Tried to get camera to have a reset but couldn't figure out.
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29409c54ce
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de7f9f3445
4 changed files with 37 additions and 34 deletions
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@ -75,11 +75,7 @@ namespace boss {
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void UI::zoom(const std::string &cell_name) {
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auto& cell = $arena.$ui.cell_for(cell_name);
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$camera.resize({BOSS_VIEW_WIDTH/2, BOSS_VIEW_HEIGHT/2});
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$camera.move($view_texture,
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{float(cell.x/2), float(cell.y/2)});
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// BUG: do I need this?
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// $view_sprite.setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
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$camera.resize(BOSS_VIEW_WIDTH/2, BOSS_VIEW_HEIGHT/2);
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$camera.move(float(cell.mid_x), float(cell.mid_y));
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}
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}
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29
camera.cpp
29
camera.cpp
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@ -32,32 +32,35 @@ namespace cinematic {
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{
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}
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void Camera::resize(sf::Vector2f to) {
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size = to;
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void Camera::resize(float width, float height) {
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size = {width, height};
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}
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void Camera::style(const std::string &name) {
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anim = MGR.animations.at(name);
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}
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void Camera::focus(float x, float y) {
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position.x = x;
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position.y = y;
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void Camera::position(float x, float y) {
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aimed_at = {x, y};
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}
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void Camera::move(sf::RenderTexture& target, sf::Vector2f pos) {
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sf::View zoom;
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void Camera::move(float x, float y) {
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going_to = {x, y};
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// BUG: annoying special case
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if(anim.motion == ease::SLIDE) {
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anim.min_x = position.x;
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anim.min_y = position.y;
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anim.max_x = pos.x;
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anim.max_y = pos.y;
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anim.min_x = aimed_at.x;
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anim.min_y = aimed_at.y;
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anim.max_x = going_to.x;
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anim.max_y = going_to.y;
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}
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}
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anim.apply(zoom, pos, size);
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target.setView(zoom);
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void Camera::render(sf::RenderTexture& target) {
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if(anim.playing) {
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anim.apply(view, going_to, size);
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target.setView(view);
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}
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}
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bool Camera::playing() {
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12
camera.hpp
12
camera.hpp
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@ -6,16 +6,18 @@ 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 size;
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sf::Vector2f position;
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sf::Vector2f size{SCREEN_WIDTH, SCREEN_WIDTH};
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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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void resize(sf::Vector2f size);
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void move(sf::RenderTexture& target, sf::Vector2f pos);
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void resize(float width, float height);
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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 focus(float x, float y);
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void style(const std::string &name);
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};
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@ -26,25 +26,28 @@ namespace storyboard {
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}
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void UI::render(sf::RenderWindow &window) {
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if($camera.playing()) {
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zoom($zoom_target);
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}
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$view_texture.clear();
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$camera.render($view_texture);
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$ui.render($view_texture);
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$ui.debug_layout($view_texture);
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$view_texture.display();
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window.draw($view_sprite);
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}
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bool UI::mouse(float x, float y, guecs::Modifiers mods) {
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auto& cell = $ui.cell_for($zoom_target);
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$camera.focus(cell.mid_x, cell.mid_y);
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$zoom_target = *$ui.$parser.hit(x, y);
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zoom($zoom_target);
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$camera.play();
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if($zoom_target == "a") {
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reset();
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} else {
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$camera.position(cell.mid_x, cell.mid_y);
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zoom($zoom_target);
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$camera.play();
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}
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return $ui.mouse(x, y, mods);
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}
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@ -52,9 +55,8 @@ 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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$camera.move($view_texture,
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{float(cell.mid_x), float(cell.mid_y)});
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$camera.resize(float(cell.w), float(cell.h));
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$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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