-- camera.lua :: a basic camera adapted to the asset/world system. --[[ 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('%.init$', '') .. "." local CameraSystem = Object:extend() --local View = require(cwd .. "libs.hump.camera") local camutils = require(cwd .. "utils") 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.mode = "split" self.verticalSplit = SPLITSCREEN_ISVERTICAL self.targets = {} self.xLocked = nil self.yLocked = nil self:initViews() end function CameraSystem:setMode(mode) self.mode = mode core.debug:print("camera", "mode is now set to " .. mode) return mode 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 = camutils.getViewsPositions(self.views.basewidth, self.views.baseheight, self.verticalSplit) 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() local basewidth, baseheight = self.views.basewidth, self.views.baseheight local viewnumber = self:getViewNumber() return camutils.getViewsDimensions(viewnumber, basewidth, baseheight, self.verticalSplit) end function CameraSystem:recalculateViewsPositions() if #self.views.list == 1 then self.views.list[1].onScreen.x = 0 self.views.list[1].onScreen.y = 0 else for i,v in ipairs(self.views.list) do local x, y = self:getViewPositions(i) self.views.list[i].onScreen.x = x self.views.list[i].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 function CameraSystem:lockX(x) self.xLocked = x end function CameraSystem:unlockX() self.xLocked = nil end function CameraSystem:lockY(y) self.yLocked = y end function CameraSystem:unlockY() self.yLocked = nil end -- WRAPPER and UTILS -- Access data from the views function CameraSystem:addTarget(target) if (#self.views < SCREEN_LIMIT) then if (#self.views.list == 0) or (self.mode == "split") then local x, y = target:getViewCenter() self:addView(x, y, target) table.insert(self.targets, target) elseif (self.mode == "middle") or (self.mode == "zoom") then table.insert(self.targets, target) end end end function CameraSystem:addView(x, y, target) if (#self.views.list < SCREEN_LIMIT) then local id = #self.views.list + 1 local view = {} view.pos = {} view.x = x or 0 view.y = y or 0 view.scale = 1 view.onScreen = {} -- 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:regenerateCanvases() self:recalculateViewsPositions() end end function CameraSystem:regenerateCanvases() for i, view in ipairs(self.views.list) do view.canvas = love.graphics.newCanvas(self.views.width, self.views.height) end end function CameraSystem:getView(id) return self.views.list[id] end function CameraSystem:attachView(id) if (id ~= nil) then local view = self:getView(id) self.current_canvas = love.graphics.getCanvas() love.graphics.setCanvas(view.canvas) love.graphics.clear() local tx, ty, scale if id ~= nil then -- Du à la manière dont fonctionne STI, on est obligé de récupérer les info -- de position de camera pour afficher la carte par rapport à ces infos tx, ty = self:getViewCoordinate(id) scale = self:getViewScale(id) or 1 tx = math.floor(tx) * -1 ty = math.floor(ty) * -1 local w, h = core.screen:getDimensions() end love.graphics.push() love.graphics.origin() love.graphics.translate(math.floor(tx), math.floor(ty)) end end function CameraSystem:detachView(id) if (id ~= nil) then local view = self:getView(id) love.graphics.pop() love.graphics.setCanvas(self.current_canvas) local tx, ty = self:getOnScreenViewCoordinate(id) local scale = core.screen:getScale() * view.scale love.graphics.push() love.graphics.origin() love.graphics.translate(math.floor(tx), math.floor(ty)) love.graphics.scale(scale, scale) love.graphics.draw(view.canvas) local unscale = 1 / view.scale love.graphics.scale(unscale, unscale) self:drawHUD(id) love.graphics.pop() end end function CameraSystem:getViewCoordinate(id) local view = self:getView(id) local viewx, viewy, vieww, viewh vieww = self.views.width / view.scale viewh = self.views.height / view.scale viewx = view.x - (vieww / 2) viewy = view.y - (viewh / 2) return viewx, viewy, vieww, viewh 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.onScreen.x - (self.views.width / 2) viewy = (basey) + view.onScreen.y - (self.views.height / 2) viewx, viewy = core.screen:getScreenCoordinate(viewx, viewy) vieww = self.views.width * core.screen:getScale() viewh = self.views.height * core.screen:getScale() 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.onScreen.x viewy = view.onScreen.y return core.screen:getScreenCoordinate(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.onScreen.x viewy = (basey) + view.onScreen.y return core.screen:getScreenCoordinate(viewx, viewy) end function CameraSystem:setViewScale(id, scale) local view = self:getView(id) view.scale = scale local _, _, w, h = self:getViewCoordinate(id) view.canvas = love.graphics.newCanvas(math.ceil(w), math.ceil(h)) end function CameraSystem:getViewScale(id) local view = self:getView(id) return view.scale end function CameraSystem:limitView(id) local viewx, viewy, vieww, viewh = self:getViewCoordinate(id) local worldx, worldy, worldw, worldh = self.world:getBox() local posx = self.views.list[id].x local posy = self.views.list[id].y local minx = worldx + self.views.width / 2 local miny = worldy + self.views.height / 2 local maxx = worldw - self.views.width / 2 local maxy = worldh - self.views.height / 2 self.views.list[id].x = utils.math.between(posx, minx, maxx) self.views.list[id].y = utils.math.between(posy, miny, maxy) if (self.xLocked ~= nil) then self.views.list[id].x = self.xLocked end if (self.yLocked ~= nil) then self.views.list[id].y = self.yLocked end end -- UPDATE and MOVE functions -- Move and update the camera system function CameraSystem:update(dt) for i,v in ipairs(self.views.list) do if (self.mode == "middle") or (self.mode == "zoom") then self:followAllActors(i) else self:followActor(i) end end end function CameraSystem:moveView(id, x, y) self.views.list[id].x = x self.views.list[id].y = y self:limitView(id) 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 function CameraSystem:followAllActors(id) local view = self:getView(id) local PADDING = 16 -- TODO: make all the padding and stuff part of object definition instead ? -- It would especially allow better work in future fake3D worlds if (#self.targets > 0) then local minX, minY, maxX, maxY for i, target in ipairs(self.targets) do local x, y, w, h = target:getShape() local x2, y2 = x + w, y + h -- If start by initializing the value at the first found value if (minX == nil) then minX = x end if (maxX == nil) then maxX = x2 end if (minY == nil) then minY = y end if (maxY == nil) then maxY = y2 end minX = math.min(minX, x) maxX = math.max(maxX, x2) minY = math.min(minY, y) maxY = math.max(maxY, y2) end -- Add padding minX = minX - PADDING minY = minY - PADDING maxX = maxX + PADDING maxY = maxY + PADDING local x, y x = (minX + maxX) / 2 y = (minY + maxY) / 2 local scale = 1 if (self.mode == "zoom") then local ww, hh = core.screen:getDimensions() local scalex = (maxX-minX)/ww local scaley = (maxY-minY)/hh scale = math.max(scale, scalex, scaley) self:setViewScale(id, 1/scale) self.world:resizeMap(ww * 3, hh * 3) end self:moveView(id, x, y) end end -- DRAW FUNCTIONS -- Basic callback to draw stuff function CameraSystem:drawHUD(id) local view = self:getView(id) local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id) view.target:drawHUD(id, vieww, viewh) end return CameraSystem