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@ -18,6 +18,7 @@ |
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*/ |
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#include "game/states/nuptial-flight.hpp"
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#include "game/states/pause-menu.hpp"
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#include "entity/archetype.hpp"
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#include "entity/systems/astronomy.hpp"
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#include "entity/systems/orbit.hpp"
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@ -25,17 +26,55 @@ |
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#include "entity/components/observer.hpp"
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#include "entity/components/transform.hpp"
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#include "entity/components/terrain.hpp"
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#include "entity/components/camera.hpp"
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#include "entity/components/constraints/spring-to.hpp"
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#include "entity/components/constraints/three-dof.hpp"
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#include "entity/components/constraint-stack.hpp"
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#include "entity/commands.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/ease.hpp"
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#include "resources/resource-manager.hpp"
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#include "game/world.hpp"
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#include "application.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "animation/timeline.hpp"
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namespace game { |
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namespace state { |
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namespace nuptial_flight { |
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static void setup_camera(game::context* ctx); |
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static void enable_controls(game::context* ctx); |
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static void disable_controls(game::context* ctx); |
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void enter(game::context* ctx) |
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{ |
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// Resume if paused
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if (ctx->paused_state) |
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{ |
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// Clear paused state
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ctx->paused_state.reset(); |
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// Enable controls
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enable_controls(ctx); |
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return; |
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} |
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// Disable UI color clear
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ctx->ui_clear_pass->set_cleared_buffers(false, true, false); |
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// Create world
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game::world::create_stars(ctx); |
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game::world::create_sun(ctx); |
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game::world::create_planet(ctx); |
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game::world::create_moon(ctx); |
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// Set time to solar noon
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game::world::set_time(ctx, 0.0); |
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// Freeze time
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game::world::set_time_scale(ctx, 0.0); |
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// Switch to surface camera
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ctx->underground_camera->set_active(false); |
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ctx->surface_camera->set_active(true); |
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@ -44,11 +83,11 @@ void enter(game::context* ctx) |
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entity::id planet_eid = ctx->entities["planet"]; |
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// Remove terrain component from planet (if any)
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if (ctx->entity_registry->has<entity::component::terrain>(planet_eid)) |
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ctx->entity_registry->remove<entity::component::terrain>(planet_eid); |
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//if (ctx->entity_registry->has<entity::component::terrain>(planet_eid))
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// ctx->entity_registry->remove<entity::component::terrain>(planet_eid);
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// Enable clouds in sky pass
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ctx->surface_sky_pass->set_clouds_model(ctx->resource_manager->load<render::model>("cloud-plane.mdl")); |
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//ctx->surface_sky_pass->set_clouds_model(ctx->resource_manager->load<render::model>("cloud-plane.mdl"));
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// Create observer
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entity::id observer_eid = ctx->entity_registry->create(); |
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@ -67,26 +106,454 @@ void enter(game::context* ctx) |
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} |
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// Setup camera
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setup_camera(ctx); |
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/*
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ctx->surface_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0}); |
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ctx->surface_camera->set_exposure(-14.5f); |
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ctx->surface_scene->update_tweens(); |
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*/ |
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// Pause motion of celestial objects
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ctx->astronomy_system->set_time_scale(0.0); |
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ctx->orbit_system->set_time_scale(0.0); |
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// Schedule control setup
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timeline* timeline = ctx->timeline; |
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float t = timeline->get_position(); |
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timeline->add_sequence({{t + 0.01f, std::bind(enable_controls, ctx)}}); |
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// Start fade in from white
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// Schedule fade in
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ctx->fade_transition_color->set_value({1, 1, 1}); |
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ctx->fade_transition->transition(5.0f, true, math::lerp<float, float>); |
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//timeline->add_sequence({{t + 10.0f, [ctx](){ctx->fade_transition->transition(5.0f, true, math::lerp<float, float>);}}});
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} |
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void exit(game::context* ctx) |
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{ |
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// Resume motion of celestial objects
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const double time_scale = (*ctx->config)["time_scale"].get<double>(); |
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ctx->astronomy_system->set_time_scale(time_scale); |
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ctx->orbit_system->set_time_scale(time_scale); |
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// Resume time
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//const double time_scale = (*ctx->config)["time_scale"].get<double>();
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//game::world::set_time_scale(ctx, time_scale);
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} |
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void setup_camera(game::context* ctx) |
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{ |
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// Switch to surface camera
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ctx->underground_camera->set_active(false); |
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ctx->surface_camera->set_active(true); |
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// Create surface camera entity
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if (!ctx->entities.count("surface_cam")) |
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{ |
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// Create camera target entity
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entity::id target_eid = ctx->entity_registry->create(); |
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ctx->entities["surface_cam_target"] = target_eid; |
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{ |
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// Transform
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entity::component::transform target_transform; |
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target_transform.local = math::identity_transform<float>; |
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target_transform.world = target_transform.local; |
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target_transform.warp = true; |
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ctx->entity_registry->assign<entity::component::transform>(target_eid, target_transform); |
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} |
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// Create camera entity
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entity::id camera_eid = ctx->entity_registry->create(); |
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ctx->entities["surface_cam"] = camera_eid; |
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// Create camera transform component
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entity::component::transform transform; |
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transform.local = math::identity_transform<float>; |
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transform.world = transform.local; |
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transform.warp = true; |
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ctx->entity_registry->assign<entity::component::transform>(camera_eid, transform); |
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// Create camera camera component
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entity::component::camera camera; |
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camera.object = ctx->surface_camera; |
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ctx->entity_registry->assign<entity::component::camera>(camera_eid, camera); |
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// Create camera 3DOF constraint entity
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entity::id three_dof_constraint_eid = ctx->entity_registry->create(); |
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ctx->entities["surface_cam_3dof"] = three_dof_constraint_eid; |
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{ |
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// Create 3DOF to constraint
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entity::component::constraint::three_dof three_dof; |
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three_dof.yaw = 0.0f; |
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three_dof.pitch = 0.0f; |
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three_dof.roll = 0.0f; |
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ctx->entity_registry->assign<entity::component::constraint::three_dof>(three_dof_constraint_eid, three_dof); |
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// Create constraint stack node component
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entity::component::constraint_stack_node node; |
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node.active = true; |
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node.weight = 1.0f; |
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node.next = entt::null; |
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ctx->entity_registry->assign<entity::component::constraint_stack_node>(three_dof_constraint_eid, node); |
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} |
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// Create camera spring to constraint entity
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entity::id spring_constraint_eid = ctx->entity_registry->create(); |
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{ |
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// Create spring to constraint
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entity::component::constraint::spring_to spring; |
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spring.target = target_eid; |
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spring.translation = {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, math::two_pi<float>}; |
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spring.translation.w = hz_to_rads(8.0f); |
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spring.spring_translation = true; |
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spring.spring_rotation = false; |
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ctx->entity_registry->assign<entity::component::constraint::spring_to>(spring_constraint_eid, spring); |
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// Create constraint stack node component
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entity::component::constraint_stack_node node; |
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node.active = true; |
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node.weight = 1.0f; |
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node.next = three_dof_constraint_eid; |
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ctx->entity_registry->assign<entity::component::constraint_stack_node>(spring_constraint_eid, node); |
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} |
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// Create camera constraint stack component
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entity::component::constraint_stack constraint_stack; |
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constraint_stack.head = spring_constraint_eid; |
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ctx->entity_registry->assign<entity::component::constraint_stack>(camera_eid, constraint_stack); |
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} |
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ctx->surface_camera->set_exposure(-12.0f); |
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} |
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void enable_controls(game::context* ctx) |
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{ |
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/// @WARNING!!! SOMETIMES THIS CALLBACK IS SKIPPED BY THE TIMELINE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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ctx->logger->log("ENABLING CONTROLS"); |
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// Get camera entities
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entity::id camera_eid = ctx->entities["surface_cam"]; |
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entity::id target_eid = ctx->entities["surface_cam_target"]; |
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entity::id three_dof_eid = ctx->entities["surface_cam_3dof"]; |
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const float slow_modifier = 0.25f; |
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const float fast_modifier = 4.0f; |
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const float dolly_speed = 20.0f; |
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const float truck_speed = dolly_speed; |
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const float pedestal_speed = 30.0f; |
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float mouse_tilt_sensitivity = 1.0f; |
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float mouse_pan_sensitivity = 1.0f; |
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bool mouse_invert_tilt = false; |
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bool mouse_invert_pan = false; |
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float gamepad_tilt_sensitivity = 1.0f; |
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float gamepad_pan_sensitivity = 1.0f; |
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bool gamepad_invert_tilt = false; |
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bool gamepad_invert_pan = false; |
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bool mouse_look_toggle = false; |
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ctx->mouse_look = false; |
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if (ctx->config->contains("mouse_tilt_sensitivity")) |
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mouse_tilt_sensitivity = math::radians((*ctx->config)["mouse_tilt_sensitivity"].get<float>()); |
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if (ctx->config->contains("mouse_pan_sensitivity")) |
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mouse_pan_sensitivity = math::radians((*ctx->config)["mouse_pan_sensitivity"].get<float>()); |
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if (ctx->config->contains("mouse_invert_tilt")) |
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mouse_invert_tilt = math::radians((*ctx->config)["mouse_invert_tilt"].get<bool>()); |
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if (ctx->config->contains("mouse_invert_pan")) |
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mouse_invert_pan = math::radians((*ctx->config)["mouse_invert_pan"].get<bool>()); |
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if (ctx->config->contains("mouse_look_toggle")) |
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mouse_look_toggle = math::radians((*ctx->config)["mouse_look_toggle"].get<bool>()); |
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if (ctx->config->contains("gamepad_tilt_sensitivity")) |
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gamepad_tilt_sensitivity = math::radians((*ctx->config)["gamepad_tilt_sensitivity"].get<float>()); |
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if (ctx->config->contains("gamepad_pan_sensitivity")) |
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gamepad_pan_sensitivity = math::radians((*ctx->config)["gamepad_pan_sensitivity"].get<float>()); |
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if (ctx->config->contains("gamepad_invert_tilt")) |
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gamepad_invert_tilt = math::radians((*ctx->config)["gamepad_invert_tilt"].get<bool>()); |
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if (ctx->config->contains("gamepad_invert_pan")) |
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gamepad_invert_pan = math::radians((*ctx->config)["gamepad_invert_pan"].get<bool>()); |
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const input::control* move_slow = ctx->controls["move_slow"]; |
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const input::control* move_fast = ctx->controls["move_fast"]; |
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const input::control* mouse_look = ctx->controls["mouse_look"]; |
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float mouse_tilt_factor = mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f); |
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float mouse_pan_factor = mouse_pan_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f); |
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float gamepad_tilt_factor = gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f); |
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float gamepad_pan_factor = gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f); |
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ctx->controls["move_forward"]->set_active_callback |
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( |
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[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value) |
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{ |
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if (move_slow->is_active()) |
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value *= slow_modifier; |
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if (move_fast->is_active()) |
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value *= fast_modifier; |
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auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f}); |
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const float3 movement = {0.0f, 0.0f, -truck_speed * value * (1.0f / 60.0f)}; |
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entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement); |
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} |
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); |
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// Dolly backward
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ctx->controls["move_back"]->set_active_callback |
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( |
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[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value) |
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{ |
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if (move_slow->is_active()) |
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value *= slow_modifier; |
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if (move_fast->is_active()) |
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value *= fast_modifier; |
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auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f}); |
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const float3 movement = {0.0f, 0.0f, truck_speed * value * (1.0f / 60.0f)}; |
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entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement); |
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} |
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); |
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// Truck right
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ctx->controls["move_right"]->set_active_callback |
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( |
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[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value) |
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{ |
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if (move_slow->is_active()) |
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value *= slow_modifier; |
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if (move_fast->is_active()) |
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value *= fast_modifier; |
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auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f}); |
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const float3 movement = {truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f}; |
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entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement); |
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} |
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); |
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// Truck left
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ctx->controls["move_left"]->set_active_callback |
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( |
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[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value) |
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{ |
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if (move_slow->is_active()) |
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value *= slow_modifier; |
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if (move_fast->is_active()) |
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value *= fast_modifier; |
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auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f}); |
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const float3 movement = {-truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f}; |
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entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement); |
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} |
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); |
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// Pedestal up
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ctx->controls["move_up"]->set_active_callback |
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( |
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[ctx, target_eid, pedestal_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value) |
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{ |
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if (move_slow->is_active()) |
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value *= slow_modifier; |
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if (move_fast->is_active()) |
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value *= fast_modifier; |
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const float3 movement = {0.0f, pedestal_speed * value * (1.0f / 60.0f), 0.0f}; |
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entity::command::translate(*ctx->entity_registry, target_eid, movement); |
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} |
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); |
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// Pedestal down
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ctx->controls["move_down"]->set_active_callback |
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( |
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[ctx, target_eid, pedestal_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value) |
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{ |
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if (move_slow->is_active()) |
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value *= slow_modifier; |
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if (move_fast->is_active()) |
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value *= fast_modifier; |
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const float3 movement = {0.0f, -pedestal_speed * value * (1.0f / 60.0f), 0.0f}; |
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entity::command::translate(*ctx->entity_registry, target_eid, movement); |
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} |
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); |
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// Mouse rotate
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ctx->controls["mouse_look"]->set_activated_callback |
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( |
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[ctx, mouse_look_toggle]() |
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{ |
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if (mouse_look_toggle) |
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ctx->mouse_look = !ctx->mouse_look; |
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else |
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ctx->mouse_look = true; |
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ctx->app->set_relative_mouse_mode(ctx->mouse_look); |
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} |
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); |
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ctx->controls["mouse_look"]->set_deactivated_callback |
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( |
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[ctx, mouse_look_toggle]() |
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{ |
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if (!mouse_look_toggle) |
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{ |
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ctx->mouse_look = false; |
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ctx->app->set_relative_mouse_mode(false); |
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} |
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} |
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); |
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// Pan left
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ctx->controls["look_left_gamepad"]->set_active_callback |
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( |
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[ctx, three_dof_eid, gamepad_pan_factor](float value) |
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{ |
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auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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three_dof.yaw += gamepad_pan_factor * value * (1.0f / 60.0f); |
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} |
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); |
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ctx->controls["look_left_mouse"]->set_active_callback |
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( |
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[ctx, three_dof_eid, mouse_pan_factor](float value) |
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{ |
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if (!ctx->mouse_look) |
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return; |
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auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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three_dof.yaw += mouse_pan_factor * value * (1.0f / 60.0f); |
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} |
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); |
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// Pan right
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ctx->controls["look_right_gamepad"]->set_active_callback |
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( |
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[ctx, three_dof_eid, gamepad_pan_factor](float value) |
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{ |
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auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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three_dof.yaw -= gamepad_pan_factor * value * (1.0f / 60.0f); |
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} |
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); |
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ctx->controls["look_right_mouse"]->set_active_callback |
|
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( |
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[ctx, three_dof_eid, mouse_pan_factor](float value) |
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{ |
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if (!ctx->mouse_look) |
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return; |
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|
|
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|
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
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|
three_dof.yaw -= mouse_pan_factor * value * (1.0f / 60.0f); |
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|
} |
|
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|
); |
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|
// Tilt up
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|
ctx->controls["look_up_gamepad"]->set_active_callback |
|
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|
( |
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|
|
[ctx, three_dof_eid, gamepad_tilt_factor](float value) |
|
|
|
{ |
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|
|
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
|
|
|
three_dof.pitch -= gamepad_tilt_factor * value * (1.0f / 60.0f); |
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|
|
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch); |
|
|
|
} |
|
|
|
); |
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|
|
ctx->controls["look_up_mouse"]->set_active_callback |
|
|
|
( |
|
|
|
[ctx, three_dof_eid, mouse_tilt_factor](float value) |
|
|
|
{ |
|
|
|
if (!ctx->mouse_look) |
|
|
|
return; |
|
|
|
|
|
|
|
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
|
|
|
three_dof.pitch -= mouse_tilt_factor * value * (1.0f / 60.0f); |
|
|
|
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch); |
|
|
|
} |
|
|
|
); |
|
|
|
// Tilt down
|
|
|
|
ctx->controls["look_down_gamepad"]->set_active_callback |
|
|
|
( |
|
|
|
[ctx, three_dof_eid, gamepad_tilt_factor](float value) |
|
|
|
{ |
|
|
|
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
|
|
|
three_dof.pitch += gamepad_tilt_factor * value * (1.0f / 60.0f); |
|
|
|
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch); |
|
|
|
} |
|
|
|
); |
|
|
|
ctx->controls["look_down_mouse"]->set_active_callback |
|
|
|
( |
|
|
|
[ctx, three_dof_eid, mouse_tilt_factor](float value) |
|
|
|
{ |
|
|
|
if (!ctx->mouse_look) |
|
|
|
return; |
|
|
|
|
|
|
|
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); |
|
|
|
three_dof.pitch += mouse_tilt_factor * value * (1.0f / 60.0f); |
|
|
|
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch); |
|
|
|
} |
|
|
|
); |
|
|
|
/*
|
|
|
|
// Use tool
|
|
|
|
ctx->controls["use_tool"]->set_activated_callback |
|
|
|
( |
|
|
|
[ctx]() |
|
|
|
{ |
|
|
|
if (ctx->entities.count("active_tool")) |
|
|
|
{ |
|
|
|
entity::id tool_eid = ctx->entities["active_tool"]; |
|
|
|
const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid); |
|
|
|
if (tool.activated) |
|
|
|
tool.activated(); |
|
|
|
} |
|
|
|
} |
|
|
|
); |
|
|
|
ctx->controls["use_tool"]->set_deactivated_callback |
|
|
|
( |
|
|
|
[ctx]() |
|
|
|
{ |
|
|
|
if (ctx->entities.count("active_tool")) |
|
|
|
{ |
|
|
|
entity::id tool_eid = ctx->entities["active_tool"]; |
|
|
|
const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid); |
|
|
|
if (tool.deactivated) |
|
|
|
tool.deactivated(); |
|
|
|
} |
|
|
|
} |
|
|
|
); |
|
|
|
ctx->controls["use_tool"]->set_active_callback |
|
|
|
( |
|
|
|
[ctx](float value) |
|
|
|
{ |
|
|
|
if (ctx->entities.count("active_tool")) |
|
|
|
{ |
|
|
|
entity::id tool_eid = ctx->entities["active_tool"]; |
|
|
|
const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid); |
|
|
|
if (tool.active) |
|
|
|
tool.active(); |
|
|
|
} |
|
|
|
} |
|
|
|
); |
|
|
|
*/ |
|
|
|
|
|
|
|
// Setup pause control
|
|
|
|
ctx->controls["pause"]->set_activated_callback |
|
|
|
( |
|
|
|
[ctx]() |
|
|
|
{ |
|
|
|
// Disable controls
|
|
|
|
disable_controls(ctx); |
|
|
|
|
|
|
|
// Store paused state
|
|
|
|
ctx->paused_state = |
|
|
|
{ |
|
|
|
"nuptial_flight", |
|
|
|
std::bind(game::state::nuptial_flight::enter, ctx), |
|
|
|
std::bind(game::state::nuptial_flight::exit, ctx) |
|
|
|
}; |
|
|
|
|
|
|
|
// Change to pause menu state
|
|
|
|
application::state next_state; |
|
|
|
next_state.name = "pause_menu"; |
|
|
|
next_state.enter = std::bind(game::state::pause_menu::enter, ctx); |
|
|
|
next_state.exit = std::bind(game::state::pause_menu::exit, ctx); |
|
|
|
ctx->app->change_state(next_state); |
|
|
|
} |
|
|
|
); |
|
|
|
} |
|
|
|
|
|
|
|
void disable_controls(game::context* ctx) |
|
|
|
{ |
|
|
|
ctx->controls["pause"]->set_activated_callback(nullptr); |
|
|
|
} |
|
|
|
|
|
|
|
} // namespace nuptial_flight
|
|
|
|