refactor: switch cutscene camera to viewport/UV-based system
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ceebb13719
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10 files changed
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@@ -42,6 +42,15 @@ EasingType DialogueDatabase::parseEasingType(const std::string& value) {
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return EasingType::Linear;
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}
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CutsceneAnchor DialogueDatabase::parseCutsceneAnchor(const std::string& value) {
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if (value == "TopLeft") return CutsceneAnchor::TopLeft;
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if (value == "TopRight") return CutsceneAnchor::TopRight;
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if (value == "BottomRight") return CutsceneAnchor::BottomRight;
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if (value == "BottomLeft") return CutsceneAnchor::BottomLeft;
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if (value == "Custom") return CutsceneAnchor::Custom;
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return CutsceneAnchor::Center;
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}
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Condition DialogueDatabase::parseCondition(const json& j) {
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Condition c;
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c.flag = j.value("flag", "");
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@@ -141,8 +150,9 @@ CutsceneLine DialogueDatabase::parseCutsceneLine(const json& j) {
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CutsceneCameraPose DialogueDatabase::parseCutsceneCameraPose(const json& j) {
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CutsceneCameraPose pose;
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pose.focusX = j.value("focusX", 0.5f);
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pose.focusY = j.value("focusY", 0.5f);
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pose.anchor = parseCutsceneAnchor(j.value("anchor", "Center"));
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pose.centerX = j.value("centerX", 0.5f);
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pose.centerY = j.value("centerY", 0.5f);
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pose.zoom = j.value("zoom", 1.0f);
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pose.rotationDeg = j.value("rotationDeg", 0.0f);
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return pose;
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