Adapting web version
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7e5aa22fee
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16 files changed
+234
-207
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@@ -36,5 +36,25 @@ ClientState Environment::shipState;
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const float Environment::CONST_Z_NEAR = 5.f;
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const float Environment::CONST_Z_FAR = 5000.f;
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float Environment::projectionWidth = 1280.0f;
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float Environment::projectionHeight = 720.0f;
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void Environment::computeProjectionDimensions()
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{
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if (width <= 0 || height <= 0) return;
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const float refShortSide = 720.0f;
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float aspect = (float)width / (float)height;
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if (width >= height) {
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// Landscape: fix height to 720, scale width to preserve aspect
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projectionHeight = refShortSide;
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projectionWidth = refShortSide * aspect;
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} else {
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// Portrait: fix width to 720, scale height to preserve aspect
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projectionWidth = refShortSide;
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projectionHeight = refShortSide / aspect;
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}
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}
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} // namespace ZL
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+8
-1
@@ -35,8 +35,15 @@ public:
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static const float CONST_Z_NEAR;
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static const float CONST_Z_FAR;
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// Virtual projection dimensions used for all 2D/UI rendering.
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// These maintain the screen's actual aspect ratio but normalize the
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// height to 720 (landscape) or width to 720 (portrait), giving a
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// consistent coordinate space regardless of physical screen resolution.
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static float projectionWidth;
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static float projectionHeight;
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// Call this once at startup and whenever the window is resized.
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static void computeProjectionDimensions();
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};
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} // namespace ZL
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+45
-42
@@ -83,6 +83,8 @@ namespace ZL
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void Game::setup() {
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glContext = SDL_GL_CreateContext(ZL::Environment::window);
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Environment::computeProjectionDimensions();
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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renderer.InitOpenGL();
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@@ -99,7 +101,7 @@ namespace ZL
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loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE));
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#endif
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loadingMesh.data = CreateRect2D({ Environment::width * 0.5, Environment::height * 0.5 }, { Environment::width * 0.5, Environment::height*0.5 }, 3);
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loadingMesh.data = CreateRect2D({ Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, { Environment::projectionWidth * 0.5f, Environment::projectionHeight * 0.5f }, 3);
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loadingMesh.RefreshVBO();
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#ifdef EMSCRIPTEN
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@@ -141,17 +143,14 @@ namespace ZL
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Environment::shipState.nickname = nickname;
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Environment::shipState.shipType = shipType;
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networkClient = std::make_unique<LocalClient>();
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auto localClient = new LocalClient;
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ClientState st = Environment::shipState;
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st.id = localClient->GetClientId();
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localClient->setLocalPlayerState(st);
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networkClient = std::unique_ptr<INetworkClient>(localClient);
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networkClient->Connect("", 0);
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#ifndef NETWORK
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auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
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if (localClient) {
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ZL::ClientState st = Environment::shipState;
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st.id = localClient->GetClientId();
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localClient->setLocalPlayerState(st);
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}
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#endif
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lastTickCount = 0;
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spaceGameStarted = 1;
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};
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@@ -160,8 +159,7 @@ namespace ZL
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Environment::shipState.nickname = nickname;
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Environment::shipState.shipType = shipType;
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networkClient = std::make_unique<LocalClient>();
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#ifdef NETWORK
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#ifdef EMSCRIPTEN
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networkClient = std::make_unique<WebSocketClientEmscripten>();
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networkClient->Connect("localhost", 8081);
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@@ -169,19 +167,6 @@ namespace ZL
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networkClient = std::make_unique<WebSocketClient>(taskManager.getIOContext());
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networkClient->Connect("localhost", 8081);
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#endif
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#else
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networkClient->Connect("", 0);
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#endif
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#ifndef NETWORK
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auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
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if (localClient) {
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ZL::ClientState st = Environment::shipState;
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st.id = localClient->GetClientId();
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localClient->setLocalPlayerState(st);
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}
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#endif
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if (networkClient) {
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std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType);
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@@ -264,8 +249,8 @@ namespace ZL
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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float width = Environment::width;
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float height = Environment::height;
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float width = Environment::projectionWidth;
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float height = Environment::projectionHeight;
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renderer.PushProjectionMatrix(
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0, width,
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@@ -350,16 +335,18 @@ namespace ZL
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if (event.type == SDL_QUIT) {
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Environment::exitGameLoop = true;
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}
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#if SDL_VERSION_ATLEAST(2,0,5)
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else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
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// Обновляем размеры и сбрасываем кеш текстов, т.к. меши хранятся в пикселях
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Environment::width = event.window.data1;
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Environment::height = event.window.data2;
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std::cout << "Window resized: " << Environment::width << "x" << Environment::height << std::endl;
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Environment::computeProjectionDimensions();
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std::cout << "Window resized: " << Environment::width << "x" << Environment::height << std::endl;
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space.clearTextRendererCache();
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}
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#endif
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#ifdef __ANDROID__
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if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) {
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Environment::exitGameLoop = true;
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@@ -368,22 +355,38 @@ namespace ZL
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#ifdef __ANDROID__
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if (event.type == SDL_FINGERDOWN) {
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int mx = static_cast<int>(event.tfinger.x * Environment::width);
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int my = static_cast<int>(event.tfinger.y * Environment::height);
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleDown(mx, my);
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}
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else if (event.type == SDL_FINGERUP) {
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int mx = static_cast<int>(event.tfinger.x * Environment::width);
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int my = static_cast<int>(event.tfinger.y * Environment::height);
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleUp(mx, my);
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}
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else if (event.type == SDL_FINGERMOTION) {
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int mx = static_cast<int>(event.tfinger.x * Environment::width);
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int my = static_cast<int>(event.tfinger.y * Environment::height);
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int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
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int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
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handleMotion(mx, my);
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}
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#else
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if (event.type == SDL_MOUSEBUTTONDOWN) {
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if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
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// Преобразуем экранные пиксели в проекционные единицы
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int mx = static_cast<int>((float)event.button.x / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)event.button.y / Environment::height * Environment::projectionHeight);
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if (event.type == SDL_MOUSEBUTTONDOWN) handleDown(mx, my);
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else handleUp(mx, my);
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}
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else if (event.type == SDL_MOUSEMOTION) {
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int mx = static_cast<int>((float)event.motion.x / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)event.motion.y / Environment::height * Environment::projectionHeight);
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handleMotion(mx, my);
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}
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/*if (event.type == SDL_MOUSEBUTTONDOWN) {
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int mx = event.button.x;
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int my = event.button.y;
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handleDown(mx, my);
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@@ -397,7 +400,7 @@ namespace ZL
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int mx = event.motion.x;
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int my = event.motion.y;
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handleMotion(mx, my);
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}
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}*/
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if (event.type == SDL_MOUSEWHEEL) {
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static const float zoomstep = 2.0f;
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@@ -454,7 +457,7 @@ namespace ZL
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void Game::handleDown(int mx, int my)
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{
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int uiX = mx;
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int uiY = Environment::height - my;
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int uiY = Environment::projectionHeight - my;
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menuManager.uiManager.onMouseDown(uiX, uiY);
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@@ -482,7 +485,7 @@ namespace ZL
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void Game::handleUp(int mx, int my)
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{
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int uiX = mx;
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int uiY = Environment::height - my;
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int uiY = Environment::projectionHeight - my;
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menuManager.uiManager.onMouseUp(uiX, uiY);
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@@ -497,7 +500,7 @@ namespace ZL
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void Game::handleMotion(int mx, int my)
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{
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int uiX = mx;
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int uiY = Environment::height - my;
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int uiY = Environment::projectionHeight - my;
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menuManager.uiManager.onMouseMove(uiX, uiY);
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+27
-27
@@ -159,15 +159,15 @@ namespace ZL
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// В пределах экрана?
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// (можно оставить, можно клампить)
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float sx = (ndc.x() * 0.5f + 0.5f) * Environment::width;
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float sy = (ndc.y() * 0.5f + 0.5f) * Environment::height;
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float sx = (ndc.x() * 0.5f + 0.5f) * Environment::projectionWidth;
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float sy = (ndc.y() * 0.5f + 0.5f) * Environment::projectionHeight;
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outX = sx;
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outY = sy;
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// Можно отсеять те, что вне:
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if (sx < -200 || sx > Environment::width + 200) return false;
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if (sy < -200 || sy > Environment::height + 200) return false;
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if (sx < -200 || sx > Environment::projectionWidth + 200) return false;
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if (sy < -200 || sy > Environment::projectionHeight + 200) return false;
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return true;
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}
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@@ -296,12 +296,12 @@ namespace ZL
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cubemapTexture = std::make_shared<Texture>(
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std::array<TextureDataStruct, 6>{
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CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE)
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE)
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});
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@@ -859,8 +859,8 @@ namespace ZL
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// если ничего не изменилось — не трогаем VBO
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if (crosshairMeshValid &&
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crosshairLastW == Environment::width &&
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crosshairLastH == Environment::height &&
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crosshairLastW == Environment::projectionWidth &&
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crosshairLastH == Environment::projectionHeight &&
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std::abs(crosshairLastAlpha - crosshairCfg.alpha) < 1e-6f &&
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std::abs(crosshairLastThickness - crosshairCfg.thicknessPx) < 1e-6f &&
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std::abs(crosshairLastGap - crosshairCfg.gapPx) < 1e-6f &&
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@@ -869,18 +869,18 @@ namespace ZL
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return;
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}
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crosshairLastW = Environment::width;
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crosshairLastH = Environment::height;
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crosshairLastW = Environment::projectionWidth;
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crosshairLastH = Environment::projectionHeight;
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crosshairLastAlpha = crosshairCfg.alpha;
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crosshairLastThickness = crosshairCfg.thicknessPx;
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crosshairLastGap = crosshairCfg.gapPx;
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crosshairLastScaleMul = crosshairCfg.scaleMul;
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float cx = Environment::width * 0.5f;
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float cy = Environment::height * 0.5f;
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float cx = Environment::projectionWidth * 0.5f;
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float cy = Environment::projectionHeight * 0.5f;
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// масштаб от reference (стандартно: по высоте)
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float scale = (crosshairCfg.refH > 0) ? (Environment::height / (float)crosshairCfg.refH) : 1.0f;
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float scale = (crosshairCfg.refH > 0) ? (Environment::projectionHeight / (float)crosshairCfg.refH) : 1.0f;
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scale *= crosshairCfg.scaleMul;
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float thickness = crosshairCfg.thicknessPx * scale;
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@@ -940,7 +940,7 @@ namespace ZL
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderer.shaderManager.PushShader("defaultColor");
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renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
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renderer.PushProjectionMatrix(Environment::projectionWidth, Environment::projectionHeight, 0.f, 1.f);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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@@ -1187,15 +1187,15 @@ namespace ZL
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// 4) Настройки стиля
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Eigen::Vector4f enemyColor(1.f, 0.f, 0.f, 1.f); // красный
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float thickness = 10.0f; // толщина линий (px)
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float thickness = 2.0f; // толщина линий (px)
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float z = 0.0f; // 2D слой
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// 5) Если цель в кадре: рисуем скобки
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if (onScreen)
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{
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// перевод NDC -> экран (в пикселях)
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float sx = (ndcX * 0.5f + 0.5f) * Environment::width;
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float sy = (ndcY * 0.5f + 0.5f) * Environment::height;
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float sx = (ndcX * 0.5f + 0.5f) * Environment::projectionWidth;
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float sy = (ndcY * 0.5f + 0.5f) * Environment::projectionHeight;
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// анимация “снаружи внутрь”
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// targetAcquireAnim растёт к 1, быстро (похоже на захват)
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@@ -1234,7 +1234,7 @@ namespace ZL
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glClear(GL_DEPTH_BUFFER_BIT);
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renderer.shaderManager.PushShader("defaultColor");
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renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
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renderer.PushProjectionMatrix(Environment::projectionWidth, Environment::projectionHeight, 0.f, 1.f);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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@@ -1248,8 +1248,8 @@ namespace ZL
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float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
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if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
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if (leadNdcX >= -1 && leadNdcX <= 1 && leadNdcY >= -1 && leadNdcY <= 1) {
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float lx = (leadNdcX * 0.5f + 0.5f) * Environment::width;
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float ly = (leadNdcY * 0.5f + 0.5f) * Environment::height;
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float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
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float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
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float distLead = (Environment::shipState.position - leadWorld).norm();
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float r = 30.0f / (distLead * 0.01f + 1.0f);
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@@ -1323,8 +1323,8 @@ namespace ZL
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float edgeNdcX = dirX * k;
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float edgeNdcY = dirY * k;
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float edgeX = (edgeNdcX * 0.5f + 0.5f) * Environment::width;
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float edgeY = (edgeNdcY * 0.5f + 0.5f) * Environment::height;
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float edgeX = (edgeNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
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float edgeY = (edgeNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
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float bob = std::sin(t * 6.0f) * 6.0f;
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edgeX += dirX * bob;
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@@ -1367,7 +1367,7 @@ namespace ZL
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderer.shaderManager.PushShader("defaultColor");
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renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
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renderer.PushProjectionMatrix(Environment::projectionWidth, Environment::projectionHeight, 0.f, 1.f);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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+1
-1
@@ -657,7 +657,7 @@ namespace ZL {
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}
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void UiManager::draw(Renderer& renderer) {
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renderer.PushProjectionMatrix(Environment::width, Environment::height, -1, 1);
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renderer.PushProjectionMatrix(Environment::projectionWidth, Environment::projectionHeight, -1, 1);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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+45
-22
@@ -44,20 +44,34 @@ EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void
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return EM_TRUE;
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}
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// Resize the canvas, notify SDL, and push a synthetic SDL_WINDOWEVENT_RESIZED
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// so Game::update()'s existing handler updates Environment::width/height and clears caches.
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static void applyResize(int w, int h) {
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if (w <= 0 || h <= 0) return;
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// Resize the actual WebGL canvas — without this the rendered pixels stay at
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// the original size no matter what Environment::width/height say.
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emscripten_set_canvas_element_size("#canvas", w, h);
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if (ZL::Environment::window)
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SDL_SetWindowSize(ZL::Environment::window, w, h);
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static void applyResize(int logicalW, int logicalH) {
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// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
|
||||
double dpr = emscripten_get_device_pixel_ratio();
|
||||
|
||||
// Вычисляем реальные физические пиксели
|
||||
int physicalW = static_cast<int>(logicalW * dpr);
|
||||
int physicalH = static_cast<int>(logicalH * dpr);
|
||||
|
||||
// Устанавливаем размер внутреннего буфера канваса
|
||||
emscripten_set_canvas_element_size("#canvas", physicalW, physicalH);
|
||||
|
||||
// Сообщаем SDL о новом размере.
|
||||
// ВАЖНО: SDL2 в Emscripten ожидает здесь именно физические пиксели
|
||||
// для корректной работы последующих вызовов glViewport.
|
||||
if (ZL::Environment::window) {
|
||||
SDL_SetWindowSize(ZL::Environment::window, physicalW, physicalH);
|
||||
}
|
||||
|
||||
// Обновляем ваши внутренние переменные окружения
|
||||
ZL::Environment::width = physicalW;
|
||||
ZL::Environment::height = physicalH;
|
||||
|
||||
// Пушим событие, чтобы движок пересчитал матрицы проекции
|
||||
SDL_Event e = {};
|
||||
e.type = SDL_WINDOWEVENT;
|
||||
e.window.event = SDL_WINDOWEVENT_RESIZED;
|
||||
e.window.data1 = w;
|
||||
e.window.data2 = h;
|
||||
e.window.data1 = physicalW;
|
||||
e.window.data2 = physicalH;
|
||||
SDL_PushEvent(&e);
|
||||
}
|
||||
|
||||
@@ -69,17 +83,11 @@ EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*u
|
||||
}
|
||||
|
||||
EM_BOOL onFullscreenChanged(int /*eventType*/, const EmscriptenFullscreenChangeEvent* e, void* /*userData*/) {
|
||||
if (e->isFullscreen) {
|
||||
// e->screenWidth/screenHeight comes from screen.width/screen.height in JS,
|
||||
// which on mobile browsers returns physical pixels (e.g. 2340x1080),
|
||||
// causing the canvas to extend far off-screen. window.innerWidth/innerHeight
|
||||
// always gives CSS logical pixels and is correct on both desktop and mobile.
|
||||
int w = EM_ASM_INT({ return window.innerWidth; });
|
||||
int h = EM_ASM_INT({ return window.innerHeight; });
|
||||
applyResize(w, h);
|
||||
}
|
||||
// Exiting fullscreen: the browser fires a window resize event next,
|
||||
// which onWindowResized handles automatically.
|
||||
// Вместо window.innerWidth, попробуйте запросить размер целевого элемента
|
||||
// так как после перехода в FS именно он растягивается на весь экран.
|
||||
double clientW, clientH;
|
||||
emscripten_get_element_css_size("#canvas", &clientW, &clientH);
|
||||
applyResize(clientW, clientH);
|
||||
return EM_FALSE;
|
||||
}
|
||||
|
||||
@@ -226,6 +234,21 @@ int main(int argc, char *argv[]) {
|
||||
// Keep Environment::width/height in sync when the canvas is resized.
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
|
||||
|
||||
// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
|
||||
// Получаем реальные размеры окна браузера на момент запуска
|
||||
int canvasW = EM_ASM_INT({ return window.innerWidth; });
|
||||
int canvasH = EM_ASM_INT({ return window.innerHeight; });
|
||||
|
||||
// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
|
||||
// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
|
||||
applyResize(canvasW, canvasH);
|
||||
|
||||
// 3. Создаем игру и вызываем setup (теперь проекция уже будет знать верный size)
|
||||
g_game = new ZL::Game();
|
||||
g_game->setup();
|
||||
|
||||
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
|
||||
|
||||
emscripten_set_main_loop(MainLoop, 0, 1);
|
||||
#else
|
||||
|
||||
@@ -362,9 +362,10 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
|
||||
// 4. Рендеринг
|
||||
r->shaderManager.PushShader(shaderName);
|
||||
|
||||
// Матрица проекции (экрана)
|
||||
float W = (float)Environment::width;
|
||||
float H = (float)Environment::height;
|
||||
// Матрица проекции — используем виртуальные проекционные размеры,
|
||||
// чтобы координаты текста были независимы от физического разрешения экрана.
|
||||
float W = Environment::projectionWidth;
|
||||
float H = Environment::projectionHeight;
|
||||
Eigen::Matrix4f proj = Eigen::Matrix4f::Identity();
|
||||
proj(0, 0) = 2.0f / W;
|
||||
proj(1, 1) = 2.0f / H;
|
||||
|
||||
Reference in new issue
Block a user