FOLDHAUS_INPUT_COMMAND_PROC(CameraMouseControl) { if (State->NodeInteraction.NodeOffset >= 0) { return; } if (KeyTransitionedDown(Input, KeyCode_MouseLeftButton)) { State->Camera_StartDragPos = V4(State->Camera.Position, 1); } if (Input.MouseDownY > State->InterfaceYMax) { if (!State->DrawUniverseOutputDisplay) { v2 DeltaPos = v2{ (r32)(Input.New->MouseX - Input.MouseDownX), (r32)(Input.New->MouseY - Input.MouseDownY) }; m44 XRotation = GetXRotation(-DeltaPos.y * State->PixelsToWorldScale); m44 YRotation = GetYRotation(DeltaPos.x * State->PixelsToWorldScale); m44 Combined = XRotation * YRotation; State->Camera.Position = V3(Combined * State->Camera_StartDragPos); } else { v2 DeltaPos = v2{ (r32)(Input.New->MouseX - Input.Old->MouseX), (r32)(Input.New->MouseY - Input.Old->MouseY) }; State->UniverseOutputDisplayOffset += DeltaPos; } } } FOLDHAUS_INPUT_COMMAND_PROC(CameraMouseZoom) { if (State->DrawUniverseOutputDisplay) { r32 DeltaZoom = (r32)(Input.New->MouseScroll) / 120; State->UniverseOutputDisplayZoom = GSClamp(0.1f, State->UniverseOutputDisplayZoom + DeltaZoom, 4.f); } } FOLDHAUS_INPUT_COMMAND_PROC(ToggleUniverseDebugView) { State->DrawUniverseOutputDisplay = !State->DrawUniverseOutputDisplay; } FOLDHAUS_INPUT_COMMAND_PROC(OpenNodeLister) { State->InterfaceShowNodeList = true; State->NodeListMenuPosition = v2{(r32)Input.New->MouseX, (r32)Input.New->MouseY}; SetTextInputDestinationToString(&State->ActiveTextEntry, &State->GeneralPurposeSearchString); State->ActiveCommands = &State->TextEntryCommandRegistry; } FOLDHAUS_INPUT_COMMAND_PROC(ToggleNodeDisplay) { State->NodeRenderSettings.Display = !State->NodeRenderSettings.Display; }