-- camera.lua :: a basic camera adapted to the asset/world system. -- Use hump.camera as the view backend. --[[ Copyright © 2019 Kazhnuz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local cwd = (...):gsub('%.camera$', '') .. "." local CameraSystem = Object:extend() local View = require(cwd .. "libs.hump.camera") local SPLITSCREEN_ISVERTICAL = false local SCREEN_LIMIT = 4 -- INIT FUNCTIONS -- Initialize the camera system function CameraSystem:new(world) self.scene = world.scene self.world = world self.verticalSplit = SPLITSCREEN_ISVERTICAL self:initViews() end function CameraSystem:initViews() self.views = {} self.views.list = {} self.views.basewidth, self.views.baseheight = core.screen:getDimensions() self.views.width, self.views.height = self:getViewsDimensions() self.views.posList = {} self.views.posList.dual = {} self.views.posList.multi = {} if (self.verticalSplit) then self.views.posList.dual[1] = {} self.views.posList.dual[1].x = 0 self.views.posList.dual[1].y = (self.views.baseheight/4) self.views.posList.dual[2] = {} self.views.posList.dual[2].x = 0 self.views.posList.dual[2].y = -(self.views.baseheight/4) else self.views.posList.dual[1] = {} self.views.posList.dual[1].x = -(self.views.basewidth/4) self.views.posList.dual[1].y = 0 self.views.posList.dual[2] = {} self.views.posList.dual[2].x = (self.views.basewidth/4) self.views.posList.dual[2].y = 0 end self.views.posList.multi[1] = {} self.views.posList.multi[1].x = -(self.views.basewidth /4) self.views.posList.multi[1].y = (self.views.baseheight/4) self.views.posList.multi[2] = {} self.views.posList.multi[2].x = (self.views.basewidth /4) self.views.posList.multi[2].y = (self.views.baseheight/4) self.views.posList.multi[3] = {} self.views.posList.multi[3].x = -(self.views.basewidth /4) self.views.posList.multi[3].y = -(self.views.baseheight/4) self.views.posList.multi[4] = {} self.views.posList.multi[4].x = (self.views.basewidth /4) self.views.posList.multi[4].y = -(self.views.baseheight/4) end -- INFO FUNCTIONS -- Get informations from the camera system function CameraSystem:getViewNumber() return #self.views.list end function CameraSystem:haveView() return (self:getViewNumber() == 0) end function CameraSystem:getViewsDimensions(viewNumber) local basewidth, baseheight = self.views.basewidth, self.views.baseheight local viewnumber = viewNumber or self:getViewNumber() if (viewnumber <= 1) then return basewidth, baseheight elseif (viewnumber == 2) then if (self.verticalSplit) then return (basewidth), (baseheight/2) else return (basewidth/2), (baseheight) end else return (basewidth/2), (baseheight/2) end end function CameraSystem:recalculateViewsPositions() if #self.views.list == 1 then self.views.list[1].pos.onScreen.x = 0 self.views.list[1].pos.onScreen.y = 0 else for i,v in ipairs(self.views.list) do local x, y = self:getViewPositions(i) self.views.list[i].pos.onScreen.x = x self.views.list[i].pos.onScreen.y = y end end end function CameraSystem:getViewPositions(id) local viewNumber = #self.views.list if (viewNumber == 2) and ((id == 1) or (id == 2)) then return self.views.posList.dual[id].x, self.views.posList.dual[id].y elseif (viewNumber > 2) then return self.views.posList.multi[id].x, self.views.posList.multi[id].y end end -- WRAPPER and UTILS -- Access data from the views function CameraSystem:addView(x, y, target) if (#self.views.list < SCREEN_LIMIT) then local id = #self.views.list + 1 local view = {} view.pos = {} view.pos.x = x or 0 view.pos.y = y or 0 view.pos.onScreen = {} view.cam = View(view.pos.x, view.pos.y, 1, 0, true) -- TODO: add a target system in order to make a camera able -- to target a specific object view.target = target table.insert(self.views.list, view) self.views.width, self.views.height = self:getViewsDimensions() self:recalculateViewsPositions() end end function CameraSystem:getView(id) return self.views.list[id] end function CameraSystem:getViewCam(id) local view = self:getView(id) return view.cam end function CameraSystem:attachView(id) if (id ~= nil) then local cam = self:getViewCam(id) local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id) cam:attach() love.graphics.setScissor(viewx, viewy, vieww, viewh) end end function CameraSystem:detachView(id) if (id ~= nil) then local cam = self:getViewCam(id) love.graphics.setScissor( ) cam:detach() end end function CameraSystem:getViewCoordinate(id) local cam = self:getViewCam(id) local camx, camy, camw, camh camx = cam.x - (self.views.width/2) camy = cam.y - (self.views.height/2) camw = self.views.width camh = self.views.height return camx, camy, camw, camh end function CameraSystem:getOnScreenViewCoordinate(id) local view = self:getView(id) local viewx, viewy, vieww, viewh local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2) viewx = (basex) + view.pos.onScreen.x - (self.views.width / 2) viewy = (basey) + view.pos.onScreen.y - (self.views.height / 2) vieww = self.views.width viewh = self.views.height return viewx, viewy, vieww, viewh end function CameraSystem:getOnScreenViewRelativePosition(id) local view = self:getView(id) local viewx, viewy local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2) viewx = view.pos.onScreen.x viewy = view.pos.onScreen.y return viewx, viewy end function CameraSystem:getOnScreenViewCenter(id) local view = self:getView(id) local viewx, viewy local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2) viewx = (basex) + view.pos.onScreen.x viewy = (basey) + view.pos.onScreen.y return viewx, viewy end function CameraSystem:getViewScale(id) local cam = self:getViewCam(id) return cam.scale end function CameraSystem:limitView(id) local viewx, viewy, vieww, viewh = self:getViewCoordinate(id) local worldw, worldh = self.world:getDimensions() local posx = self.views.list[id].pos.x local posy = self.views.list[id].pos.y local minx = self.views.width / 2 local miny = self.views.height / 2 local maxx = worldw - minx local maxy = worldh - miny self.views.list[id].pos.x = utils.math.between(posx, minx, maxx) self.views.list[id].pos.y = utils.math.between(posy, miny, maxy) self:computeCamPosition(id) end -- UPDATE and MOVE functions -- Move and update the camera system function CameraSystem:update(dt) for i,v in ipairs(self.views.list) do self:followActor(i) end end function CameraSystem:moveView(id, x, y) self.views.list[id].pos.x = x self.views.list[id].pos.y = y self:computeCamPosition(id) self:limitView(id) end function CameraSystem:computeCamPosition(id) local decalx = self.views.list[id].pos.onScreen.x local decaly = self.views.list[id].pos.onScreen.y local realx = self.views.list[id].pos.x local realy = self.views.list[id].pos.y self.views.list[id].cam.x = realx - decalx self.views.list[id].cam.y = realy + decaly -- FIXME: this workaround certainly will cause some problem but that's the only -- solution we seem to have right now -- We invert the y decalage for the camera in order to work around a problem -- that invert the y between it and the clipping. end function CameraSystem:followActor(id) local view = self:getView(id) if view.target ~= nil then local x, y = view.target:getViewCenter() x = math.floor(x) y = math.floor(y) self:moveView(id, x, y) end end -- DRAW FUNCTIONS -- Basic callback to draw stuff function CameraSystem:drawDebugViewBox(id) local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id) utils.graphics.box(viewx, viewy, vieww, viewh) local xx, yy = self:getOnScreenViewCenter(id) love.graphics.line(xx-3, yy, xx+3, yy) love.graphics.line(xx, yy-3, xx, yy+3) local string = id .. " x:" .. viewx .. " y:" .. viewy love.graphics.print(string, viewx + 4, viewy + 4) print(viewy) end function CameraSystem:drawHUD(id) local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id) local view = self:getView(id) local string2 = id .. " (" .. viewx .. ":" .. (viewh-viewy) .. ") " love.graphics.setScissor(viewx, viewh-viewy, vieww, viewh) love.graphics.translate(viewx, viewh-viewy) view.target:drawHUD(id, vieww, viewh) love.graphics.translate(-viewx, -(viewh-viewy)) love.graphics.setScissor( ) end return CameraSystem