Push sensibilite souris fonctionnelle.
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@ -2307,10 +2307,18 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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m_resolution = UHD;
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m_resolution = UHD;
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}
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}
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if (normalizedPosition < 0.1f) {
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normalizedPosition = 0.1f;
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}
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else if (normalizedPosition > 1.0f) {
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normalizedPosition = 1.0f;
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}
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// Gameplay
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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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if (m_selectedOption == 2 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
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m_sensitivity = normalizedPosition;
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m_sensitivity = normalizedPosition;
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std::cout << "Sensitivity PRESS: " << m_sensitivity << std::endl;
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m_selectedGameplaySensitivityBar = true;
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m_selectedGameplaySensitivityBar = true;
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m_player.SetSensitivity(m_sensitivity);
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}
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}
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}
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}
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else if (m_gamestate == GameState::PAUSE) {
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else if (m_gamestate == GameState::PAUSE) {
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@ -2336,8 +2344,26 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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}
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}
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void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
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void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
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float centerX = Width() * 0.5f;
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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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switch (button) {
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switch (button) {
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case MOUSE_BUTTON_LEFT:
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case MOUSE_BUTTON_LEFT:
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if (m_selectedGameplaySensitivityBar) {
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float normalizedPosition = (x - leftBar) / barLength;
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if (normalizedPosition < 0.1f) {
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normalizedPosition = 0.1f;
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}
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else if (normalizedPosition > 1.0f) {
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normalizedPosition = 1.0f;
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}
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m_sensitivity = normalizedPosition;
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std::cout << "Sensitivity RELEASE: " << m_sensitivity << std::endl;
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m_player.SetSensitivity(m_sensitivity);
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}
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m_mouseL = false;
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m_mouseL = false;
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m_block = false;
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m_block = false;
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m_selectedOptAudioMainBar = false;
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m_selectedOptAudioMainBar = false;
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