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https://github.com/rwengine/openrw.git
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Only accept user input when the window is in focus!
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parent
c033c877cf
commit
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@ -27,6 +27,7 @@ GTAEngine* gta = nullptr;
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glm::vec3 plyPos;
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glm::vec2 plyLook;
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float moveSpeed = 20.0f;
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bool inFocus = false;
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void handleEvent(sf::Event &event)
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{
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@ -49,6 +50,12 @@ void handleEvent(sf::Event &event)
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break;
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}
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break;
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case sf::Event::GainedFocus:
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inFocus = true;
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break;
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case sf::Event::LostFocus:
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inFocus = false;
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break;
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default: break;
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}
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}
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@ -87,50 +94,48 @@ void init(std::string gtapath)
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void update(float dt)
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{
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static int i = 0;
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if (inFocus) {
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sf::Vector2i screenCenter{sf::Vector2i{window.getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(window);
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, window);
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sf::Vector2i screenCenter{sf::Vector2i{window.getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(window);
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, window);
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plyLook.x += deltaMouse.x / 10.0;
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plyLook.y += deltaMouse.y / 10.0;
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plyLook.x += deltaMouse.x / 10.0;
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plyLook.y += deltaMouse.y / 10.0;
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if (plyLook.y > 90)
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plyLook.y = 90;
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else if (plyLook.y < -90)
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plyLook.y = -90;
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if (plyLook.y > 90)
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plyLook.y = 90;
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else if (plyLook.y < -90)
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plyLook.y = -90;
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glm::vec3 movement;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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movement.z = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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movement.z = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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movement.x = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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movement.x = 1;
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}
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glm::vec3 movement;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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movement.z = -1;
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glm::mat4 view;
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
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if (glm::length(movement) > 0.f) {
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plyPos += dt * moveSpeed * (glm::inverse(glm::mat3(view)) * movement);
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}
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view = glm::translate(view, -plyPos);
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gta->renderer.camera.worldPos = plyPos;
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gta->renderer.camera.frustum.view = view;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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movement.z = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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movement.x = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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movement.x = 1;
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}
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glm::mat4 view;
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
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if (glm::length(movement) > 0.f) {
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plyPos += dt * moveSpeed * (glm::inverse(glm::mat3(view)) * movement);
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}
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view = glm::translate(view, -plyPos);
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gta->renderer.camera.worldPos = plyPos;
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gta->renderer.camera.frustum.view = view;
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i++;
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}
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void render()
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