/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2022 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see
*/
package com.watabou.noosa;
import com.watabou.glwrap.Matrix;
import com.watabou.utils.Point;
import com.watabou.utils.PointF;
import com.watabou.utils.Random;
import java.util.ArrayList;
public class Camera extends Gizmo {
private static ArrayList all = new ArrayList<>();
protected static float invW2;
protected static float invH2;
public static Camera main;
public boolean fullScreen;
public float zoom;
public int x;
public int y;
public int width;
public int height;
int screenWidth;
int screenHeight;
public float[] matrix;
public PointF scroll;
public PointF centerOffset;
private float shakeMagX = 10f;
private float shakeMagY = 10f;
private float shakeTime = 0f;
private float shakeDuration = 1f;
protected float shakeX;
protected float shakeY;
public static Camera reset() {
return reset( createFullscreen( 1 ) );
}
public static synchronized Camera reset( Camera newCamera ) {
invW2 = 2f / Game.width;
invH2 = 2f / Game.height;
int length = all.size();
for (int i=0; i < length; i++) {
all.get( i ).destroy();
}
all.clear();
return main = add( newCamera );
}
public static synchronized Camera add( Camera camera ) {
all.add( camera );
return camera;
}
public static synchronized Camera remove( Camera camera ) {
all.remove( camera );
return camera;
}
public static synchronized void updateAll() {
int length = all.size();
for (int i=0; i < length; i++) {
Camera c = all.get( i );
if (c != null && c.exists && c.active) {
c.update();
}
}
}
public static Camera createFullscreen( float zoom ) {
int w = (int)Math.ceil( Game.width / zoom );
int h = (int)Math.ceil( Game.height / zoom );
Camera c = new Camera(
(int)(Game.width - w * zoom) / 2,
(int)(Game.height - h * zoom) / 2,
w, h, zoom );
c.fullScreen = true;
return c;
}
public Camera( int x, int y, int width, int height, float zoom ) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.zoom = zoom;
screenWidth = (int)(width * zoom);
screenHeight = (int)(height * zoom);
scroll = new PointF();
centerOffset = new PointF();
matrix = new float[16];
Matrix.setIdentity( matrix );
}
@Override
public void destroy() {
panIntensity = 0f;
}
public void zoom( float value ) {
zoom( value,
scroll.x + width / 2,
scroll.y + height / 2 );
}
public void zoom( float value, float fx, float fy ) {
PointF offsetAdjust = centerOffset.clone();
centerOffset.scale(zoom).invScale(value);
zoom = value;
width = (int)(screenWidth / zoom);
height = (int)(screenHeight / zoom);
snapTo( fx - offsetAdjust.x, fy - offsetAdjust.y );
}
public void resize( int width, int height ) {
this.width = width;
this.height = height;
screenWidth = (int)(width * zoom);
screenHeight = (int)(height * zoom);
}
Visual followTarget = null;
PointF panTarget;
//camera moves at a speed such that it will pan to its current target in 1/intensity seconds
//keep in mind though that this speed is constantly decreasing, so actual pan time is higher
float panIntensity = 0f;
@Override
public void update() {
super.update();
if (followTarget != null){
panTarget = followTarget.center().offset(centerOffset);
}
if (panIntensity > 0f){
PointF panMove = new PointF();
panMove.x = panTarget.x - (scroll.x + width/2f);
panMove.y = panTarget.y - (scroll.y + height/2f);
panMove.scale(Math.min(1f, Game.elapsed * panIntensity));
scroll.offset(panMove);
}
if ((shakeTime -= Game.elapsed) > 0) {
float damping = shakeTime / shakeDuration;
shakeX = Random.Float( -shakeMagX, +shakeMagX ) * damping;
shakeY = Random.Float( -shakeMagY, +shakeMagY ) * damping;
} else {
shakeX = 0;
shakeY = 0;
}
updateMatrix();
}
public PointF center() {
return new PointF( width / 2, height / 2 );
}
public boolean hitTest( float x, float y ) {
return x >= this.x && y >= this.y && x < this.x + screenWidth && y < this.y + screenHeight;
}
public void shift( PointF point ){
scroll.offset(point);
panIntensity = 0f;
}
public void setCenterOffset( float x, float y ){
scroll.x += x - centerOffset.x;
scroll.y += y - centerOffset.y;
panTarget.x += x - centerOffset.x;
panTarget.y += y - centerOffset.y;
centerOffset.set(x, y);
}
public void snapTo(float x, float y ) {
scroll.set( x - width / 2, y - height / 2 ).offset(centerOffset);
panIntensity = 0f;
followTarget = null;
}
public void snapTo(PointF point ) {
snapTo( point.x, point.y );
}
public void panTo( PointF dst, float intensity ){
panTarget = dst.offset(centerOffset);
panIntensity = intensity;
followTarget = null;
}
public void panFollow(Visual target, float intensity ){
followTarget = target;
panIntensity = intensity;
}
public PointF screenToCamera( int x, int y ) {
return new PointF(
(x - this.x) / zoom + scroll.x,
(y - this.y) / zoom + scroll.y );
}
public Point cameraToScreen( float x, float y ) {
return new Point(
(int)((x - scroll.x) * zoom + this.x),
(int)((y - scroll.y) * zoom + this.y));
}
public float screenWidth() {
return width * zoom;
}
public float screenHeight() {
return height * zoom;
}
protected void updateMatrix() {
/* Matrix.setIdentity( matrix );
Matrix.translate( matrix, -1, +1 );
Matrix.scale( matrix, 2f / G.width, -2f / G.height );
Matrix.translate( matrix, x, y );
Matrix.scale( matrix, zoom, zoom );
Matrix.translate( matrix, scroll.x, scroll.y );*/
matrix[0] = +zoom * invW2;
matrix[5] = -zoom * invH2;
matrix[12] = -1 + x * invW2 - (scroll.x + shakeX) * matrix[0];
matrix[13] = +1 - y * invH2 - (scroll.y + shakeY) * matrix[5];
}
public void shake( float magnitude, float duration ) {
shakeMagX = shakeMagY = magnitude;
shakeTime = shakeDuration = duration;
}
}