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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-06 19:26:27 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-06 19:26:27 +0100
commite8d9e38b4c265e0efde32c38d01b511cb572a34d (patch)
tree0af9b8f5e7c9e59de2e3c9ebc175ce31e9a86c20 /src/crepe/api/Camera.h
parentcfd578dd0b7d5894ff0b0a0796d85cd5e9ae6e56 (diff)
parentf3adf300c5ba9b382f74e5b704501fd047399062 (diff)
Merge branch 'niels/decoupling_pixel_and_pos' of github.com:lonkaars/crepe
Diffstat (limited to 'src/crepe/api/Camera.h')
-rw-r--r--src/crepe/api/Camera.h38
1 files changed, 27 insertions, 11 deletions
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index 2d8fa48..54d9a73 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -14,23 +14,42 @@ namespace crepe {
* position, and zoom level. It controls what part of the game world is visible on the screen.
*/
class Camera : public Component {
+public:
+ struct Data {
+ /**
+ * \bg_color background color of the game
+ *
+ * This will make the background the same color as the given value.
+ */
+ const Color bg_color = Color::BLACK;
+
+ /**
+ * \zoom Zooming level of the game
+ *
+ * zoom = 1 --> no zoom.
+ * zoom < 1 --> zoom out
+ * zoom > 1 --> zoom in
+ */
+ double zoom = 1;
+
+ //! offset postion from the game object transform component
+ vec2 postion_offset;
+ };
public:
/**
* \brief Constructs a Camera with the specified ID and background color.
* \param id Unique identifier for the camera component.
- * \param bg_color Background color for the camera view.
+ * \param screen is the actual screen size in pixels
+ * \param viewport_size is the view of the world in game units
+ * \param data the camera component data
*/
- Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
- const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0});
+ Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Camera::Data & data);
~Camera(); // dbg_trace only
public:
- //! Background color of the camera view.
- const Color bg_color;
-
- //! offset postion from the game object transform component
- vec2 offset;
+ Camera::Data data;
//! screen the display size in pixels ( output resolution )
const ivec2 screen;
@@ -38,9 +57,6 @@ public:
//! viewport is the area of the world visible through the camera (in world units)
const vec2 viewport_size;
- //! Zoom level of the camera view.
- const double zoom;
-
public:
/**
* \brief Gets the maximum number of camera instances allowed.