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MLEM/MLEM/Cameras/Camera.cs

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using System;
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Misc;
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namespace MLEM.Cameras {
public class Camera {
public Vector2 Position;
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public float Scale = 1;
public bool AutoScaleWithScreen;
public Point AutoScaleReferenceSize;
public float ActualScale {
get {
if (!this.AutoScaleWithScreen)
return this.Scale;
return Math.Min(this.Viewport.Width / (float) this.AutoScaleReferenceSize.X, this.Viewport.Height / (float) this.AutoScaleReferenceSize.Y) * this.Scale;
}
}
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public Matrix ViewMatrix {
get {
var sc = this.ActualScale;
var pos = -this.Position * sc;
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if (this.roundPosition)
pos = pos.Floor();
return Matrix.CreateScale(sc, sc, 1) * Matrix.CreateTranslation(new Vector3(pos, 0));
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}
}
public Vector2 Max {
get => this.Position + this.ScaledViewport;
set => this.Position = value - this.ScaledViewport;
}
public Vector2 LookingPosition {
get => this.Position + this.ScaledViewport / 2;
set => this.Position = value - this.ScaledViewport / 2;
}
public Rectangle Viewport => this.graphicsDevice.Viewport.Bounds;
public Vector2 ScaledViewport => new Vector2(this.Viewport.Width, this.Viewport.Height) / this.ActualScale;
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private readonly bool roundPosition;
private readonly GraphicsDevice graphicsDevice;
public Camera(GraphicsDevice graphicsDevice, bool roundPosition = true) {
this.graphicsDevice = graphicsDevice;
this.AutoScaleReferenceSize = this.Viewport.Size;
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this.roundPosition = roundPosition;
}
public Vector2 ToWorldPos(Vector2 pos) {
return Vector2.Transform(pos, Matrix.Invert(this.ViewMatrix));
}
public Vector2 ToCameraPos(Vector2 pos) {
return Vector2.Transform(pos, this.ViewMatrix);
}
public (Vector2 topLeft, Vector2 bottomRight) GetVisibleArea() {
return (this.ToWorldPos(Vector2.Zero), this.ToWorldPos(new Vector2(this.Viewport.Width, this.Viewport.Height)));
}
public RectangleF GetVisibleRectangle() {
var start = this.ToWorldPos(Vector2.Zero);
return new RectangleF(start, this.ToWorldPos(new Vector2(this.Viewport.Width, this.Viewport.Height)) - start);
}
public void ConstrainWorldBounds(Vector2 min, Vector2 max) {
if (this.Position.X < min.X)
this.Position.X = min.X;
if (this.Position.Y < min.Y)
this.Position.Y = min.Y;
if (this.Max.X > max.X)
this.Max = new Vector2(max.X, this.Max.Y);
if (this.Max.Y > max.Y)
this.Max = new Vector2(this.Max.X, max.Y);
}
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}
}