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//-----------------------------------------------------------------------------
// Name: editor_utilities.cpp
// Developer: Wolfire Games LLC
// Author: Phillip Isola
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "editor_utilities.h"
#include <Utility/assert.h>
#include <SDL.h>
#include <string>
EditorEventTrigger::EditorEventTrigger(int delay_time) : m_delay_time(delay_time) {
m_active = false;
m_force_a_trigger = false;
}
void EditorEventTrigger::Start() {
m_active = true;
m_last_triggered_time = SDL_GetTicks();
}
void EditorEventTrigger::Stop() {
m_active = false;
}
bool EditorEventTrigger::IsActive() {
return m_active;
}
void EditorEventTrigger::ForceATrigger() {
m_force_a_trigger = true;
}
bool EditorEventTrigger::Check() {
if (!m_active) return false;
if (m_force_a_trigger) {
m_force_a_trigger = false;
return true;
}
int curr_time = SDL_GetTicks();
if (curr_time - m_last_triggered_time > m_delay_time) {
m_last_triggered_time = curr_time;
return true;
}
return false;
}
// returns a vec3 that is amount percent v2 and 1-amount percent v1
vec3 Interpolate(const vec3& v1, const vec3& v2, float amount) {
#ifdef _DEBUG
LOG_ASSERT(amount >= 0.0f && amount <= 1.0f);
#endif
float amount_complement = 1.0f - amount;
return vec3(v2[0]*amount + v1[0]*amount_complement,
v2[1]*amount + v1[1]*amount_complement,
v2[2]*amount + v1[2]*amount_complement);
}
float ConvertToFirstCycle(float n, float cycle_size) {
n -=((int)(n/cycle_size))*cycle_size;
if (n < 0) n = cycle_size + n;
return n;
}
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