Better working camera that is constrained in the bounds, but the animations don't follow the bounding.
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9 changed files with 93 additions and 33 deletions
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@ -93,13 +93,11 @@ namespace storyboard {
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void UI::zoom(const std::string &cell_name) {
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auto& cell = $ui.cell_for(cell_name);
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$camera.resize(float(cell.w), float(cell.h));
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$camera.resize(float(cell.w));
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$camera.move(float(cell.mid_x), float(cell.mid_y));
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}
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void UI::reset() {
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sf::FloatRect where{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
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sf::View view{where};
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$view_texture.setView(view);
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$camera.reset($view_texture);
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}
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}
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@ -10,7 +10,7 @@ namespace storyboard {
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guecs::UI $ui;
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sf::RenderTexture $view_texture;
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sf::Sprite $view_sprite;
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cinematic::Camera $camera;
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cinematic::Camera $camera{{SCREEN_WIDTH, SCREEN_HEIGHT}};
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std::shared_ptr<sf::Sound> $audio;
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std::string $zoom_target = "a";
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bool $moving = false;
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