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use crate::{
Input,
config::{CAMERA_MOVEMENT_SPEED, PIXEL_BUFFER_HEIGHT, PIXEL_BUFFER_WIDTH},
sim::{board::Board, materials::MATERIALS},
};
pub struct Camera {
// centre coords
pub x: f64,
pub y: f64,
// zoom scale factor, 1.0 = board <-> frame
pub zoom: f64,
}
impl Camera {
pub fn handle_camera_input(&mut self, input: &Input, delta_time: f32) {
// wasd movement
let x = if input.is_left_pressed {
-CAMERA_MOVEMENT_SPEED
} else if input.is_right_pressed {
CAMERA_MOVEMENT_SPEED
} else {
0.0
};
let y = if input.is_down_pressed {
CAMERA_MOVEMENT_SPEED
} else if input.is_up_pressed {
-CAMERA_MOVEMENT_SPEED
} else {
0.0
};
if x == 0.0 && y == 0.0 {
return;
}
let magnitude = (x.powi(2) + y.powi(2)).sqrt();
let adjusted_x = x / magnitude * self.zoom as f32 * CAMERA_MOVEMENT_SPEED * delta_time;
let adjusted_y = y / magnitude * self.zoom as f32 * CAMERA_MOVEMENT_SPEED * delta_time;
self.x += adjusted_x as f64;
self.y += adjusted_y as f64;
}
pub fn screen_position_to_board(
&self,
board: &Board,
screen_x: f64,
screen_y: f64,
) -> (f64, f64) {
let camera_width = self.zoom * f64::from(board.size_x);
let camera_height = self.zoom * f64::from(board.size_y);
let camera_start_x = self.x - camera_width / 2.0;
let camera_start_y = self.y - camera_height / 2.0;
(
(screen_x / PIXEL_BUFFER_WIDTH as f64 * camera_width) + camera_start_x,
(screen_y / PIXEL_BUFFER_HEIGHT as f64 * camera_height) + camera_start_y,
)
}
pub fn write_frame_view(
&self,
frame: &mut [u8],
board: &Board,
get_overlay: impl Fn(i32, i32) -> (u8, u8, u8, u8),
) {
for frame_y in 0..PIXEL_BUFFER_HEIGHT {
for frame_x in 0..PIXEL_BUFFER_WIDTH {
let (x_coord, y_coord) =
self.screen_position_to_board(board, frame_x as f64, frame_y as f64);
let cell = board.cell_at_position(x_coord as i32, y_coord as i32);
let cell_color: Option<(u8, u8, u8, u8)> = cell.map(|c| {
let m = MATERIALS[c.material as usize];
(m.r, m.g, m.b, 0xFF)
});
let off_grid_color: (u8, u8, u8, u8) = (0x00, 0x00, 0x00, 0xFF);
let target_color: (u8, u8, u8, u8) = cell_color.unwrap_or(off_grid_color);
let overlay = get_overlay(x_coord as i32, y_coord as i32);
let frame_idx = ((frame_y * PIXEL_BUFFER_WIDTH + frame_x) * 4) as usize;
frame[frame_idx] = target_color.0.saturating_add(overlay.0);
frame[frame_idx + 1] = target_color.1.saturating_add(overlay.1);
frame[frame_idx + 2] = target_color.2.saturating_add(overlay.2);
frame[frame_idx + 3] = target_color.3.saturating_add(overlay.3);
}
}
}
}
|