feat: add camera singleton
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+49
-7
@@ -1,9 +1,49 @@
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#include "engine.h"
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Camera2D CreateCamera(Vector2 playerPosition, float initZoom){
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Camera2D* GetCamera(void){
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static Camera2D camera;
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return &camera;
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}
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Rectangle GetCameraRectangle(void)
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{
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Camera2D *camera = GetCamera();
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float screenWidth = GetScreenWidth();
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float screenHeight = GetScreenHeight();
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float viewWidth = 0.0f;
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float viewHeight = 0.0f;
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float viewX = 0.0f;
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float viewY = 0.0f;
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printf("\n CameraZoom: %f \n", camera->zoom);
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if (camera->zoom < 0.5f)
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{
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viewWidth = screenWidth;
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viewHeight = screenHeight;
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viewX = camera->target.x - camera->offset.x;
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viewY = camera->target.y - camera->offset.y;
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} else
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{
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viewWidth = screenWidth / camera->zoom;
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viewHeight = screenHeight / camera->zoom;
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viewX = camera->target.x - (camera->offset.x / camera->zoom);
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viewY = camera->target.y - (camera->offset.y / camera->zoom);
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}
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return (Rectangle){
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.x = viewX,
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.y = viewY,
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.width = viewWidth,
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.height = viewHeight
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};
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}
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void CreateCamera(Vector2 playerPosition, float initZoom){
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Camera2D* camera = GetCamera();
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int windowWidth = GetScreenWidth();
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int windowHeight = GetScreenHeight();
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return (Camera2D){
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*camera = (Camera2D){
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.offset = (Vector2){windowWidth / 2.0f, windowHeight / 2.0f},
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.target = playerPosition,
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.rotation = 0.0f,
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@@ -11,17 +51,19 @@ Camera2D CreateCamera(Vector2 playerPosition, float initZoom){
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};
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}
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void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness){
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void UpdateCameraTarget(Vector2 *position, const float smoothness){
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Camera2D* camera = GetCamera();
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camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
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}
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void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom){
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void UpdateCameraZoom(const float *scaleFactor, const float *minZoom, const float *maxZoom){
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Camera2D *camera = GetCamera();
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float targetZoom = Clamp(camera->zoom * *scaleFactor, *minZoom, *maxZoom);
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camera->zoom = Lerp(camera->zoom, targetZoom, 0.1f);
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}
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void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse){
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UpdateCameraTarget(camera, position, 5.0f);
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UpdateCameraZoom(camera, &mouse->scaleFactor, &mouse->minZoom, &mouse->maxZoom);
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void UpdateCamera2D(Vector2* position, Mouse* mouse){
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UpdateCameraTarget(position, 5.0f);
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UpdateCameraZoom(&mouse->scaleFactor, &mouse->minZoom, &mouse->maxZoom);
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}
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