acdream/src/AcDream.App/Rendering/CameraController.cs

84 lines
2.4 KiB
C#

// src/AcDream.App/Rendering/CameraController.cs
using AcDream.Core.Rendering;
namespace AcDream.App.Rendering;
public sealed class CameraController
{
public OrbitCamera Orbit { get; }
public FlyCamera Fly { get; }
public ChaseCamera? Chase { get; private set; }
public RetailChaseCamera? RetailChase { get; private set; }
/// <summary>
/// The renderer-facing active camera. Both the legacy and retail
/// chase cameras are held simultaneously so that flipping
/// <see cref="CameraDiagnostics.UseRetailChaseCamera"/> takes effect
/// on the very next access to this property — no re-entry required,
/// no notification mechanism, no stale state.
/// </summary>
public ICamera Active
{
get
{
if (_mode == Mode.Fly) return Fly;
if (_mode == Mode.Chase)
{
if (CameraDiagnostics.UseRetailChaseCamera && RetailChase is not null)
return RetailChase;
if (Chase is not null) return Chase;
}
return Orbit;
}
}
public bool IsFlyMode => _mode == Mode.Fly;
public bool IsChaseMode => _mode == Mode.Chase;
public event Action<bool>? ModeChanged;
private enum Mode { Orbit, Fly, Chase }
private Mode _mode = Mode.Orbit;
public CameraController(OrbitCamera orbit, FlyCamera fly)
{
Orbit = orbit;
Fly = fly;
}
public void ToggleFly()
{
_mode = IsFlyMode ? Mode.Orbit : Mode.Fly;
ModeChanged?.Invoke(IsFlyMode);
}
/// <summary>
/// Store both cameras simultaneously; <see cref="Active"/> picks
/// between them per-read via the flag — no re-entry needed on flip.
/// </summary>
public void EnterChaseMode(ChaseCamera legacy, RetailChaseCamera retail)
{
Chase = legacy;
RetailChase = retail;
_mode = Mode.Chase;
ModeChanged?.Invoke(IsChaseMode);
}
public void ExitChaseMode()
{
bool wasChaseMode = IsChaseMode;
Chase = null;
RetailChase = null;
if (_mode == Mode.Orbit)
return;
_mode = Mode.Fly;
if (wasChaseMode)
ModeChanged?.Invoke(IsFlyMode);
}
public void SetAspect(float aspect)
{
Orbit.Aspect = aspect;
Fly.Aspect = aspect;
}
}