Files
depthsbelow/DepthsBelow/DepthsBelow/Camera.cs
T
2012-10-02 01:22:04 +02:00

95 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class Camera
{
public float Zoom;
public Matrix Transform;
public Vector2 Position;
public float Rotation;
public float Speed;
private Core core;
private MouseState lastMouseState;
public Camera(Core core)
{
this.core = core;
Zoom = 1.0f;
Rotation = 0.0f;
Position = Vector2.Zero;
Speed = 300;
}
public Vector2 ScreenToWorld(Vector2 screenPos)
{
return Vector2.Transform(screenPos, Matrix.Invert(Transform));
}
public Vector2 WorldToScreen(Vector2 worldPos)
{
return Vector2.Transform(worldPos, Transform);
}
public void Update(GameTime gameTime)
{
if (!core.IsActive)
return;
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
MouseState ms = Mouse.GetState();
if (ms.X < 20)
Position.X += Speed * elapsed;
if (ms.X > Core.GraphicsDevice.Viewport.Width - 20)
Position.X -= Speed * elapsed;
if (ms.Y < 20)
Position.Y += Speed * elapsed;
if (ms.Y > Core.GraphicsDevice.Viewport.Height - 20)
Position.Y -= Speed * elapsed;
int scrollChange = ms.ScrollWheelValue - lastMouseState.ScrollWheelValue;
if (scrollChange > 0)
Zoom *= 1.15f;
else if (scrollChange < 0)
Zoom /= 1.15f;
// Store the current screen and world position of the mouse for zoom compensation
var mousePosBefore = new Vector2(ms.X, ms.Y);
var mousePosBeforeWorld = this.ScreenToWorld(mousePosBefore);
// Apply the matrix transformation
Transform = Matrix.Identity
* Matrix.CreateRotationZ(Rotation)
* Matrix.CreateScale(Zoom)
* Matrix.CreateTranslation(new Vector3(Position.X, Position.Y, 0));
// If we've zoomed
if (scrollChange != 0)
{
// Translate the stored world position back to new screen coordinates
var mousePosAfter = this.WorldToScreen(mousePosBeforeWorld);
var change = mousePosBefore - mousePosAfter;
// Update position and matrix transformation
Position += change;
Transform *= Matrix.CreateTranslation(new Vector3(change.X, change.Y, 0));
}
lastMouseState = ms;
}
}
}