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package ch.asynk.gdx.boardgame;
import com.badlogic.gdx.graphics.glutils.HdpiUtils;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
public class Camera extends OrthographicCamera
{
private static final float ZEROF = 0.01f;
private int padding;
private float boardWidth;
private float boardHeight;
private float boardAspectRatio;
private float zoomMax;
private float zoomMin;
private int screenWidth;
private int screenHeight;
private float widthFactor;
private float heightFactor;
private Rectangle viewport;
private Rectangle hud;
private Matrix4 hudMatrix;
private Matrix4 hudInvProjMatrix;
private int hudLeft;
private int hudBottom;
private boolean hudInBoard;
public Camera(int padding, float boardWidth, float boardHeight, float zoomMax, float zoomMin, boolean hudInBoard)
{
super(boardWidth, boardHeight);
this.boardWidth = boardWidth;
this.boardHeight = boardHeight;
this.padding = padding;
this.boardAspectRatio = (boardWidth / boardHeight);
this.zoomMax = zoomMax;
this.zoomMin = zoomMin;
this.viewport = new Rectangle();
this.hudInBoard = hudInBoard;
this.hud = new Rectangle();
this.hudMatrix = new Matrix4();
this.hudInvProjMatrix = new Matrix4();
}
public void setDimension(float boardWidth, float boardHeight)
{
setToOrtho(false, boardWidth, boardHeight);
this.boardWidth = boardWidth;
this.boardHeight = boardHeight;
this.boardAspectRatio = (boardWidth / boardHeight);
}
public void updateViewport(int screenWidth, int screenHeight)
{
this.screenWidth = screenWidth;
this.screenHeight = screenHeight;
float screenAvailableWidth = screenWidth - (2 * padding);
float screenAvailableHeight = screenHeight - (2 * padding);
float screenAspectRatio = (screenWidth / (float) screenHeight);
float diff = (boardAspectRatio - screenAspectRatio);
if (diff <= -ZEROF) {
// screen wider than board : use max height, width grows up until max available on zooming
viewport.height = screenAvailableHeight;
viewport.width = java.lang.Math.min((screenAvailableHeight * boardAspectRatio / zoom), screenAvailableWidth);
viewport.x = padding + ((screenAvailableWidth - viewport.width) / 2f);
viewport.y = padding;
// camera aspect ratio must follow viewport aspect ration
viewportHeight = boardHeight;
viewportWidth = (viewportHeight * (viewport.width / viewport.height));
// hud
hud.y = 0;
hud.x = (hud.y * viewportWidth / viewportHeight);
} else if (diff > ZEROF) {
// word is wider than screen : use max width, height grows up until max available on zooming
viewport.width = screenAvailableWidth;
viewport.height = java.lang.Math.min((screenAvailableWidth / boardAspectRatio / zoom), screenAvailableHeight);
viewport.y = padding + ((screenAvailableHeight - viewport.height) / 2f);
viewport.x = padding;
// camera aspect ratio must follow viewport aspect ration
viewportWidth = boardWidth;
viewportHeight = (viewportWidth * (viewport.height / viewport.width));
// hud
hud.x = 0;
hud.y = (hud.x * viewportHeight / viewportWidth);
}
if (hudInBoard) {
hud.width = (viewport.width - (2 * hud.x));
hud.height = (viewport.height - (2 * hud.y));
} else {
hud.x = 0;
hud.y = 0;
hud.width = screenWidth;
hud.height = screenHeight;
}
// ratio viewport -> camera
widthFactor = (viewportWidth / viewport.width);
heightFactor = (viewportHeight / viewport.height);
clampPosition();
update(true);
hudMatrix.setToOrtho2D(hud.x, hud.y, hud.width, hud.height);
hudInvProjMatrix.set(hudMatrix);
Matrix4.inv(hudInvProjMatrix.val);
}
public void applyScreenViewport()
{
HdpiUtils.glViewport(0, 0, screenWidth, screenHeight);
}
public void applyBoardViewport()
{
HdpiUtils.glViewport((int)viewport.x, (int)viewport.y, (int)viewport.width, (int)viewport.height);
}
public void applyHudViewport()
{
if (hudInBoard)
applyBoardViewport();
else
applyScreenViewport();
}
public void centerOnWorld()
{
position.set((boardWidth / 2f), (boardHeight / 2f), 0f);
}
public void zoom(float dz)
{
zoom += dz;
clampZoom();
}
public void clampZoom()
{
zoom = MathUtils.clamp(zoom, zoomMin, zoomMax);
}
public void translate(float dx, float dy)
{
float deltaX = (dx * zoom * widthFactor);
float deltaY = (dy * zoom * heightFactor);
translate(deltaX, -deltaY, 0);
clampPosition();
update(true);
}
public void clampPosition()
{
float cameraWidth = (viewportWidth * zoom);
float cameraHeight = (viewportHeight * zoom);
// on each axis, clamp on [ cameraDim/2 ; boardDim - cameraDim/2 ]
if ((boardWidth - cameraWidth) > ZEROF) {
cameraWidth /= 2f;
position.x = MathUtils.clamp(position.x, cameraWidth, (boardWidth - cameraWidth));
} else {
position.x = (boardWidth / 2f);
}
if ((boardHeight - cameraHeight) > ZEROF) {
cameraHeight /= 2f;
position.y = MathUtils.clamp(position.y, cameraHeight, (boardHeight - cameraHeight));
} else {
position.y = (boardHeight / 2f);
}
}
public void unprojectTranslation(int dx, int dy, Vector2 v)
{
v.set((dx * zoom * widthFactor), (-dy * zoom * heightFactor));
}
public void unproject(int x, int y, Vector3 v)
{
unproject(v.set(x, y, 0), viewport.x, viewport.y, viewport.width, viewport.height);
}
public void unprojectHud(float x, float y, Vector3 v)
{
Rectangle r = (hudInBoard ? viewport : hud);
x = x - r.x;
y = screenHeight - y - 1;
y = y - r.y;
v.x = (2 * x) / r.width - 1;
v.y = (2 * y) / r.height - 1;
v.z = 2 * v.z - 1;
v.prj(hudInvProjMatrix);
}
public int getScreenWidth()
{
return screenWidth;
}
public int getScreenHeight()
{
return screenHeight;
}
public Matrix4 getHudMatrix()
{
return hudMatrix;
}
public Rectangle getViewport()
{
return viewport;
}
public Rectangle getHud()
{
return hud;
}
}
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