package com.persesgames.game import com.persesgames.math.Matrix4 enum class ViewType { PROJECTION, WIDTH, HEIGHT, ABSOLUTE } class View( var lastWindowWidth: Int = 2000, var lastWindowHeight: Int = 1000, var windowWidth: Int = 2000, var windowHeight: Int = 1000, var width: Float = 1024f, var height: Float = 1024f, var angle: Float = 60f, var near: Float = -0.1f, var far: Float = -100f, var minAspectRatio: Float = 1f, var maxAspectRatio: Float = 1f, var leftOffset: Int = 0, var bottomOffset: Int = 0, var viewType: ViewType = ViewType.WIDTH, var drawMode: DrawMode = DrawMode.LINEAR) { var vMatrix = Matrix4() var aspectRatio = 1f init { updateView() } fun requestFullscreen() { println("Requesting fullscreen") js(""" if (document.webkitFullscreenElement) { document.webkitCancelFullScreen(); } else { document.documentElement.webkitRequestFullScreen(); } """) //if (document.fullscreenEnabled) { // println("fullscreen Enabled") //Game.html.container.requestFullscreen() //document.documentElement?.requestFullscreen() //} } fun updateView() { aspectRatio = windowWidth / windowHeight.toFloat() if (aspectRatio < minAspectRatio) { aspectRatio = minAspectRatio windowHeight = (windowWidth / aspectRatio).toInt() } if (aspectRatio > maxAspectRatio) { aspectRatio = maxAspectRatio windowWidth = (windowHeight * aspectRatio).toInt() } when (viewType) { ViewType.ABSOLUTE -> { vMatrix.setOrthographicProjection(0f, width, 0f, height, near, far) } ViewType.WIDTH -> { height = width / aspectRatio vMatrix.setOrthographicProjection(0f, width, 0f, height, near, far) } ViewType.HEIGHT -> { width = height * aspectRatio vMatrix.setOrthographicProjection(0f, width, 0f, height, near, far) } ViewType.PROJECTION -> { vMatrix.setPerspectiveProjection(angle, aspectRatio, near, far); } else -> { throw IllegalStateException("ViewType $viewType not implemented!") } } //println("width: $width, height: $height") } fun screenToGameCoordX(screenX: Float): Float { var result = screenX when (viewType) { ViewType.ABSOLUTE -> { // nop } ViewType.WIDTH -> { result = (screenX / windowWidth * width) - width / 2 } ViewType.HEIGHT -> { result = (screenX / windowWidth * width) - width / 2 } ViewType.PROJECTION -> { // uhm } else -> { throw IllegalStateException("ViewType $viewType not implemented!") } } return result } fun screenToGameCoordY(screenY: Float): Float { var result = screenY when (viewType) { ViewType.ABSOLUTE -> { // nop } ViewType.WIDTH -> { result = -((screenY / windowHeight * height) - height / 2) } ViewType.HEIGHT -> { result = -((screenY / windowHeight * height) - height / 2) } ViewType.PROJECTION -> { // uhm } else -> { throw IllegalStateException("ViewType $viewType not implemented!") } } return result } fun gameToScreenCoordX(gameX: Float): Float { var result = gameX val normalizedX = gameX + (width / 2) when (viewType) { ViewType.ABSOLUTE -> { // nop } ViewType.WIDTH -> { result = (windowWidth / width * normalizedX) } ViewType.HEIGHT -> { result = (windowWidth / width * normalizedX) } ViewType.PROJECTION -> { // uhm } else -> { throw IllegalStateException("ViewType $viewType not implemented!") } } return result } fun gameToScreenCoordY(gameY: Float): Float { var result = gameY val normalizedY = gameY + (height / 2) when (viewType) { ViewType.ABSOLUTE -> { // nop } ViewType.WIDTH -> { result = windowHeight - (windowHeight / height * normalizedY) } ViewType.HEIGHT -> { result = windowHeight - (windowHeight / height * normalizedY) } ViewType.PROJECTION -> { // uhm } else -> { throw IllegalStateException("ViewType $viewType not implemented!") } } return result } fun setToWidth(width: Float) { this.width = width this.viewType = ViewType.WIDTH updateView() } fun setToHeight(height: Float) { this.height = height this.viewType = ViewType.HEIGHT updateView() } fun setProjection(angle: Float) { this.angle = angle this.viewType = ViewType.PROJECTION updateView() } fun setNear(near: Float) { this.near = near updateView() } fun setFar(far: Float) { this.far = far updateView() } }