404 lines
11 KiB
Lua
404 lines
11 KiB
Lua
-- camera.lua :: a basic camera adapted to the asset/world system.
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-- Use hump.camera as the view backend.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local cwd = (...):gsub('%.init$', '') .. "."
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local CameraSystem = Object:extend()
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local View = require(cwd .. "libs.hump.camera")
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local camutils = require(cwd .. "utils")
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local SPLITSCREEN_ISVERTICAL = false
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local SCREEN_LIMIT = 4
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-- INIT FUNCTIONS
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-- Initialize the camera system
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function CameraSystem:new(world)
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self.scene = world.scene
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self.world = world
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self.mode = "split"
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self.verticalSplit = SPLITSCREEN_ISVERTICAL
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self.targets = {}
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self:initViews()
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end
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function CameraSystem:setMode(mode)
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self.mode = mode
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print("Camera system mode set to " .. mode)
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return mode
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end
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function CameraSystem:initViews()
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self.views = {}
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self.views.list = {}
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self.views.basewidth, self.views.baseheight = core.screen:getDimensions()
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self.views.width, self.views.height = self:getViewsDimensions()
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self.views.posList = camutils.getViewsPositions(self.views.basewidth, self.views.baseheight, self.verticalSplit)
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end
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-- INFO FUNCTIONS
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-- Get informations from the camera system
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function CameraSystem:getViewNumber()
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return #self.views.list
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end
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function CameraSystem:haveView()
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return (self:getViewNumber() == 0)
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end
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function CameraSystem:getViewsDimensions(viewNumber)
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local basewidth, baseheight = self.views.basewidth, self.views.baseheight
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local viewnumber = viewNumber or self:getViewNumber()
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if (viewnumber <= 1) then
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return basewidth, baseheight
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elseif (viewnumber == 2) then
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if (self.verticalSplit) then
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return (basewidth), (baseheight/2)
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else
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return (basewidth/2), (baseheight)
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end
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else
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return (basewidth/2), (baseheight/2)
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end
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end
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function CameraSystem:recalculateViewsPositions()
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if #self.views.list == 1 then
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self.views.list[1].pos.onScreen.x = 0
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self.views.list[1].pos.onScreen.y = 0
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else
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for i,v in ipairs(self.views.list) do
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local x, y = self:getViewPositions(i)
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self.views.list[i].pos.onScreen.x = x
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self.views.list[i].pos.onScreen.y = y
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end
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end
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end
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function CameraSystem:getViewPositions(id)
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local viewNumber = #self.views.list
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if (viewNumber == 2) and ((id == 1) or (id == 2)) then
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return self.views.posList.dual[id].x, self.views.posList.dual[id].y
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elseif (viewNumber > 2) then
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return self.views.posList.multi[id].x, self.views.posList.multi[id].y
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end
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end
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-- WRAPPER and UTILS
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-- Access data from the views
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function CameraSystem:addTarget(target)
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if (#self.views < SCREEN_LIMIT) then
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if (#self.views.list == 0) or (self.mode == "split") then
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local x, y = target:getViewCenter()
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self:addView(x, y, target)
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table.insert(self.targets, target)
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elseif (self.mode == "middle") or (self.mode == "zoom") then
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table.insert(self.targets, target)
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end
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end
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end
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function CameraSystem:addView(x, y, target)
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if (#self.views.list < SCREEN_LIMIT) then
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local id = #self.views.list + 1
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local view = {}
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view.pos = {}
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view.pos.x = x or 0
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view.pos.y = y or 0
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view.pos.onScreen = {}
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view.cam = View(view.pos.x, view.pos.y, 1, 0, true)
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-- TODO: add a target system in order to make a camera able
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-- to target a specific object
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view.target = target
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table.insert(self.views.list, view)
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self.views.width, self.views.height = self:getViewsDimensions()
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self:recalculateViewsPositions()
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end
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end
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function CameraSystem:getView(id)
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return self.views.list[id]
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end
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function CameraSystem:getViewCam(id)
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local view = self:getView(id)
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return view.cam
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end
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function CameraSystem:setScissor(id)
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local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
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if (self:getViewNumber() > 2) or (self:getViewNumber() == 2 and SPLITSCREEN_ISVERTICAL) then
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-- FIXME: it's an ugly workaround that need to be fixed. For an unkown
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-- reason, the scissoring is wrong in and only in this function and only
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-- when we have vertical split. Thus, we need to substract viewy to viewy
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viewy = viewh - viewy
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end
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if (self.mode == "split") then
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love.graphics.setScissor(viewx, viewy, vieww, viewh)
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end
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end
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function CameraSystem:resetScissor( )
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if (self.mode == "split") then
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love.graphics.setScissor( )
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end
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end
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function CameraSystem:attachView(id)
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if (id ~= nil) then
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local cam = self:getViewCam(id)
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cam:attach()
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end
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end
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function CameraSystem:detachView(id)
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if (id ~= nil) then
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local cam = self:getViewCam(id)
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cam:detach()
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end
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end
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function CameraSystem:getViewCoordinate(id)
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local view = self:getView(id)
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local cam = self:getViewCam(id)
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local viewx, viewy, vieww, viewh
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viewx = view.pos.x - ((self.views.width/2) / cam.scale)
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viewy = view.pos.y - ((self.views.height/2) / cam.scale)
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vieww = self.views.width / cam.scale
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viewh = self.views.height / cam.scale
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return viewx, viewy, vieww, viewh
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end
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function CameraSystem:getInternalCamCoordinate(id)
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local view = self:getView(id)
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local cam = self:getViewCam(id)
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local viewx, viewy, vieww, viewh
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viewx = cam.x - ((self.views.width/2) / cam.scale)
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viewy = cam.y - ((self.views.height/2) / cam.scale)
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vieww, viewh = core.screen:getDimensions()
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vieww = vieww / cam.scale
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viewh = viewh / cam.scale
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return viewx, viewy, vieww, viewh
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end
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function CameraSystem:getOnScreenViewCoordinate(id)
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local view = self:getView(id)
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local viewx, viewy, vieww, viewh
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local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
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viewx = (basex) + view.pos.onScreen.x - (self.views.width / 2)
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viewy = (basey) + view.pos.onScreen.y - (self.views.height / 2)
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viewx, viewy = core.screen:getScreenCoordinate(viewx, viewy)
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vieww = self.views.width * core.screen:getScale()
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viewh = self.views.height * core.screen:getScale()
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return viewx, viewy, vieww, viewh
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end
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function CameraSystem:getOnScreenViewRelativePosition(id)
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local view = self:getView(id)
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local viewx, viewy
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local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
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viewx = view.pos.onScreen.x
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viewy = view.pos.onScreen.y
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return core.screen:getScreenCoordinate(viewx, viewy)
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end
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function CameraSystem:getOnScreenViewCenter(id)
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local view = self:getView(id)
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local viewx, viewy
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local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
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viewx = (basex) + view.pos.onScreen.x
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viewy = (basey) + view.pos.onScreen.y
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return core.screen:getScreenCoordinate(viewx, viewy)
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end
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function CameraSystem:getViewScale(id)
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local cam = self:getViewCam(id)
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return cam.scale * core.screen:getScale()
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end
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function CameraSystem:limitView(id)
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local viewx, viewy, vieww, viewh = self:getViewCoordinate(id)
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local worldw, worldh = self.world:getDimensions()
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local posx = self.views.list[id].pos.x
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local posy = self.views.list[id].pos.y
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local minx = self.views.width / 2
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local miny = self.views.height / 2
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local maxx = worldw - minx
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local maxy = worldh - miny
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self.views.list[id].pos.x = utils.math.between(posx, minx, maxx)
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self.views.list[id].pos.y = utils.math.between(posy, miny, maxy)
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self:computeCamPosition(id)
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end
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-- UPDATE and MOVE functions
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-- Move and update the camera system
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function CameraSystem:update(dt)
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for i,v in ipairs(self.views.list) do
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if (self.mode == "middle") or (self.mode == "zoom") then
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self:followAllActors(i)
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else
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self:followActor(i)
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end
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end
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end
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function CameraSystem:moveView(id, x, y)
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self.views.list[id].pos.x = x
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self.views.list[id].pos.y = y
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self:computeCamPosition(id)
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self:limitView(id)
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end
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function CameraSystem:computeCamPosition(id)
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local decalx = self.views.list[id].pos.onScreen.x
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local decaly = self.views.list[id].pos.onScreen.y
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local realx = self.views.list[id].pos.x
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local realy = self.views.list[id].pos.y
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self.views.list[id].cam.x = realx - decalx
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self.views.list[id].cam.y = realy - decaly
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end
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function CameraSystem:followActor(id)
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local view = self:getView(id)
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if view.target ~= nil then
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local x, y = view.target:getViewCenter()
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x = math.floor(x)
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y = math.floor(y)
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self:moveView(id, x, y)
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end
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end
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function CameraSystem:followAllActors(id)
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local view = self:getView(id)
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local PADDING = 16
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-- TODO: make all the padding and stuff part of object definition instead ?
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-- It would especially allow better work in future fake3D worlds
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if (#self.targets > 0) then
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local minX, minY, maxX, maxY
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for i, target in ipairs(self.targets) do
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local x, y, w, h = target:getShape()
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local x2, y2 = x + w, y + h
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-- If start by initializing the value at the first found value
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if (minX == nil) then minX = x end
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if (maxX == nil) then maxX = x2 end
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if (minY == nil) then minY = y end
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if (maxY == nil) then maxY = y2 end
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minX = math.min(minX, x)
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maxX = math.max(maxX, x2)
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minY = math.min(minY, y)
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maxY = math.max(maxY, y2)
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end
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-- Add padding
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minX = minX - PADDING
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minY = minY - PADDING
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maxX = maxX + PADDING
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maxY = maxY + PADDING
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local x, y
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x = (minX + maxX) / 2
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y = (minY + maxY) / 2
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local scale = 1
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if (self.mode == "zoom") then
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local ww, hh = core.screen:getDimensions()
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local scalex = (maxX-minX)/ww
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local scaley = (maxY-minY)/hh
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scale = math.max(scale, scalex, scaley)
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view.cam.scale = 1/scale
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self.world:resizeMap(ww * 3, hh * 3)
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end
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self:moveView(id, x, y)
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end
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end
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-- DRAW FUNCTIONS
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-- Basic callback to draw stuff
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function CameraSystem:drawDebugViewBox(id)
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local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
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utils.graphics.box(viewx, viewy, vieww, viewh)
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local xx, yy = self:getOnScreenViewCenter(id)
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love.graphics.line(xx-3, yy, xx+3, yy)
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love.graphics.line(xx, yy-3, xx, yy+3)
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local xx, yy = self:getInternalCamCoordinate(id)
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local string = id .. " x:" .. xx .. " y:" .. yy
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love.graphics.print(string, viewx + 4, viewy + 4)
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end
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function CameraSystem:drawHUD(id)
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local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
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local view = self:getView(id)
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local string2 = id .. " (" .. viewx .. ":" .. (viewh-viewy) .. ") "
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love.graphics.translate(viewx, viewy)
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view.target:drawHUD(id, vieww, viewh)
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love.graphics.translate(-viewx, -(viewy))
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end
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return CameraSystem
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