#include "camera.hpp" #include #include "animation.hpp" #include #include "components.hpp" #include "config.hpp" namespace cinematic { using components::Animation, std::string; struct CameraManager { std::unordered_map animations; }; static CameraManager MGR; static bool initialized = false; void init() { if(!initialized) { auto cameras = settings::get("cameras"); for(auto &[name, data] : cameras.json().items()) { auto anim = components::convert(data); MGR.animations.try_emplace(name, anim); } initialized = true; } } Camera::Camera() : anim(MGR.animations.at("pan")) { } void Camera::resize(float width, float height) { size = {width, height}; } void Camera::style(const std::string &name) { anim = MGR.animations.at(name); } void Camera::position(float x, float y) { aimed_at = {x, y}; } void Camera::move(float x, float y) { going_to = {x, y}; // BUG: annoying special case if(anim.motion == ease::SLIDE) { anim.min_x = aimed_at.x; anim.min_y = aimed_at.y; anim.max_x = going_to.x; anim.max_y = going_to.y; } } void Camera::reset(sf::RenderTexture& target, float width, float height) { size = {width, height}; aimed_at = {width/2, height/2}; going_to = {width/2, height/2}; view = {aimed_at, size}; target.setView(target.getDefaultView()); } void Camera::render(sf::RenderTexture& target) { if(anim.playing) { anim.apply(view, going_to, size); target.setView(view); } } bool Camera::playing() { return anim.playing; } void Camera::play() { anim.play(); } }