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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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/>.
*
*/
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/game/room_struct.h"
#include "ags/engine/game/viewport.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
void Camera::SetID(int id) {
_id = id;
}
// Returns Room camera position and size inside the room (in room coordinates)
const Rect &Camera::GetRect() const {
return _position;
}
// Sets explicit room camera's orthographic size
void Camera::SetSize(const Size cam_size) {
// TODO: currently we don't support having camera larger than room background
// (or rather - looking outside of the room background); look into this later
const Size real_room_sz = (_G(displayed_room) >= 0 && (_GP(thisroom).Width > 0 && _GP(thisroom).Height > 0)) ?
Size(data_to_game_coord(_GP(thisroom).Width), data_to_game_coord(_GP(thisroom).Height)) :
Size(INT32_MAX, INT32_MAX);
const Size real_size = Size::Clamp(cam_size, Size(1, 1), real_room_sz);
if (_position.GetWidth() == real_size.Width && _position.GetHeight() == real_size.Height)
return;
_position.SetWidth(real_size.Width);
_position.SetHeight(real_size.Height);
SetAt(_position.Left, _position.Top); // readjust in case went off-room after size changed
for (auto vp = _viewportRefs.begin(); vp != _viewportRefs.end(); ++vp) {
auto locked_vp = vp->lock();
if (locked_vp)
locked_vp->AdjustTransformation();
}
_hasChangedSize = true;
}
// Puts room camera to the new location in the room
void Camera::SetAt(int x, int y) {
int cw = _position.GetWidth();
int ch = _position.GetHeight();
int room_width = data_to_game_coord(_GP(thisroom).Width);
int room_height = data_to_game_coord(_GP(thisroom).Height);
x = Math::Clamp(x, 0, room_width - cw);
y = Math::Clamp(y, 0, room_height - ch);
if (_position.Left == x && _position.Top == y)
return;
_position.MoveTo(Point(x, y));
_hasChangedPosition = true;
}
// Tells if camera is currently locked at custom position
bool Camera::IsLocked() const {
return _locked;
}
// Locks room camera at its current position
void Camera::Lock() {
debug_script_log("Room camera locked");
_locked = true;
}
// Similar to SetAt, but also locks camera preventing it from following player character
void Camera::LockAt(int x, int y) {
debug_script_log("Room camera locked to %d,%d", x, y);
SetAt(x, y);
_locked = true;
}
// Releases camera lock, letting it follow player character
void Camera::Release() {
_locked = false;
debug_script_log("Room camera released back to engine control");
}
// Link this camera to a new viewport; this does not unlink any linked ones
void Camera::LinkToViewport(ViewportRef viewport) {
auto new_locked = viewport.lock();
if (!new_locked)
return;
for (auto vp = _viewportRefs.begin(); vp != _viewportRefs.end(); ++vp) {
auto old_locked = vp->lock();
if (old_locked->GetID() == new_locked->GetID())
return;
}
_viewportRefs.push_back(viewport);
}
// Unlinks this camera from a given viewport; does nothing if link did not exist
void Camera::UnlinkFromViewport(int id) {
for (auto vp = _viewportRefs.begin(); vp != _viewportRefs.end(); ++vp) {
auto locked = vp->lock();
if (locked && locked->GetID() == id) {
_viewportRefs.erase(vp);
return;
}
}
}
const std::vector<ViewportRef> &Camera::GetLinkedViewports() const {
return _viewportRefs;
}
void Viewport::SetID(int id) {
_id = id;
}
void Viewport::SetRect(const Rect &rc) {
// TODO: consider allowing size 0,0, in which case viewport is considered not visible
Size fix_size = rc.GetSize().IsNull() ? Size(1, 1) : rc.GetSize();
Rect new_pos = RectWH(rc.Left, rc.Top, fix_size.Width, fix_size.Height);
if (new_pos == _position)
return;
_position = new_pos;
AdjustTransformation();
_hasChangedPosition = true;
_hasChangedSize = true;
}
void Viewport::SetSize(const Size sz) {
// TODO: consider allowing size 0,0, in which case viewport is considered not visible
Size fix_size = sz.IsNull() ? Size(1, 1) : sz;
if (_position.GetWidth() == fix_size.Width && _position.GetHeight() == fix_size.Height)
return;
_position = RectWH(_position.Left, _position.Top, fix_size.Width, fix_size.Height);
AdjustTransformation();
_hasChangedSize = true;
}
void Viewport::SetAt(int x, int y) {
if (_position.Left == x && _position.Top == y)
return;
_position.MoveTo(Point(x, y));
AdjustTransformation();
_hasChangedPosition = true;
}
void Viewport::SetVisible(bool on) {
_visible = on;
_hasChangedVisible = true;
}
void Viewport::SetZOrder(int zorder) {
_zorder = zorder;
_hasChangedVisible = true;
}
void Viewport::AdjustTransformation() {
auto locked_cam = _camera.lock();
if (locked_cam)
_transform.Init(locked_cam->GetRect().GetSize(), _position);
}
PCamera Viewport::GetCamera() const {
return _camera.lock();
}
void Viewport::LinkCamera(PCamera cam) {
_camera = cam;
AdjustTransformation();
}
VpPoint Viewport::RoomToScreen(int roomx, int roomy, bool clip) const {
auto cam = _camera.lock();
if (!cam)
return std::make_pair(Point(), -1);
const Rect &camr = cam->GetRect();
Point screen_pt = _transform.Scale(Point(roomx - camr.Left, roomy - camr.Top));
if (clip && !_position.IsInside(screen_pt))
return std::make_pair(Point(), -1);
return std::make_pair(screen_pt, _id);
}
VpPoint Viewport::ScreenToRoom(int scrx, int scry, bool clip, bool convert_cam_to_data) const {
Point screen_pt(scrx, scry);
if (clip && !_position.IsInside(screen_pt))
return std::make_pair(Point(), -1);
auto cam = _camera.lock();
if (!cam)
return std::make_pair(Point(), -1);
const Rect &camr = cam->GetRect();
Point p = _transform.UnScale(screen_pt);
if (convert_cam_to_data) {
p.X += game_to_data_coord(camr.Left);
p.Y += game_to_data_coord(camr.Top);
} else {
p.X += camr.Left;
p.Y += camr.Top;
}
return std::make_pair(p, _id);
}
} // namespace AGS3
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