-- gamera.lua v1.0.1 -- Copyright (c) 2012 Enrique GarcĂ­a Cota -- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -- Based on YaciCode, from Julien Patte and LuaObject, from Sebastien Rocca-Serra local gamera = {} -- Private attributes and methods local gameraMt = {__index = gamera} local abs, min, max = math.abs, math.min, math.max local function clamp(x, minX, maxX) return x < minX and minX or (x>maxX and maxX or x) end local function checkNumber(value, name) if type(value) ~= 'number' then error(name .. " must be a number (was: " .. tostring(value) .. ")") end end local function checkPositiveNumber(value, name) if type(value) ~= 'number' or value <=0 then error(name .. " must be a positive number (was: " .. tostring(value) ..")") end end local function checkAABB(l,t,w,h) checkNumber(l, "l") checkNumber(t, "t") checkPositiveNumber(w, "w") checkPositiveNumber(h, "h") end local function getVisibleArea(self, scale) scale = scale or self.scale local sin, cos = abs(self.sin), abs(self.cos) local w,h = self.w / scale, self.h / scale w,h = cos*w + sin*h, sin*w + cos*h return min(w,self.ww), min(h, self.wh) end local function cornerTransform(self, x,y) local scale, sin, cos = self.scale, self.sin, self.cos x,y = x - self.x, y - self.y x,y = -cos*x + sin*y, -sin*x - cos*y return self.x - (x/scale + self.l), self.y - (y/scale + self.t) end local function adjustPosition(self) local wl,wt,ww,wh = self.wl, self.wt, self.ww, self.wh local w,h = getVisibleArea(self) local w2,h2 = w*0.5, h*0.5 local left, right = wl + w2, wl + ww - w2 local top, bottom = wt + h2, wt + wh - h2 self.x, self.y = clamp(self.x, left, right), clamp(self.y, top, bottom) end local function adjustScale(self) local w,h,ww,wh = self.w, self.h, self.ww, self.wh local rw,rh = getVisibleArea(self, 1) -- rotated frame: area around the window, rotated without scaling local sx,sy = rw/ww, rh/wh -- vert/horiz scale: minimun scales that the window needs to occupy the world local rscale = max(sx,sy) self.scale = max(self.scale, rscale) end -- Public interface function gamera.new(l,t,w,h) local sw,sh = love.graphics.getWidth(), love.graphics.getHeight() local cam = setmetatable({ x=0, y=0, scale=1, angle=0, sin=math.sin(0), cos=math.cos(0), l=0, t=0, w=sw, h=sh, w2=sw*0.5, h2=sh*0.5 }, gameraMt) cam:setWorld(l,t,w,h) return cam end function gamera:setWorld(l,t,w,h) checkAABB(l,t,w,h) self.wl, self.wt, self.ww, self.wh = l,t,w,h adjustPosition(self) end function gamera:setWindow(l,t,w,h) checkAABB(l,t,w,h) self.l, self.t, self.w, self.h, self.w2, self.h2 = l,t,w,h, w*0.5, h*0.5 adjustPosition(self) end function gamera:setPosition(x,y) checkNumber(x, "x") checkNumber(y, "y") self.x, self.y = x,y adjustPosition(self) end function gamera:setScale(scale) checkNumber(scale, "scale") self.scale = scale adjustScale(self) adjustPosition(self) end function gamera:setAngle(angle) checkNumber(angle, "angle") self.angle = angle self.cos, self.sin = math.cos(angle), math.sin(angle) adjustScale(self) adjustPosition(self) end function gamera:getWorld() return self.wl, self.wt, self.ww, self.wh end function gamera:getWindow() return self.l, self.t, self.w, self.h end function gamera:getPosition() return self.x, self.y end function gamera:getScale() return self.scale end function gamera:getAngle() return self.angle end function gamera:getVisible() local w,h = getVisibleArea(self) return self.x - w*0.5, self.y - h*0.5, w, h end function gamera:getVisibleCorners() local x,y,w2,h2 = self.x, self.y, self.w2, self.h2 local x1,y1 = cornerTransform(self, x-w2,y-h2) local x2,y2 = cornerTransform(self, x+w2,y-h2) local x3,y3 = cornerTransform(self, x+w2,y+h2) local x4,y4 = cornerTransform(self, x-w2,y+h2) return x1,y1,x2,y2,x3,y3,x4,y4 end -- modified here function gamera:apply() love.graphics.setScissor(self:getWindow()) love.graphics.push() local scale = self.scale love.graphics.scale(scale) love.graphics.translate((self.w2 + self.l) / scale, (self.h2+self.t) / scale) love.graphics.rotate(-self.angle) love.graphics.translate(-self.x, -self.y) end function gamera:remove() love.graphics.pop() love.graphics.setScissor() end function gamera:draw(f) self:apply() f(self:getVisible()) self:remove() end -- to here function gamera:toWorld(x,y) local scale, sin, cos = self.scale, self.sin, self.cos x,y = (x - self.w2 - self.l) / scale, (y - self.h2 - self.t) / scale x,y = cos*x - sin*y, sin*x + cos*y return x + self.x, y + self.y end function gamera:toScreen(x,y) local scale, sin, cos = self.scale, self.sin, self.cos x,y = x - self.x, y - self.y x,y = cos*x + sin*y, -sin*x + cos*y return scale * x + self.w2 + self.l, scale * y + self.h2 + self.t end return gamera