282 lines
6.6 KiB
Java
282 lines
6.6 KiB
Java
/*
|
|
* 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 <http://www.gnu.org/licenses/>
|
|
*/
|
|
|
|
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<Camera> 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;
|
|
}
|
|
}
|