Better working camera that is constrained in the bounds, but the animations don't follow the bounding.
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6dc9d564c6
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51bb74e2d7
9 changed files with 93 additions and 33 deletions
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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