#region usings
using System;
using OpenTK;
using SM.Base.Scene;
using SM.Base.Types;
using SM.Base.Window;
#endregion
namespace SM2D.Scene
{
///
public class Camera : GenericCamera
{
internal static int ResizeCounter = 0;
internal static float Distance = 2F;
private int _resizeCounter = 0;
private bool _updateWorldScale = false;
private Vector2? _requestedWorldScale = null;
///
/// This vector allows to request a world scale.
/// Following cases are possible. ("not set" means 0)
/// None is set: It takes the window size.
/// X is set: Y get calculated by the aspect ratio of the window.
/// Y is set: X get calculated by the aspect ratio of the window.
/// Both are set: Now the system try to keep a (invisible) rectangle in view, by increasing the width or height of the view, if needed.
///
public Vector2? RequestedWorldScale
{
get => _requestedWorldScale;
set
{
_requestedWorldScale = value;
_updateWorldScale = true;
}
}
///
/// The world scale that got calculated.
///
public Vector2 WorldScale { get; private set; } = Vector2.Zero;
///
/// A event that gets triggered, when the world scale changed.
/// Possible causes: Window resizes, changed
///
public event Action WorldScaleChanged;
///
/// The position of the camera.
///
public CVector2 Position = new CVector2(0);
///
public override bool Orthographic { get; } = true;
///
protected override Matrix4 ViewCalculation(IGenericWindow window)
{
return Matrix4.LookAt(Position.X, Position.Y, Distance, Position.X, Position.Y, 0f, 0, 1, 0);
}
///
protected override bool WorldCalculation(IGenericWindow window, out Matrix4 world)
{
world = Matrix4.Identity;
if (ResizeCounter != _resizeCounter || _updateWorldScale)
{
_updateWorldScale = false;
_resizeCounter = ResizeCounter;
CalculateWorldScale(window);
world = Matrix4.CreateOrthographic(WorldScale.X, WorldScale.Y, .001f, 3.2f);
return true;
}
return false;
}
///
/// This calculates the world scale.
/// Usually gets called, by the camera itself, but if you need the world scale for additional calculations, you can execute it by yourself.
///
///
public void CalculateWorldScale(IGenericWindow window)
{
if (RequestedWorldScale.HasValue)
{
float aspect = window.AspectRatio;
Vector2 requested = RequestedWorldScale.Value;
if (requested.X > 0 && requested.Y > 0)
{
float requestRatio = requested.X / requested.Y;
if (requestRatio > aspect) WorldScale = new Vector2(requested.X, requested.X / aspect);
else WorldScale = new Vector2(aspect * requested.Y, requested.Y);
}
else if (requested.X > 0) WorldScale = new Vector2(requested.X, requested.X / aspect);
else if (requested.Y > 0) WorldScale = new Vector2(aspect * requested.Y, requested.Y);
}
else
{
WorldScale = window.WindowSize;
}
WorldScaleChanged?.Invoke(this);
}
}
}