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Camera.cpp
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Camera.cpp
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#include "Camera.h"
Camera::Camera()
{
mX = 0;
mY = 0;
}
void Camera::update()
{
///doesnt let mouse outside
float pitch = 0;
SDL_GetMouseState(&mX,&mY);//800,600
if(mX>790)
SDL_WarpMouse(mX-5,mY);
else if( mY<10)
SDL_WarpMouse(mX,mY+5);
else if(mX<10)
SDL_WarpMouse(mX+5,mY);
else if(mY>590)
SDL_WarpMouse(mX,mY-5);
if(mouseCorner())
{
float a = 800/2-mX;
float b = 600/2-mY;
if(a>0 && b> 0)
{
pitch = atan(b/a);
}
else if(a<0 && b>0)
{
pitch =PI + atan(b/a);
}
else if(a<0 && b<0)
{
pitch =PI + atan(b/a);
}
else if(a>0 && b<0)
{
pitch =2*PI + atan(b/a);
}
update(pitch,15);
}
}
bool Camera::mouseCorner()
{
if(mX<15 || mX > 800-15)
return true;
if(mY < 15 || mY > 600-15)
return true;
return false;
}
void Camera::update(float rad, int speed)
{
pos.x+=speed*cos(rad);
pos.y+=speed*sin(rad);
glTranslatef(speed*cos(rad),speed*sin(rad),0);
}
void Camera::setFocusAt(Actor *actor)
{
glTranslatef(-pos.x,-pos.y,0);
pos.x=380-actor->pos.x;
pos.y=280-actor->pos.y;
glTranslatef(pos.x,pos.y,0);
}