQUESTS", L"COMMIT");
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$ui.reset_camera();
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$battle.ap_refresh();
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$battle.clear_requests();
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state(State::PLAYER_REQUESTS);
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@ -106,12 +106,18 @@ namespace boss {
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$arena.play_animations();
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}
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void UI::damage(const std::string& actor, const std::string& target, int amount) {
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void UI::damage(const string& actor, const std::string& target, int amount) {
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if(amount > 0) {
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$arena.attach_text(target, fmt::format("{}", amount));
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$arena.apply_effect(actor, "flame");
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fmt::println("CAMERA zooming by 0.7 to {}", target);
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$arena.zoom(target, 0.8f);
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} else {
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$arena.attach_text(actor, "MISSED");
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}
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}
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void UI::reset_camera() {
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$arena.reset($view_texture);
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}
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}
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@ -39,5 +39,6 @@ namespace boss {
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void update_stats();
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void play_animations();
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void damage(const std::string& actor, const std::string& target, int amount);
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void reset_camera();
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};
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}
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63
camera.cpp
63
camera.cpp
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@ -4,9 +4,10 @@
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#include <unordered_map>
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#include "components.hpp"
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#include "config.hpp"
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#include <algorithm>
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namespace cinematic {
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using components::Animation, std::string;
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using components::Animation, std::string, std::min, std::clamp;
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struct CameraManager {
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std::unordered_map<string, Animation> animations;
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@ -27,13 +28,38 @@ namespace cinematic {
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}
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}
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Camera::Camera() :
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anim(MGR.animations.at("pan"))
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Camera::Camera(sf::Vector2f size) :
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anim(MGR.animations.at("shake")),
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base_size(size),
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size(size)
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{
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}
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void Camera::resize(float width, float height) {
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size = {width, height};
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void Camera::update_camera_bounds(sf::Vector2f size) {
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// camera bounds now constrains the x/y so that the mid-point
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// of the size won't go too far outside of the frame
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camera_bounds = {
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{size.x / 2.0f, size.y / 2.0f},
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{base_size.x - size.x / 2.0f, base_size.y - size.y / 2.0f}
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};
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fmt::println("!!!!! CAMERA BOUNDS camera_bounds={},{},{},{}",
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camera_bounds.position.x, camera_bounds.position.y,
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camera_bounds.size.x, camera_bounds.size.y);
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}
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void Camera::scale(float ratio) {
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size.x = base_size.x * ratio;
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size.y = base_size.y * ratio;
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update_camera_bounds(size);
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}
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void Camera::resize(float width) {
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dbc::check(width <= base_size.x, "invalid width for camera");
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size.x = width;
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size.y = base_size.y * (width / base_size.x);
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update_camera_bounds(size);
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}
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void Camera::style(const std::string &name) {
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@ -41,11 +67,23 @@ namespace cinematic {
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}
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void Camera::position(float x, float y) {
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aimed_at = {x, y};
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aimed_at.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
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aimed_at.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
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fmt::println("!!! CAMERA POSITION aimed_at={},{}; x/y={},{}; camera_bounds={},{},{},{}",
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aimed_at.x, aimed_at.y, x, y,
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camera_bounds.position.x, camera_bounds.position.y,
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camera_bounds.size.x, camera_bounds.size.y);
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}
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void Camera::move(float x, float y) {
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going_to = {x, y};
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going_to.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
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going_to.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
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fmt::println("!!!! CAMERA MOVE going_to={},{}; x/y={},{}; camera_bounds={},{},{},{}",
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going_to.x, going_to.y, x, y,
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camera_bounds.position.x, camera_bounds.position.y,
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camera_bounds.size.x, camera_bounds.size.y);
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// BUG: annoying special case
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if(anim.motion == ease::SLIDE) {
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@ -56,11 +94,14 @@ namespace cinematic {
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}
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}
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void Camera::reset(sf::RenderTexture& target, float width, float height) {
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size = {width, height};
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aimed_at = {width/2, height/2};
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going_to = {width/2, height/2};
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void Camera::reset(sf::RenderTexture& target) {
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size = {base_size.x, base_size.y};
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aimed_at = {base_size.x/2, base_size.y/2};
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going_to = {base_size.x/2, base_size.y/2};
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view = {aimed_at, size};
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camera_bounds = {{0,0}, base_size};
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// BUG: is getDefaultView different from view?
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target.setView(target.getDefaultView());
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}
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10
camera.hpp
10
camera.hpp
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@ -6,20 +6,24 @@ namespace cinematic {
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struct Camera {
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components::Animation anim;
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sf::View view;
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sf::Vector2f base_size{SCREEN_WIDTH, SCREEN_HEIGHT};
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sf::Vector2f size{SCREEN_WIDTH, SCREEN_HEIGHT};
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sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
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sf::Vector2f aimed_at{0,0};
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sf::Vector2f going_to{0,0};
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Camera();
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Camera(sf::Vector2f base_size);
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void resize(float width, float height);
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void resize(float width);
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void scale(float ratio);
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void position(float x, float y);
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void move(float x, float y);
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bool playing();
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void render(sf::RenderTexture& target);
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void play();
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void style(const std::string &name);
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void reset(sf::RenderTexture& target, float width, float height);
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void reset(sf::RenderTexture& target);
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void update_camera_bounds(sf::Vector2f size);
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};
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void init();
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27
scene.cpp
27
scene.cpp
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@ -36,7 +36,7 @@ namespace scene {
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Engine::Engine(components::AnimatedScene& scene) :
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$scene(scene)
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{
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$camera.style("shake");
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$camera.style("dolly");
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for(auto& config : $scene.actors) {
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auto element = config_scene_element(config, false, false);
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@ -161,17 +161,26 @@ namespace scene {
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return pos;
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}
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void Engine::zoom(int mid_x, int mid_y, int width, int height) {
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$camera.resize(float(width), float(height));
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$camera.move(float(mid_x), float(mid_y));
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void Engine::zoom(float mid_x, float mid_y, float scale) {
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$camera.scale(scale);
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$camera.move(mid_x, mid_y);
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$camera.play();
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}
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void Engine::zoom(const std::string &cell_name) {
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auto& cell = $ui.cell_for(cell_name);
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zoom(cell.w, cell.h, cell.mid_x, cell.mid_y);
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void Engine::zoom(const std::string &actor, float scale) {
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auto& config = actor_config(actor);
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auto bounds = config.st.sprite->getGlobalBounds();
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float mid_x = config.pos.x + bounds.size.x / 2.0f;
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float mid_y = config.pos.y + bounds.size.y / 2.0f;
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fmt::println("CAMERA in scene::Engine I'm zooming {} by {} @ {},{} size {},{}; going_to mid={},{}",
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actor, scale, config.pos.x, config.pos.y,
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bounds.size.x, bounds.size.y, mid_x, mid_y);
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zoom(mid_x, mid_y, scale);
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}
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void Engine::reset(sf::RenderTexture& view, float width, float height) {
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$camera.reset(view, width, height);
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void Engine::reset(sf::RenderTexture& view) {
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$camera.reset(view);
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}
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}
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@ -34,7 +34,7 @@ namespace scene {
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std::unordered_map<std::string, int> $actor_name_ids;
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std::vector<Element> $fixtures;
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std::vector<Element> $actors;
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cinematic::Camera $camera;
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cinematic::Camera $camera{{BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}};
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Engine(components::AnimatedScene& scene);
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@ -51,8 +51,8 @@ namespace scene {
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void play_animations();
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void apply_effect(const std::string& actor, const std::string& shader);
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Element& actor_config(const std::string& actor);
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void zoom(const std::string& cell);
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void reset(sf::RenderTexture& view, float width, float height);
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void zoom(int mid_x, int mid_y, int width, int height);
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void zoom(const std::string& actor, float scale=0.9f);
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void zoom(float mid_x, float mid_y, float scale);
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void reset(sf::RenderTexture& view);
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};
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}
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@ -93,13 +93,11 @@ namespace storyboard {
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void UI::zoom(const std::string &cell_name) {
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auto& cell = $ui.cell_for(cell_name);
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$camera.resize(float(cell.w), float(cell.h));
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$camera.resize(float(cell.w));
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$camera.move(float(cell.mid_x), float(cell.mid_y));
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}
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void UI::reset() {
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sf::FloatRect where{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
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sf::View view{where};
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$view_texture.setView(view);
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$camera.reset($view_texture);
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}
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}
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@ -10,7 +10,7 @@ namespace storyboard {
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guecs::UI $ui;
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sf::RenderTexture $view_texture;
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sf::Sprite $view_sprite;
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cinematic::Camera $camera;
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cinematic::Camera $camera{{SCREEN_WIDTH, SCREEN_HEIGHT}};
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std::shared_ptr<sf::Sound> $audio;
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std::string $zoom_target = "a";
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bool $moving = false;
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