Changed how windows focus is handled.
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parent
7431d0d63e
commit
2de9c38ce7
1
level.cc
1
level.cc
@ -96,6 +96,7 @@ void Level::render() {
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void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed) {
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// Ignore first two mouse updates, because they are incorrect
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// DON'T try to move this functionallity elsewhere
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static int i = 0;
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if (i <2) {
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i++;
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100
main.cc
100
main.cc
@ -34,6 +34,9 @@ ACGL::OpenGL::SharedShaderProgram Application::getShader() {
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void Application::init()
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{
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// Don't change this!
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ignoredMouseUpdates = 0;
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cameraLock = true;
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// set Skybox size
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level.setSkydomeSize((graphics.getFarPlane()/2.0f)-10.0f);
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@ -73,7 +76,19 @@ void resizeCallback(GLFWwindow* window, int newWidth, int newHeight)
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static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
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{
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if (_key == GLFW_KEY_ESCAPE && _action == GLFW_PRESS) {
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glfwSetWindowShouldClose( _window, GL_TRUE );
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if (app.isFocused() && !app.isLocked()) {
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glfwSetWindowShouldClose( _window, GL_TRUE );
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}
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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app.setCameraLock(false);
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}
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}
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static void mouseCallback(GLFWwindow* window, int button, int action, int) {
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetCursorPos(app.getGraphics()->getWindow(), app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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app.setCameraLock(true);
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}
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}
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@ -81,6 +96,52 @@ static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
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app.getLevel()->getCamera()->updateDistance(-(float)yoffset);
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}
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static void focusCallback(GLFWwindow* window, int focused) {
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if (focused) {
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// Hide mouse cursor
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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app.setFocused(focused);
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}
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else {
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// Show mouse cursor
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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app.setFocused(focused);
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app.setCameraLock(focused);
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}
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}
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void Application::setFocused(bool focused) {
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this->focused = focused;
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}
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bool Application::isFocused() {
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return focused;
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}
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void Application::setCameraLock(bool locked) {
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// Prevent camera jumping huge distances
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if (!locked) {
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app.ignoreNextMouseUpdate();
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}
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cameraLock = locked;
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}
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void Application::ignoreNextMouseUpdate() {
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ignoredMouseUpdates++;
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}
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void Application::ignoredOneMouseUpdate() {
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ignoredMouseUpdates--;
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}
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int Application::getIgnoredMouseUpdates() {
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return ignoredMouseUpdates;
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}
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bool Application::isLocked() {
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return cameraLock;
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}
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int main( int argc, char *argv[] )
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{
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@ -101,11 +162,12 @@ int main( int argc, char *argv[] )
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glfwSetWindowTitle(app.getGraphics()->getWindow(), tmp[tmp.size()-1].c_str() );
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// Ensure we can capture the escape key being pressed below
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_STICKY_KEYS, 1);
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// Hide mouse cursor
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glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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// set Callbacks
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glfwSetWindowSizeCallback(app.getGraphics()->getWindow(), resizeCallback);
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glfwSetKeyCallback(app.getGraphics()->getWindow(), keyCallback );
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glfwSetScrollCallback(app.getGraphics()->getWindow(), scrollCallback );
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glfwSetWindowFocusCallback(app.getGraphics()->getWindow(), focusCallback);
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glfwSetMouseButtonCallback(app.getGraphics()->getWindow(), mouseCallback);
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// Enable vertical sync (on cards that support it) with parameter 1 - 0 means off
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glfwSwapInterval( 0 );
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@ -131,11 +193,6 @@ int main( int argc, char *argv[] )
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do {
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double now = glfwGetTime()- startTimeInSeconds;
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int stateW = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_W);
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int stateA = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_A);
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int stateS = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_S);
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int stateD = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_D);
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if (showNextFPS <= now) {
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std::stringstream sstream (std::stringstream::in | std::stringstream::out);
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@ -146,14 +203,27 @@ int main( int argc, char *argv[] )
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frameCount = 0;
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}
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double xpos, ypos;
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glfwGetCursorPos(app.getGraphics()->getWindow(), &xpos, &ypos);
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glfwSetCursorPos(app.getGraphics()->getWindow(), app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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app.getLevel()->update(now - lastUpdate,
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glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
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(float)xpos-app.getGraphics()->getWindowSize().x/2),
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stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS);
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if (app.isLocked() && app.getIgnoredMouseUpdates() == 0) {
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int stateW = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_W);
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int stateA = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_A);
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int stateS = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_S);
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int stateD = glfwGetKey(app.getGraphics()->getWindow(), GLFW_KEY_D);
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double xpos, ypos;
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glfwGetCursorPos(app.getGraphics()->getWindow(), &xpos, &ypos);
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glfwSetCursorPos(app.getGraphics()->getWindow(), app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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app.getLevel()->update(now - lastUpdate,
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glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
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(float)xpos-app.getGraphics()->getWindowSize().x/2),
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stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS);
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}
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else {
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app.getLevel()->update(now - lastUpdate, glm::vec2(0.0f, 0.0f), false, false, false, false);
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if (app.isLocked()) {
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app.ignoredOneMouseUpdate();
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}
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}
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lastUpdate = now;
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app.getGraphics()->render(app.getLevel(), app.getShader());
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10
main.hh
10
main.hh
@ -19,7 +19,17 @@ class Application {
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Level* getLevel();
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ACGL::OpenGL::SharedShaderProgram getShader();
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void init();
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void setFocused(bool focused);
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bool isFocused();
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void setCameraLock(bool locked);
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bool isLocked();
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void ignoreNextMouseUpdate();
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int getIgnoredMouseUpdates();
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void ignoredOneMouseUpdate();
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private:
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int ignoredMouseUpdates;
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bool focused;
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bool cameraLock;
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Graphics graphics;
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Level level;
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ACGL::OpenGL::SharedShaderProgram shader;
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