Tinyswords-Defold/scripts/ControllerManager.script

104 lines
4.1 KiB
Lua

-- Control_Manager.script
-- Input Variables
local dragging = false
local selection_box
-- Camera Variables
local rts_camera
local rts_camera_size
local inv_matrix -- inverse matrix cached on drag start
-- Position Variables
local start_pos = vmath.vector3()
local prev_pos = vmath.vector3()
function init(self)
msg.post(".", "acquire_input_focus") -- Activates to get inputs
selection_box = msg.url("#selection_box") -- Selection Box - Sprite Component
msg.post(selection_box, "disable") -- Sprite Hidden
rts_camera = msg.url("CameraParent#camera") -- Camera Component2
-- Gets Display Properties from System
local DISPLAY_WIDTH = sys.get_config_int("display.width")
local DISPLAY_HEIGHT = sys.get_config_int("display.height")
-- Get Screen To World Properties
rts_camera_size = vmath.vector3(DISPLAY_WIDTH, DISPLAY_HEIGHT, 0)
end
local function screen_to_world(x, y)
-- Convert screen coordinates to the [-1, 1] range (Normalized Device Coordinates)
local ndc_x = (x / rts_camera_size.x) * 2 - 1 -- X Ranges From [-1 (left) to 1 (right)]
local ndc_y = (y / rts_camera_size.y) * 2 - 1 -- Y Ranges From [-1 (bottom) to 1 (top)]
-- Applies the inverse camera transformation to convert NDC to world coordinates.
local world = inv_matrix * vmath.vector4(ndc_x, ndc_y, 0, 1) -- NDC position as a 4D vector
-- Converts homogeneous coordinates (x, y, z, w) to 3D world coordinates
-- No effect for orthographic(2D). Depth Scaling For perspective cameras.
return world.x / world.w, world.y / world.w -- Return X, Y
end
local function selection_update_start(action) -- Runs once when pressed
-- Updates Screen_to_World Variables
local projection = camera.get_projection(rts_camera) -- Gets the Projection Size
local view = camera.get_view(rts_camera) -- Gets the View Size
inv_matrix = vmath.inv(projection * view) -- Gets the Inversion
-- Initialize positions
local x, y = screen_to_world(action.x, action.y) -- Gets Global Position
start_pos.x, start_pos.y = x, y -- Sets start_pos
prev_pos.x, prev_pos.y = x, y -- Updates prev_pos
-- Update Sprite Properties
go.set_position(start_pos, selection_box) -- Set Position
go.set(selection_box, "size", vmath.vector3(0.1, 0.1, 0)) -- Set Size(0.1) in X, Y
msg.post(selection_box, "enable") -- Sprite Visable
dragging = true -- Dragging True
end
local function selection_update_dragging(x, y) -- Runs when Dragging
-- Calculate bounding box
local min_x = math.min(start_pos.x, x) -- Min X
local min_y = math.min(start_pos.y, y) -- Min Y
local max_x = math.max(start_pos.x, x) -- Max X
local max_y = math.max(start_pos.y, y) -- Max Y
-- Calculates the center of the selection box
local center = vmath.vector3(
(min_x + max_x) * 0.5, -- X Direction
(min_y + max_y) * 0.5, -- Y Direction
0 -- Z Direction
)
-- Calculate width/height of the selection box from drag distance
-- Ensures a minimum size of 0.1 to prevent the sprite from collapsing
local size = vmath.vector3(
math.max(max_x - min_x, 0.1), -- Width
math.max(max_y - min_y, 0.1), -- Height
0 -- Z Direction
)
-- Set sprite properties
go.set_position(center, selection_box) -- Sets Position
go.set(selection_box, "size", size) -- Sets Size
end
function on_input(self, action_id, action)
if action_id ~= hash("touch") then return end
if action.pressed and not dragging then
selection_update_start(action) -- Applies Sprite Properties at Start
elseif action.released and dragging then
dragging = false -- Dragging False
msg.post(selection_box, "disable") -- Sprite Hidden
elseif dragging then
local x, y = screen_to_world(action.x, action.y) -- Gets Global Position
-- Only update if position changed
if math.abs(x - prev_pos.x) > 0.001 or math.abs(y - prev_pos.y) > 0.001 then
prev_pos.x, prev_pos.y = x, y -- Updates prev_pos
selection_update_dragging(x, y) -- Applies Sprite Properties during dragging
end
end
end