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/* | ||
OneLoneCoder.com - Programming Panning & Zooming | ||
"Left a bit, bit more, there..." - @Javidx9 | ||
License | ||
~~~~~~~ | ||
One Lone Coder Console Game Engine Copyright (C) 2018 Javidx9 | ||
This program comes with ABSOLUTELY NO WARRANTY. | ||
This is free software, and you are welcome to redistribute it | ||
under certain conditions; See license for details. | ||
Original works located at: | ||
https://www.github.com/onelonecoder | ||
https://www.onelonecoder.com | ||
https://www.youtube.com/javidx9 | ||
GNU GPLv3 | ||
https://github.com/OneLoneCoder/videos/blob/master/LICENSE | ||
From Javidx9 :) | ||
~~~~~~~~~~~~~~~ | ||
Hello! Ultimately I don't care what you use this for. It's intended to be | ||
educational, and perhaps to the oddly minded - a little bit of fun. | ||
Please hack this, change it and use it in any way you see fit. You acknowledge | ||
that I am not responsible for anything bad that happens as a result of | ||
your actions. However this code is protected by GNU GPLv3, see the license in the | ||
github repo. This means you must attribute me if you use it. You can view this | ||
license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE | ||
Cheers! | ||
Background | ||
~~~~~~~~~~ | ||
Used in absolutely everything now, panning and zooming is an important | ||
tool to know how to implement. Even though it appears simple, getting | ||
your head around different spatial transforms can be challenging! | ||
Author | ||
~~~~~~ | ||
Twitter: @javidx9 | ||
Blog: http://www.onelonecoder.com | ||
Discord: https://discord.gg/WhwHUMV | ||
Video: | ||
~~~~~~ | ||
https://youtu.be/ZQ8qtAizis4 | ||
Last Updated: 10/06/2018 | ||
*/ | ||
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#include "olcConsoleGameEngine.h" | ||
#include <string> | ||
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class OneLoneCoder_PanAndZoom : public olcConsoleGameEngine | ||
{ | ||
public: | ||
OneLoneCoder_PanAndZoom() | ||
{ | ||
m_sAppName = L"Pan And Zoom"; | ||
} | ||
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private: | ||
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float fOffsetX = 0.0f; | ||
float fOffsetY = 0.0f; | ||
float fScaleX = 1.0f; | ||
float fScaleY = 1.0f; | ||
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float fStartPanX = 0.0f; | ||
float fStartPanY = 0.0f; | ||
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float fSelectedCellX = 0.0f; | ||
float fSelectedCellY = 0.0f; | ||
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protected: | ||
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virtual bool OnUserCreate() | ||
{ | ||
// Initialise offset so 0,0 in world space is middle of the screen | ||
fOffsetX = -ScreenWidth() / 2; | ||
fOffsetY = -ScreenHeight() / 2; | ||
return true; | ||
} | ||
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// Convert coordinates from World Space --> Screen Space | ||
void WorldToScreen(float fWorldX, float fWorldY, int &nScreenX, int &nScreenY) | ||
{ | ||
nScreenX = (int)((fWorldX - fOffsetX) * fScaleX); | ||
nScreenY = (int)((fWorldY - fOffsetY) * fScaleY); | ||
} | ||
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// Convert coordinates from Screen Space --> World Space | ||
void ScreenToWorld(int nScreenX, int nScreenY, float &fWorldX, float &fWorldY) | ||
{ | ||
fWorldX = ((float)nScreenX / fScaleX) + fOffsetX; | ||
fWorldY = ((float)nScreenY / fScaleY) + fOffsetY; | ||
} | ||
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// Called by olcConsoleGameEngine | ||
virtual bool OnUserUpdate(float fElapsedTime) | ||
{ | ||
// Just grab a copy of mouse coordinates for convenience | ||
float fMouseX = (float)GetMouseX(); | ||
float fMouseY = (float)GetMouseY(); | ||
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// For panning, we need to capture the screen location when the user starts | ||
// to pan... | ||
if (GetMouse(2).bPressed) | ||
{ | ||
fStartPanX = fMouseX; | ||
fStartPanY = fMouseY; | ||
} | ||
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// ...as the mouse moves, the screen location changes. Convert this screen | ||
// coordinate change into world coordinates to implement the pan. Simples. | ||
if (GetMouse(2).bHeld) | ||
{ | ||
fOffsetX -= (fMouseX - fStartPanX) / fScaleX; | ||
fOffsetY -= (fMouseY - fStartPanY) / fScaleY; | ||
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// Start "new" pan for next epoch | ||
fStartPanX = fMouseX; | ||
fStartPanY = fMouseY; | ||
} | ||
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// For zoom, we need to extract the location of the cursor before and after the | ||
// scale is changed. Here we get the cursor and translate into world space... | ||
float fMouseWorldX_BeforeZoom, fMouseWorldY_BeforeZoom; | ||
ScreenToWorld(fMouseX, fMouseY, fMouseWorldX_BeforeZoom, fMouseWorldY_BeforeZoom); | ||
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// ...change the scale as required... | ||
if (GetKey(L'Q').bHeld) | ||
{ | ||
fScaleX *= 1.001f; | ||
fScaleY *= 1.001f; | ||
} | ||
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if (GetKey(L'A').bHeld) | ||
{ | ||
fScaleX *= 0.999f; | ||
fScaleY *= 0.999f; | ||
} | ||
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// ...now get the location of the cursor in world space again - It will have changed | ||
// because the scale has changed, but we can offset our world now to fix the zoom | ||
// location in screen space, because we know how much it changed laterally between | ||
// the two spatial scales. Neat huh? ;-) | ||
float fMouseWorldX_AfterZoom, fMouseWorldY_AfterZoom; | ||
ScreenToWorld(fMouseX, fMouseY, fMouseWorldX_AfterZoom, fMouseWorldY_AfterZoom); | ||
fOffsetX += (fMouseWorldX_BeforeZoom - fMouseWorldX_AfterZoom); | ||
fOffsetY += (fMouseWorldY_BeforeZoom - fMouseWorldY_AfterZoom); | ||
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// Clear Screen | ||
Fill(0, 0, ScreenWidth(), ScreenHeight(), PIXEL_SOLID, FG_BLACK); | ||
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// Clip | ||
float fWorldLeft, fWorldTop, fWorldRight, fWorldBottom; | ||
ScreenToWorld(0, 0, fWorldLeft, fWorldTop); | ||
ScreenToWorld(ScreenWidth(), ScreenHeight(), fWorldRight, fWorldBottom); | ||
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auto function = [](float x) | ||
{ | ||
return sinf(x); | ||
}; | ||
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// Draw Main Axes a 10x10 Unit Grid | ||
// Draw 10 horizontal lines | ||
int nLinesDrawn = 0; | ||
for (float y = 0.0f; y <= 10.0f; y++) | ||
{ | ||
if (y >= fWorldTop && y <= fWorldBottom) | ||
{ | ||
float sx = 0.0f, sy = y; | ||
float ex = 10.0f, ey = y; | ||
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int pixel_sx, pixel_sy, pixel_ex, pixel_ey; | ||
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WorldToScreen(sx, sy, pixel_sx, pixel_sy); | ||
WorldToScreen(ex, ey, pixel_ex, pixel_ey); | ||
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DrawLine(pixel_sx, pixel_sy, pixel_ex, pixel_ey, PIXEL_SOLID, FG_WHITE); | ||
nLinesDrawn++; | ||
} | ||
} | ||
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// Draw 10 vertical lines | ||
for (float x = 0.0f; x <= 10.0f; x++) | ||
{ | ||
if (x >= fWorldLeft && x <= fWorldRight) | ||
{ | ||
float sx = x, sy = 0.0f; | ||
float ex = x, ey = 10.0f; | ||
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int pixel_sx, pixel_sy, pixel_ex, pixel_ey; | ||
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WorldToScreen(sx, sy, pixel_sx, pixel_sy); | ||
WorldToScreen(ex, ey, pixel_ex, pixel_ey); | ||
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DrawLine(pixel_sx, pixel_sy, pixel_ex, pixel_ey, PIXEL_SOLID, FG_WHITE); | ||
nLinesDrawn++; | ||
} | ||
} | ||
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// Draw selected cell | ||
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// We can easily determine where the mouse is in world space. In fact we already | ||
// have this frame so just reuse the values | ||
if (GetMouse(1).bReleased) | ||
{ | ||
fSelectedCellX = (int)fMouseWorldX_AfterZoom; | ||
fSelectedCellY = (int)fMouseWorldY_AfterZoom; | ||
} | ||
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// Draw selected cell by filling with red circle. Convert cell coords | ||
// into screen space, also scale the radius | ||
int cx, cy, cr; | ||
WorldToScreen(fSelectedCellX + 0.5f, fSelectedCellY + 0.5f, cx, cy); | ||
cr = 0.3f * fScaleX; | ||
FillCircle(cx, cy, cr, PIXEL_SOLID, FG_RED); | ||
DrawString(2, 2, L"Lines Drawn: " + to_wstring(nLinesDrawn)); | ||
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// Draw Chart | ||
float fWorldPerScreenWidthPixel = (fWorldRight - fWorldLeft) / ScreenWidth(); | ||
float fWorldPerScreenHeightPixel = (fWorldBottom - fWorldTop) / ScreenHeight(); | ||
int px, py, opx = 0, opy = 0; | ||
WorldToScreen(fWorldLeft-fWorldPerScreenWidthPixel, -function((fWorldLeft - fWorldPerScreenWidthPixel) - 5.0f) + 5.0f, opx, opy); | ||
for (float x = fWorldLeft; x < fWorldRight; x+=fWorldPerScreenWidthPixel) | ||
{ | ||
float y = -function(x - 5.0f) + 5.0f; | ||
WorldToScreen(x, y, px, py); | ||
DrawLine(opx, opy, px, py, PIXEL_SOLID, FG_GREEN); | ||
opx = px; | ||
opy = py; | ||
} | ||
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return true; | ||
} | ||
}; | ||
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int main() | ||
{ | ||
OneLoneCoder_PanAndZoom demo; | ||
demo.ConstructConsole(160, 100, 8, 8); | ||
demo.Start(); | ||
return 0; | ||
} |