project-witchy/imperium-porcorum.love/core/modules/world/camera.lua

338 lines
9.6 KiB
Lua

-- 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