Stardew Engine
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Camera2D.h File Reference
#include <cglm/types.h>
Include dependency graph for Camera2D.h:
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Go to the source code of this file.

Functions

void CenterCameraAt (float worldspaceX, float worldspaceY, struct Transform2D *pCam, int winWidth, int winHeight)
 
void GetViewportWorldspaceTLBR (vec2 outTL, vec2 outBR, struct Transform2D *pCam, int windowW, int windowH)
 
void GetCamWorldspaceCenter (struct Transform2D *pCam, int winWidth, int winHeight, vec2 outCenter)
 
void GetWorldspacePos (int screenPosX, int screenPosY, int screenW, int screenH, struct Transform2D *pCam, vec2 outWorldspace)
 
void ScreenSpaceToWorldSpaceTransVector (vec2 screenSpaceTranslateVector, int screenW, int screenH, struct Transform2D *pCam, vec2 outWorldspace)
 
void ClampCameraToTileLayer (struct GameLayer2DData *pGameLayerData, int tileLayerNum)
 Make it so no matter where move the camera nothing outside the layer is visible. If the layer is smaller than the camera bounds the camera position is fixed in the centre.
 
void UpdateCameraClamp (struct GameLayer2DData *pGameLayerData)
 Update the camera position to be clamped, if a clamp is set.
 

Function Documentation

◆ CenterCameraAt()

void CenterCameraAt ( float  worldspaceX,
float  worldspaceY,
struct Transform2D pCam,
int  winWidth,
int  winHeight 
)

◆ ClampCameraToTileLayer()

void ClampCameraToTileLayer ( struct GameLayer2DData pGameLayerData,
int  tileLayerNum 
)

Make it so no matter where move the camera nothing outside the layer is visible. If the layer is smaller than the camera bounds the camera position is fixed in the centre.

◆ GetCamWorldspaceCenter()

void GetCamWorldspaceCenter ( struct Transform2D pCam,
int  winWidth,
int  winHeight,
vec2  outCenter 
)

◆ GetViewportWorldspaceTLBR()

void GetViewportWorldspaceTLBR ( vec2  outTL,
vec2  outBR,
struct Transform2D pCam,
int  windowW,
int  windowH 
)

◆ GetWorldspacePos()

void GetWorldspacePos ( int  screenPosX,
int  screenPosY,
int  screenW,
int  screenH,
struct Transform2D pCam,
vec2  outWorldspace 
)

◆ ScreenSpaceToWorldSpaceTransVector()

void ScreenSpaceToWorldSpaceTransVector ( vec2  screenSpaceTranslateVector,
int  screenW,
int  screenH,
struct Transform2D pCam,
vec2  outWorldspace 
)

◆ UpdateCameraClamp()

void UpdateCameraClamp ( struct GameLayer2DData pGameLayerData)

Update the camera position to be clamped, if a clamp is set.