63 lines
2.3 KiB
Lua
63 lines
2.3 KiB
Lua
local dimtable = {
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design = {width = 1080, height = 1920},
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screen = {width = nil, height = nil},
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view = {width = nil, height = nil},
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ratio = {landscapeUW = 21 / 9, landscapeWide = 16 / 9, landscapeStd = 4 / 3, portrait = 9 / 16},
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}
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dimtable.transformToScreenSpace = function()
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gfx.Translate((dimtable.screen.width - dimtable.view.width) / 2, 0);
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gfx.Scale(dimtable.view.width / dimtable.design.width, dimtable.view.height / dimtable.design.height);
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gfx.Scissor(0, 0, dimtable.design.width, dimtable.design.height);
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end
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dimtable.updateResolution = function(ratio)
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if not ratio then ratio = dimtable.ratio.portrait end
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local screenWidth, screenHeight = game.GetResolution()
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if screenWidth ~= dimtable.screen.width or screenHeight ~= dimtable.screen.height then
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dimtable.screen.width, dimtable.screen.height = screenWidth, screenHeight
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dimtable.view.width, dimtable.view.height = ratio * dimtable.screen.height, dimtable.screen.height
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end
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end
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---Convert screenspace coordinates to viewspace coordinates
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---@param screenX number
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---@param screenY number
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---@param offsetX? number Viewport offset from the left side (defaults to the portrait viewport offset)
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---@param offsetY? number Viewport offset from the top side (defaults to 0)
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---@return number, number
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dimtable.toViewSpace = function(screenX, screenY, offsetX, offsetY)
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offsetX = offsetX or (dimtable.screen.width - dimtable.view.width) / 2
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offsetY = offsetY or 0
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local viewX, viewY, scaleX, scaleY
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scaleX = dimtable.design.width / dimtable.view.width
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scaleY = dimtable.design.height / dimtable.view.height
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viewX = (screenX - offsetX) * scaleX
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viewY = (screenY - offsetY) * scaleY
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return viewX, viewY
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end
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---Set's up scaled transforms based on the current resolution.
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---@param x number
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---@param y number
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---@param rotation number
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---@return number, boolean # The scale applied to the transform and the current landscape state
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function dimtable.setUpTransforms(x, y, rotation)
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local scale = dimtable.screen.width / dimtable.view.width;
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local isLandscape = dimtable.view.width > dimtable.view.height;
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gfx.ResetTransform();
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gfx.Translate(x, y);
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gfx.Rotate(rotation);
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gfx.Scale(scale, scale);
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return scale, isLandscape;
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end
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return dimtable
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