feat: Added Basic Camera
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9f4ad882e3
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@ -0,0 +1,24 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Syntriax.Engine.Core.Abstract;
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public interface ICamera
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{
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Action<ICamera>? OnMatrixTransformChanged { get; set; }
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Action<ICamera>? OnViewportChanged { get; set; }
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Action<ICamera>? OnPositionChanged { get; set; }
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Action<ICamera>? OnRotationChanged { get; set; }
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Action<ICamera>? OnZoomChanged { get; set; }
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Matrix MatrixTransform { get; }
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Viewport Viewport { get; set; }
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Vector2 Position { get; set; }
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float Rotation { get; set; }
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float Zoom { get; set; }
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void Update();
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}
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@ -0,0 +1,98 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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public class CameraBehaviour : BehaviourOverride, ICamera
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{
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public Action<ICamera>? OnPositionChanged { get; set; } = null;
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public Action<ICamera>? OnMatrixTransformChanged { get; set; } = null;
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public Action<ICamera>? OnViewportChanged { get; set; } = null;
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public Action<ICamera>? OnRotationChanged { get; set; } = null;
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public Action<ICamera>? OnZoomChanged { get; set; } = null;
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private Matrix _matrixTransform = Matrix.Identity;
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private Viewport _viewport = default;
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private float _zoom = 1f;
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public Matrix MatrixTransform
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{
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get => _matrixTransform;
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set
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{
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if (_matrixTransform == value)
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return;
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_matrixTransform = value;
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OnMatrixTransformChanged?.Invoke(this);
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}
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}
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public Vector2 Position
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{
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get => Transform.Position;
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set => Transform.Position = value;
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}
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public Viewport Viewport
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{
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get => _viewport;
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set
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{
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if (_viewport.Equals(value))
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return;
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_viewport = value;
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OnViewportChanged?.Invoke(this);
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}
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}
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public float Zoom
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{
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get => _zoom;
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set
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{
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float newValue = value >= .1f ? value : .1f;
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if (_zoom == newValue)
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return;
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_zoom = newValue;
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OnZoomChanged?.Invoke(this);
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}
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}
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public float Rotation
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{
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get => Transform.Rotation;
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set => Transform.Rotation = value;
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}
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public void Update()
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{
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MatrixTransform =
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Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) *
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Matrix.CreateRotationZ(Rotation) *
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Matrix.CreateScale(Zoom) *
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Matrix.CreateTranslation(new Vector3(_viewport.Width * .5f, _viewport.Height * .5f, 0f));
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}
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protected override void OnInitialize()
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{
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Transform.OnRotationChanged += OnTransformRotationChanged;
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Transform.OnPositionChanged += OnTransformPositionChanged;
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}
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protected override void OnFinalize()
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{
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Transform.OnRotationChanged -= OnTransformRotationChanged;
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Transform.OnPositionChanged -= OnTransformPositionChanged;
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}
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private void OnTransformRotationChanged(ITransform _) => OnRotationChanged?.Invoke(this);
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private void OnTransformPositionChanged(ITransform _) => OnPositionChanged?.Invoke(this);
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}
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@ -12,6 +12,7 @@ namespace Syntriax.Engine.Core;
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public class GameManager : IEntity
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{
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public Action<GameManager>? OnCameraChanged { get; set; } = null;
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public Action<IInitialize>? OnInitialized { get; set; } = null;
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public Action<IInitialize>? OnFinalized { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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@ -24,6 +25,7 @@ public class GameManager : IEntity
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private IStateEnable _stateEnable = null!;
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private GameObjectFactory _gameObjectFactory = null!;
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private bool _initialized = false;
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private ICamera _camera = null!;
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private GameObjectFactory GameObjectFactory
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{
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@ -52,6 +54,19 @@ public class GameManager : IEntity
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}
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}
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public ICamera Camera
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{
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get => _camera;
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set
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{
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if (_camera == value)
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return;
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_camera = value;
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OnCameraChanged?.Invoke(this);
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}
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}
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public void RegisterGameObject(IGameObject gameObject)
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{
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if (_gameObjects.Contains(gameObject))
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@ -136,7 +151,7 @@ public class GameManager : IEntity
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public void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Begin();
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spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: Camera.MatrixTransform);
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foreach (var drawable in _drawables)
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drawable.Draw(spriteBatch);
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@ -86,7 +86,7 @@ public class DisplayableSpriteBehaviour : Behaviour, IDisplayableSprite, IAssign
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Vector2 position = transform.Position;
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Vector2 scale = transform.Scale;
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Rectangle rectangle = new Rectangle((int)position.X, (int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
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Rectangle rectangle = new Rectangle((int)position.X, -(int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
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spriteBatch.Draw(Sprite.Texture2D, rectangle, null, Color, transform.Rotation, Origin, SpriteEffects, Depth);
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}
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