Push mouse sensitivity
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@@ -229,6 +229,8 @@ void Engine::LoadResource() {
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m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1);
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m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
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m_sensitivity = m_player.GetSensitivity();
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m_options.SetMouseSensitivity(m_sensitivity);
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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@@ -1623,8 +1625,8 @@ void Engine::DisplayGameplayMenu(float centerX, float centerY) {
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float sensibleTop = centerY + Height() * 0.2f;
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DrawSliderBackground(centerX, centerY, minBar, maxBar, sensibleBottom, sensibleTop);
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DrawSlider(centerX, centerY, m_volSensible, minBar, maxBar, sensibleBottom, sensibleTop);
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DisplayBarPercentValue(centerX, centerY, percentPosX, sensibleBottom, minBar, maxBar, m_volSensible);
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DrawSlider(centerX, centerY, m_sensitivity, minBar, maxBar, sensibleBottom, sensibleTop);
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DisplayBarPercentValue(centerX, centerY, percentPosX, sensibleBottom, minBar, maxBar, m_sensitivity);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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@@ -1644,7 +1646,14 @@ void Engine::DisplayBarPercentValue(float centerX, float centerY, float posX, fl
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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float percentage = (value / (maxVal - minVal)) * 100;
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if (value < 0.1f) {
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value = 0.1f;
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}
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else if (value > 1.0f) {
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value = 1.0f;
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}
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float percentage = value * 100;
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if (percentage < 0.0f) {
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percentage = 0.0f;
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@@ -1665,19 +1674,23 @@ void Engine::DisplayBarPercentValue(float centerX, float centerY, float posX, fl
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}
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void Engine::DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue) {
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if (value < 0.0f) {
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value = 0.0f;
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float barLength = maxVal - minVal;
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if (value < 0.1f) {
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value = 0.1f;
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}
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else if (value > (maxVal - minVal)) {
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value = (maxVal - minVal);
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else if (value > 1.0f) {
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value = 1.0f;
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}
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if (value >= 0.0f && value <= (maxVal - minVal)) {
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float scaledLength = minVal + value * barLength;
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if (value >= 0.0f && value <= 1.0f) {
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glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2i(minVal, bottomSideValue);
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glTexCoord2f(1, 0); glVertex2i(minVal + value, bottomSideValue);
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glTexCoord2f(1, 1); glVertex2i(minVal + value, topSideValue);
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glTexCoord2f(1, 0); glVertex2i(scaledLength, bottomSideValue);
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glTexCoord2f(1, 1); glVertex2i(scaledLength, topSideValue);
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glTexCoord2f(0, 1); glVertex2i(minVal, topSideValue);
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glEnd();
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}
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@@ -2095,11 +2108,10 @@ void Engine::HandlePlayerInput(float elapsedTime) {
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PrintText(Width() * 0.6f, Height() * 0.4f, ss.str(), 2.0f);
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}
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void Engine::MouseMoveEvent(int x, int y) {
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if (m_gamestate == GameState::PLAY) {
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m_player.TurnLeftRight(x - (Width() / 2));
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m_player.TurnTopBottom(y - (Height() / 2));
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m_player.TurnLeftRight(x - (Width() / 2), m_sensitivity);
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m_player.TurnTopBottom(y - (Height() / 2), m_sensitivity);
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// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
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// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
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@@ -2117,18 +2129,21 @@ void Engine::MouseMoveEvent(int x, int y) {
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float centerY = Height() * 0.5f;
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float leftBar = centerX - Width() * 0.15f;
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float rightBar = centerX + Width() * 0.3f;
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float barLength = rightBar - leftBar;
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float normalizedPosition = (x - leftBar) / barLength;
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if (m_selectedOption == 0 && m_selectedOptAudioMainBar) {
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m_volPrincipal = x - leftBar;
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m_volPrincipal = normalizedPosition;
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}
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else if (m_selectedOption == 0 && m_selectedOptAudioMusicBar) {
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m_volMusique = x - leftBar;
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m_volMusique = normalizedPosition;
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}
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else if (m_selectedOption == 0 && m_selectedOptAudioSfxBar) {
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m_volEffets = x - leftBar;
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m_volEffets = normalizedPosition;
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}
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else if (m_selectedOption == 2 && m_selectedGameplaySensitivityBar) {
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m_volSensible = x - leftBar;
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m_sensitivity = normalizedPosition;
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}
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}
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}
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@@ -2237,6 +2252,7 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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// Audio
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float leftBar = centerX - Width() * 0.15f;
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float rightBar = centerX + Width() * 0.3f;
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float barLength = rightBar - leftBar;
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float topBarPrincipal = centerY - Height() * 0.165f;
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float bottomBarPrincipal = centerY - Height() * 0.2f;
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@@ -2247,6 +2263,8 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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float topBarEffets = centerY + Height() * 0.085f;
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float bottomBarEffets = centerY + Height() * 0.05f;
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float normalizedPosition = (x - leftBar) / barLength;
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if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
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m_volPrincipal = x - leftBar;
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m_selectedOptAudioMainBar = true;
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@@ -2291,7 +2309,7 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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// Gameplay
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if (m_selectedOption == 2 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
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m_volSensible = x - leftBar;
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m_sensitivity = normalizedPosition;
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m_selectedGameplaySensitivityBar = true;
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}
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}
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@@ -180,7 +180,7 @@ private:
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float m_volPrincipal = 0.0f;
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float m_volMusique = 0.0f;
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float m_volEffets = 0.0f;
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float m_volSensible = 0.0f;
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float m_sensitivity;
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int m_selectedOption = 0;
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@@ -9,7 +9,7 @@ Settings::Settings(Audio& audio)
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m_fullscreen(false),
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m_brightness(0.5f),
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m_contrast(0.5f),
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m_mouseSensitivity(0.5f) {
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m_mouseSensitivity(0.0f) {
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ApplyResolution(m_resolution);
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}
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