com.badlogic.gdx.utils.viewport.Viewport.java Source code

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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.utils.viewport;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.Ray;
import com.badlogic.gdx.scenes.scene2d.utils.ScissorStack;

/** Manages a {@link Camera} and determines how world coordinates are mapped to and from the screen.
 * @author Daniel Holderbaum
 * @author Nathan Sweet */
public abstract class Viewport {
    private Camera camera;
    private float worldWidth, worldHeight;
    private int screenX, screenY, screenWidth, screenHeight;

    private final Vector3 tmp = new Vector3();

    /** Calls {@link #apply(boolean)} with false. */
    public void apply() {
        apply(false);
    }

    /** Applies the viewport to the camera and sets the glViewport.
     * @param centerCamera If true, the camera position is set to the center of the world. */
    public void apply(boolean centerCamera) {
        Gdx.gl.glViewport(screenX, screenY, screenWidth, screenHeight);
        camera.viewportWidth = worldWidth;
        camera.viewportHeight = worldHeight;
        if (centerCamera)
            camera.position.set(worldWidth / 2, worldHeight / 2, 0);
        camera.update();
    }

    /** Calls {@link #update(int, int, boolean)} with false. */
    public final void update(int screenWidth, int screenHeight) {
        update(screenWidth, screenHeight, false);
    }

    /** Configures this viewport's screen bounds using the specified screen size and calls {@link #apply(boolean)}. Typically called
     * from {@link ApplicationListener#resize(int, int)} or {@link Screen#resize(int, int)}.
     * <p>
     * The default implementation only calls {@link #apply(boolean)}. */
    public void update(int screenWidth, int screenHeight, boolean centerCamera) {
        apply(centerCamera);
    }

    /** Transforms the specified screen coordinate to world coordinates.
     * @return The vector that was passed in, transformed to world coordinates.
     * @see Camera#unproject(Vector3) */
    public Vector2 unproject(Vector2 screenCoords) {
        tmp.set(screenCoords.x, screenCoords.y, 1);
        camera.unproject(tmp, screenX, screenY, screenWidth, screenHeight);
        screenCoords.set(tmp.x, tmp.y);
        return screenCoords;
    }

    /** Transforms the specified world coordinate to screen coordinates.
     * @return The vector that was passed in, transformed to screen coordinates.
     * @see Camera#project(Vector3) */
    public Vector2 project(Vector2 worldCoords) {
        tmp.set(worldCoords.x, worldCoords.y, 1);
        camera.project(tmp, screenX, screenY, screenWidth, screenHeight);
        worldCoords.set(tmp.x, tmp.y);
        return worldCoords;
    }

    /** Transforms the specified screen coordinate to world coordinates.
     * @return The vector that was passed in, transformed to world coordinates.
     * @see Camera#unproject(Vector3) */
    public Vector3 unproject(Vector3 screenCoords) {
        camera.unproject(screenCoords, screenX, screenY, screenWidth, screenHeight);
        return screenCoords;
    }

    /** Transforms the specified world coordinate to screen coordinates.
     * @return The vector that was passed in, transformed to screen coordinates.
     * @see Camera#project(Vector3) */
    public Vector3 project(Vector3 worldCoords) {
        camera.project(worldCoords, screenX, screenY, screenWidth, screenHeight);
        return worldCoords;
    }

    /** @see Camera#getPickRay(float, float, float, float, float, float) */
    public Ray getPickRay(float screenX, float screenY) {
        return camera.getPickRay(screenX, screenY, this.screenX, this.screenY, screenWidth, screenHeight);
    }

    /** @see ScissorStack#calculateScissors(Camera, float, float, float, float, Matrix4, Rectangle, Rectangle) */
    public void calculateScissors(Matrix4 batchTransform, Rectangle area, Rectangle scissor) {
        ScissorStack.calculateScissors(camera, screenX, screenY, screenWidth, screenHeight, batchTransform, area,
                scissor);
    }

    /** Transforms a point to real screen coordinates (as opposed to OpenGL ES window coordinates), where the origin is in the top
     * left and the the y-axis is pointing downwards. */
    public Vector2 toScreenCoordinates(Vector2 worldCoords, Matrix4 transformMatrix) {
        tmp.set(worldCoords.x, worldCoords.y, 0);
        tmp.mul(transformMatrix);
        camera.project(tmp);
        tmp.y = Gdx.graphics.getHeight() - tmp.y;
        worldCoords.x = tmp.x;
        worldCoords.y = tmp.y;
        return worldCoords;
    }

    public Camera getCamera() {
        return camera;
    }

    public void setCamera(Camera camera) {
        this.camera = camera;
    }

    public float getWorldWidth() {
        return worldWidth;
    }

    /** The virtual width of this viewport in world coordinates. This width is scaled to the viewport's screen width. */
    public void setWorldWidth(float worldWidth) {
        this.worldWidth = worldWidth;
    }

    public float getWorldHeight() {
        return worldHeight;
    }

    /** The virtual height of this viewport in world coordinates. This height is scaled to the viewport's screen height. */
    public void setWorldHeight(float worldHeight) {
        this.worldHeight = worldHeight;
    }

    public void setWorldSize(float worldWidth, float worldHeight) {
        this.worldWidth = worldWidth;
        this.worldHeight = worldHeight;
    }

    public int getScreenX() {
        return screenX;
    }

    /** Sets the viewport's offset from the left edge of the screen. This is typically set by {@link #update(int, int, boolean)}. */
    public void setScreenX(int screenX) {
        this.screenX = screenX;
    }

    public int getScreenY() {
        return screenY;
    }

    /** Sets the viewport's offset from the bottom edge of the screen. This is typically set by {@link #update(int, int, boolean)}. */
    public void setScreenY(int screenY) {
        this.screenY = screenY;
    }

    public int getScreenWidth() {
        return screenWidth;
    }

    /** Sets the viewport's width in screen coordinates. This is typically set by {@link #update(int, int, boolean)}. */
    public void setScreenWidth(int screenWidth) {
        this.screenWidth = screenWidth;
    }

    public int getScreenHeight() {
        return screenHeight;
    }

    /** Sets the viewport's height in screen coordinates. This is typically set by {@link #update(int, int, boolean)}. */
    public void setScreenHeight(int screenHeight) {
        this.screenHeight = screenHeight;
    }

    /** Sets the viewport's position in screen coordinates. This is typically set by {@link #update(int, int, boolean)}. */
    public void setScreenPosition(int screenX, int screenY) {
        this.screenX = screenX;
        this.screenY = screenY;
    }

    /** Sets the viewport's size in screen coordinates. This is typically set by {@link #update(int, int, boolean)}. */
    public void setScreenSize(int screenWidth, int screenHeight) {
        this.screenWidth = screenWidth;
        this.screenHeight = screenHeight;
    }

    /** Sets the viewport's bounds in screen coordinates. This is typically set by {@link #update(int, int, boolean)}. */
    public void setScreenBounds(int screenX, int screenY, int screenWidth, int screenHeight) {
        this.screenX = screenX;
        this.screenY = screenY;
        this.screenWidth = screenWidth;
        this.screenHeight = screenHeight;
    }

    /** Returns the left gutter (black bar) width in screen coordinates. */
    public int getLeftGutterWidth() {
        return screenX;
    }

    /** Returns the right gutter (black bar) x in screen coordinates. */
    public int getRightGutterX() {
        return screenX + screenWidth;
    }

    /** Returns the right gutter (black bar) width in screen coordinates. */
    public int getRightGutterWidth() {
        return Gdx.graphics.getWidth() - (screenX + screenWidth);
    }

    /** Returns the bottom gutter (black bar) height in screen coordinates. */
    public int getBottomGutterHeight() {
        return screenY;
    }

    /** Returns the top gutter (black bar) y in screen coordinates. */
    public int getTopGutterY() {
        return screenY + screenHeight;
    }

    /** Returns the top gutter (black bar) height in screen coordinates. */
    public int getTopGutterHeight() {
        return Gdx.graphics.getHeight() - (screenY + screenHeight);
    }
}