Struct nze_game_sdl::Camera

source ·
pub struct Camera { /* private fields */ }
Expand description

Used for drawing to the canvas.

The window size and screen size and position are used to adjust the size of the rects sent as draw commands to the sdl Canvas

This holds buffered draw commands that render will consume at the end of each frame, so that the commands need to be resubmitted each frame they are to be drawn.

Notes:

  • passed to Render at the end of each frame in order to submit the draw commands
  • the rects are scaled according to the view size which represents the target screen resolution and the window size, which represents the resolution of the game’s window
  • the rects are moved according to camera’s offset
  • The parallax of the draws will affect how much the camera’s offset changes the object’s position, set parallax to 0 if you want the object to be unaffected by the moving camera

Implementations§

source§

impl Camera

source

pub fn draw(&mut self, game_obj: &GameObject)

Draws a GameObject adjusted for the camera’s view

Examples found in repository?
examples/simple.rs (line 53)
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pub fn main() -> Result<(), Error> {
    let (mut cam, drawing_area, context) = DrawingArea::new(
        "Name of Game",                              // window name
        Rect::new(0.0, 0.0, 400.0, 400.0), // window camera
        Vec2::new(400.0, 400.0)            // window size
    )?;
    let mut render = Render::new(drawing_area, &context)?;
    let mut controls = Controls::new(&context)?;
    
    let mut obj = GameObject::new_from_tex(
        render.texture_manager.load(Path::new("resources/textures/gaia.png"))?
    );
    
    obj.rect.x = cam.get_view_size().x / 2.0 - obj.rect.w / 2.0;
    obj.rect.y = cam.get_view_size().y / 2.0 - obj.rect.h / 2.0;

    const SPEED: f64 = 125.0;
    
    while !controls.should_close {
        controls.update(&cam);
        
        if controls.kb.down(Key::D) {
            obj.rect.x += SPEED * controls.frame_elapsed;
        }

        if controls.kb.down(Key::A) {
            obj.rect.x -= SPEED * controls.frame_elapsed;
        }

        if controls.kb.down(Key::W) {
            obj.rect.y -= SPEED * controls.frame_elapsed;
        }
        
        if controls.kb.down(Key::S) {
            obj.rect.y += SPEED * controls.frame_elapsed;
        }

        if controls.kb.down(Key::Escape) {
            controls.should_close = true;
        }
        
        render.start_draw();
        cam.draw(&obj);
        render.end_draw(&mut cam)?;
    }
    Ok(())
}
More examples
Hide additional examples
examples/main.rs (line 106)
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pub fn main() -> Result<(), Error> {
    
    let (mut cam, drawing_area, context) = DrawingArea::new(
        "Game Template", //window name
        Rect::new(0.0, 0.0, 240.0, 160.0),
        Vec2::new(240.0 * 4.0, 160.0 * 4.0)
    )?;
    let mut render = Render::new(drawing_area, &context)?;
    let mut controls = Controls::new(&context)?;
   
    let mono_font = render.font_manager.load_font(
        Path::new("resources/textures/fonts/FiraCode-Light.ttf"))?;
    
    let map = Map::new(
        Path::new("resources/map/test.tmx"), &mut render.texture_manager,
        Path::new("resources/textures/fonts"), &mut render.font_manager)?;

    let mut audio = AudioManager::new()?;

    let music = audio.music.load(Path::new("resources/audio/test.wav"))?;
    audio.music.play(music, -1)?;

    let sfx = audio.sfx.load(Path::new("resources/audio/test.mp3"))?;
    audio.sfx.set_volume(sfx, 0.4)?;
    
    //checking resource loading/unloading
    let mut is_gaia = true;
    let mut ephemeral_obj = GameObject::new_from_tex(
        render.texture_manager.load(
            Path::new("resources/textures/gaia.png"))?);

    let mut text = render
        .font_manager
        .load_text_obj(
            &mono_font,
            "The Planet Earth",
            Colour::new(100, 200, 70, 255),
            Vec2::new(0.0, 0.0), 10.0,
            Vec2::new(0.0, 0.0)
        )?;

    while !controls.should_close {
        cam_controls(&mut render, &mut controls, &mut cam)?;
        controls.update(&cam);
        
        // load/unload resources
        if controls.kb.press(Key::L) ||
            controls.c.press(0, controller::Button::A)
        {
            render.texture_manager.unload_from_gameobject(ephemeral_obj);
            render.font_manager.unload_text_obj(text);
            if is_gaia {
                ephemeral_obj = GameObject::new_from_tex(
                    render.texture_manager.load(
                        Path::new("resources/textures/error.png"))?);
                text = render.font_manager.load_text_obj(
                    &mono_font,
                    "Error Text",
                    Colour::new(200, 100, 70, 255),
                    Vec2::new(100.0, 0.0),
                    10.0,
                    Vec2::new(0.0, 0.0))?;
                text.parallax = Vec2::new(1.0, 1.0);
            } else {
                ephemeral_obj = GameObject::new_from_tex(
                    render.texture_manager.load(
                        Path::new("resources/textures/gaia.png"))?);
                text = render.font_manager.load_text_obj(
                    &mono_font,
                    "The Planet Earth",
                    Colour::new(100, 200, 70, 255),
                    Vec2::new(0.0, 0.0),
                    10.0,
                    Vec2::new(0.0, 0.0))?;
            }
            is_gaia = !is_gaia;
        }
        
        ephemeral_obj.rotate += controls.frame_elapsed * 30.0;
        
        if controls.kb.press(Key::F) {
            ephemeral_obj.flip_horizontal = !ephemeral_obj.flip_horizontal;
        }

        if controls.kb.press(Key::P) {
            audio.sfx.play(sfx)?;
        }
        
        if controls.c.press(0, controller::Button::DPadUp) {
            controls.c.rumble(0, 10000, 20000, 1000);
        }
        
        render.start_draw();
        
        map.draw(&mut cam);
        cam.draw(&ephemeral_obj);
        cam.draw_text(&text);
        cam.draw_disposable_text(
            &mono_font,
            format!("Wheel: {}", controls.m.wheel()),
            40,
            controls.m.pos(),
            Colour::white(),
            Vec2::new(1.0, 1.0));
        render.end_draw(&mut cam)?;
    }

    Ok(())
}
source

pub fn draw_disposable_text( &mut self, font: &Font, text: String, height: u32, pos: Vec2, colour: Colour, parallax: Vec2 )

Draws a disposable text texture adjusted for the camera’s view

Examples found in repository?
examples/main.rs (lines 108-114)
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pub fn main() -> Result<(), Error> {
    
    let (mut cam, drawing_area, context) = DrawingArea::new(
        "Game Template", //window name
        Rect::new(0.0, 0.0, 240.0, 160.0),
        Vec2::new(240.0 * 4.0, 160.0 * 4.0)
    )?;
    let mut render = Render::new(drawing_area, &context)?;
    let mut controls = Controls::new(&context)?;
   
    let mono_font = render.font_manager.load_font(
        Path::new("resources/textures/fonts/FiraCode-Light.ttf"))?;
    
    let map = Map::new(
        Path::new("resources/map/test.tmx"), &mut render.texture_manager,
        Path::new("resources/textures/fonts"), &mut render.font_manager)?;

    let mut audio = AudioManager::new()?;

    let music = audio.music.load(Path::new("resources/audio/test.wav"))?;
    audio.music.play(music, -1)?;

    let sfx = audio.sfx.load(Path::new("resources/audio/test.mp3"))?;
    audio.sfx.set_volume(sfx, 0.4)?;
    
    //checking resource loading/unloading
    let mut is_gaia = true;
    let mut ephemeral_obj = GameObject::new_from_tex(
        render.texture_manager.load(
            Path::new("resources/textures/gaia.png"))?);

    let mut text = render
        .font_manager
        .load_text_obj(
            &mono_font,
            "The Planet Earth",
            Colour::new(100, 200, 70, 255),
            Vec2::new(0.0, 0.0), 10.0,
            Vec2::new(0.0, 0.0)
        )?;

    while !controls.should_close {
        cam_controls(&mut render, &mut controls, &mut cam)?;
        controls.update(&cam);
        
        // load/unload resources
        if controls.kb.press(Key::L) ||
            controls.c.press(0, controller::Button::A)
        {
            render.texture_manager.unload_from_gameobject(ephemeral_obj);
            render.font_manager.unload_text_obj(text);
            if is_gaia {
                ephemeral_obj = GameObject::new_from_tex(
                    render.texture_manager.load(
                        Path::new("resources/textures/error.png"))?);
                text = render.font_manager.load_text_obj(
                    &mono_font,
                    "Error Text",
                    Colour::new(200, 100, 70, 255),
                    Vec2::new(100.0, 0.0),
                    10.0,
                    Vec2::new(0.0, 0.0))?;
                text.parallax = Vec2::new(1.0, 1.0);
            } else {
                ephemeral_obj = GameObject::new_from_tex(
                    render.texture_manager.load(
                        Path::new("resources/textures/gaia.png"))?);
                text = render.font_manager.load_text_obj(
                    &mono_font,
                    "The Planet Earth",
                    Colour::new(100, 200, 70, 255),
                    Vec2::new(0.0, 0.0),
                    10.0,
                    Vec2::new(0.0, 0.0))?;
            }
            is_gaia = !is_gaia;
        }
        
        ephemeral_obj.rotate += controls.frame_elapsed * 30.0;
        
        if controls.kb.press(Key::F) {
            ephemeral_obj.flip_horizontal = !ephemeral_obj.flip_horizontal;
        }

        if controls.kb.press(Key::P) {
            audio.sfx.play(sfx)?;
        }
        
        if controls.c.press(0, controller::Button::DPadUp) {
            controls.c.rumble(0, 10000, 20000, 1000);
        }
        
        render.start_draw();
        
        map.draw(&mut cam);
        cam.draw(&ephemeral_obj);
        cam.draw_text(&text);
        cam.draw_disposable_text(
            &mono_font,
            format!("Wheel: {}", controls.m.wheel()),
            40,
            controls.m.pos(),
            Colour::white(),
            Vec2::new(1.0, 1.0));
        render.end_draw(&mut cam)?;
    }

    Ok(())
}
source

pub fn draw_text(&mut self, text_obj: &TextObject)

Draws a TextObject adjusted by camera’s view

Examples found in repository?
examples/main.rs (line 107)
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pub fn main() -> Result<(), Error> {
    
    let (mut cam, drawing_area, context) = DrawingArea::new(
        "Game Template", //window name
        Rect::new(0.0, 0.0, 240.0, 160.0),
        Vec2::new(240.0 * 4.0, 160.0 * 4.0)
    )?;
    let mut render = Render::new(drawing_area, &context)?;
    let mut controls = Controls::new(&context)?;
   
    let mono_font = render.font_manager.load_font(
        Path::new("resources/textures/fonts/FiraCode-Light.ttf"))?;
    
    let map = Map::new(
        Path::new("resources/map/test.tmx"), &mut render.texture_manager,
        Path::new("resources/textures/fonts"), &mut render.font_manager)?;

    let mut audio = AudioManager::new()?;

    let music = audio.music.load(Path::new("resources/audio/test.wav"))?;
    audio.music.play(music, -1)?;

    let sfx = audio.sfx.load(Path::new("resources/audio/test.mp3"))?;
    audio.sfx.set_volume(sfx, 0.4)?;
    
    //checking resource loading/unloading
    let mut is_gaia = true;
    let mut ephemeral_obj = GameObject::new_from_tex(
        render.texture_manager.load(
            Path::new("resources/textures/gaia.png"))?);

    let mut text = render
        .font_manager
        .load_text_obj(
            &mono_font,
            "The Planet Earth",
            Colour::new(100, 200, 70, 255),
            Vec2::new(0.0, 0.0), 10.0,
            Vec2::new(0.0, 0.0)
        )?;

    while !controls.should_close {
        cam_controls(&mut render, &mut controls, &mut cam)?;
        controls.update(&cam);
        
        // load/unload resources
        if controls.kb.press(Key::L) ||
            controls.c.press(0, controller::Button::A)
        {
            render.texture_manager.unload_from_gameobject(ephemeral_obj);
            render.font_manager.unload_text_obj(text);
            if is_gaia {
                ephemeral_obj = GameObject::new_from_tex(
                    render.texture_manager.load(
                        Path::new("resources/textures/error.png"))?);
                text = render.font_manager.load_text_obj(
                    &mono_font,
                    "Error Text",
                    Colour::new(200, 100, 70, 255),
                    Vec2::new(100.0, 0.0),
                    10.0,
                    Vec2::new(0.0, 0.0))?;
                text.parallax = Vec2::new(1.0, 1.0);
            } else {
                ephemeral_obj = GameObject::new_from_tex(
                    render.texture_manager.load(
                        Path::new("resources/textures/gaia.png"))?);
                text = render.font_manager.load_text_obj(
                    &mono_font,
                    "The Planet Earth",
                    Colour::new(100, 200, 70, 255),
                    Vec2::new(0.0, 0.0),
                    10.0,
                    Vec2::new(0.0, 0.0))?;
            }
            is_gaia = !is_gaia;
        }
        
        ephemeral_obj.rotate += controls.frame_elapsed * 30.0;
        
        if controls.kb.press(Key::F) {
            ephemeral_obj.flip_horizontal = !ephemeral_obj.flip_horizontal;
        }

        if controls.kb.press(Key::P) {
            audio.sfx.play(sfx)?;
        }
        
        if controls.c.press(0, controller::Button::DPadUp) {
            controls.c.rumble(0, 10000, 20000, 1000);
        }
        
        render.start_draw();
        
        map.draw(&mut cam);
        cam.draw(&ephemeral_obj);
        cam.draw_text(&text);
        cam.draw_disposable_text(
            &mono_font,
            format!("Wheel: {}", controls.m.wheel()),
            40,
            controls.m.pos(),
            Colour::white(),
            Vec2::new(1.0, 1.0));
        render.end_draw(&mut cam)?;
    }

    Ok(())
}
source

pub fn draw_rect(&mut self, rect: Rect, colour: Colour, parallax: Vec2)

Draw a Rect with a Colour adjusted by the camera’s view

source

pub fn get_offset(&self) -> Vec2

Get the current view offset

Examples found in repository?
examples/tiledmap.rs (line 73)
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    pub fn draw(&mut self, cam: &mut Camera) {
        cam.set_offset(cam.get_offset() + self.mov);
        self.map.draw(cam);
    }
More examples
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examples/main.rs (line 124)
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fn cam_controls(render: &mut Render, controls: &mut Controls, cam: &mut Camera) -> Result<(), Error> {
    let prev_frame = controls.frame_elapsed;
    let mut pos = cam.get_offset();
    const SPEED : f64 = 500.0;
    if controls.kb.down(Key::Left) {
        pos.x -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Right) {
        pos.x += SPEED * prev_frame;
    }
    if controls.kb.down(Key::Up) {
        pos.y -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Down) {
        pos.y += SPEED * prev_frame;
    }

    pos.x += SPEED * controls.m.wheel() as f64 * prev_frame;

    let v =  controls.c.joy(0, controller::Side::Left) * SPEED * prev_frame;
    pos = pos + v;
    
    cam.set_offset(pos);
    let mut win_size_update = false;
    let mut cs = cam.get_window_size();
    
    if controls.kb.down(Key::Equals) {
        if cs.x < cam.get_view_size().x {
            cs.x *= 2.0;
            cs.y *= 2.0;
        } else {
            cs.x += cam.get_view_size().x/2.0;
            cs.y += cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }
    if controls.kb.down(Key::Minus) {
        if cs.x <= cam.get_view_size().x {
            cs.x /= 2.0;
            cs.y /= 2.0;
        } else {
            cs.x -= cam.get_view_size().x/2.0;
            cs.y -= cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }

    if controls.kb.down(Key::D) {
        cs.x += SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::A) {
        
        cs.x -= SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::W) {
        
        cs.y += SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.down(Key::S) {
        
        cs.y -= SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.press(Key::Num1) {
        render.toggle_fullscreen(cam)?;
    }
    
    if win_size_update {
        render.set_win_size(cam, cs)?;
    }

    if controls.kb.down(Key::Escape) {
        controls.should_close = true;
    }
    
    Ok(())
}
source

pub fn set_offset(&mut self, offset: Vec2)

Set the camera’s view offset

The view offset will move all draws by the offset multiplied by the object’s parallax

Examples found in repository?
examples/tiledmap.rs (line 73)
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    pub fn draw(&mut self, cam: &mut Camera) {
        cam.set_offset(cam.get_offset() + self.mov);
        self.map.draw(cam);
    }
More examples
Hide additional examples
examples/main.rs (line 144)
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fn cam_controls(render: &mut Render, controls: &mut Controls, cam: &mut Camera) -> Result<(), Error> {
    let prev_frame = controls.frame_elapsed;
    let mut pos = cam.get_offset();
    const SPEED : f64 = 500.0;
    if controls.kb.down(Key::Left) {
        pos.x -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Right) {
        pos.x += SPEED * prev_frame;
    }
    if controls.kb.down(Key::Up) {
        pos.y -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Down) {
        pos.y += SPEED * prev_frame;
    }

    pos.x += SPEED * controls.m.wheel() as f64 * prev_frame;

    let v =  controls.c.joy(0, controller::Side::Left) * SPEED * prev_frame;
    pos = pos + v;
    
    cam.set_offset(pos);
    let mut win_size_update = false;
    let mut cs = cam.get_window_size();
    
    if controls.kb.down(Key::Equals) {
        if cs.x < cam.get_view_size().x {
            cs.x *= 2.0;
            cs.y *= 2.0;
        } else {
            cs.x += cam.get_view_size().x/2.0;
            cs.y += cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }
    if controls.kb.down(Key::Minus) {
        if cs.x <= cam.get_view_size().x {
            cs.x /= 2.0;
            cs.y /= 2.0;
        } else {
            cs.x -= cam.get_view_size().x/2.0;
            cs.y -= cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }

    if controls.kb.down(Key::D) {
        cs.x += SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::A) {
        
        cs.x -= SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::W) {
        
        cs.y += SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.down(Key::S) {
        
        cs.y -= SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.press(Key::Num1) {
        render.toggle_fullscreen(cam)?;
    }
    
    if win_size_update {
        render.set_win_size(cam, cs)?;
    }

    if controls.kb.down(Key::Escape) {
        controls.should_close = true;
    }
    
    Ok(())
}
source

pub fn get_window_size(&self) -> Vec2

Get the current window size

The window size is the resolution of the window drawn by the OS. This must be set by using render.set_win_size.

Examples found in repository?
examples/main.rs (line 146)
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fn cam_controls(render: &mut Render, controls: &mut Controls, cam: &mut Camera) -> Result<(), Error> {
    let prev_frame = controls.frame_elapsed;
    let mut pos = cam.get_offset();
    const SPEED : f64 = 500.0;
    if controls.kb.down(Key::Left) {
        pos.x -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Right) {
        pos.x += SPEED * prev_frame;
    }
    if controls.kb.down(Key::Up) {
        pos.y -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Down) {
        pos.y += SPEED * prev_frame;
    }

    pos.x += SPEED * controls.m.wheel() as f64 * prev_frame;

    let v =  controls.c.joy(0, controller::Side::Left) * SPEED * prev_frame;
    pos = pos + v;
    
    cam.set_offset(pos);
    let mut win_size_update = false;
    let mut cs = cam.get_window_size();
    
    if controls.kb.down(Key::Equals) {
        if cs.x < cam.get_view_size().x {
            cs.x *= 2.0;
            cs.y *= 2.0;
        } else {
            cs.x += cam.get_view_size().x/2.0;
            cs.y += cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }
    if controls.kb.down(Key::Minus) {
        if cs.x <= cam.get_view_size().x {
            cs.x /= 2.0;
            cs.y /= 2.0;
        } else {
            cs.x -= cam.get_view_size().x/2.0;
            cs.y -= cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }

    if controls.kb.down(Key::D) {
        cs.x += SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::A) {
        
        cs.x -= SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::W) {
        
        cs.y += SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.down(Key::S) {
        
        cs.y -= SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.press(Key::Num1) {
        render.toggle_fullscreen(cam)?;
    }
    
    if win_size_update {
        render.set_win_size(cam, cs)?;
    }

    if controls.kb.down(Key::Escape) {
        controls.should_close = true;
    }
    
    Ok(())
}
source

pub fn get_view_size(&self) -> Vec2

Get the camera’s view size

Examples found in repository?
examples/simple.rs (line 24)
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pub fn main() -> Result<(), Error> {
    let (mut cam, drawing_area, context) = DrawingArea::new(
        "Name of Game",                              // window name
        Rect::new(0.0, 0.0, 400.0, 400.0), // window camera
        Vec2::new(400.0, 400.0)            // window size
    )?;
    let mut render = Render::new(drawing_area, &context)?;
    let mut controls = Controls::new(&context)?;
    
    let mut obj = GameObject::new_from_tex(
        render.texture_manager.load(Path::new("resources/textures/gaia.png"))?
    );
    
    obj.rect.x = cam.get_view_size().x / 2.0 - obj.rect.w / 2.0;
    obj.rect.y = cam.get_view_size().y / 2.0 - obj.rect.h / 2.0;

    const SPEED: f64 = 125.0;
    
    while !controls.should_close {
        controls.update(&cam);
        
        if controls.kb.down(Key::D) {
            obj.rect.x += SPEED * controls.frame_elapsed;
        }

        if controls.kb.down(Key::A) {
            obj.rect.x -= SPEED * controls.frame_elapsed;
        }

        if controls.kb.down(Key::W) {
            obj.rect.y -= SPEED * controls.frame_elapsed;
        }
        
        if controls.kb.down(Key::S) {
            obj.rect.y += SPEED * controls.frame_elapsed;
        }

        if controls.kb.down(Key::Escape) {
            controls.should_close = true;
        }
        
        render.start_draw();
        cam.draw(&obj);
        render.end_draw(&mut cam)?;
    }
    Ok(())
}
More examples
Hide additional examples
examples/main.rs (line 149)
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fn cam_controls(render: &mut Render, controls: &mut Controls, cam: &mut Camera) -> Result<(), Error> {
    let prev_frame = controls.frame_elapsed;
    let mut pos = cam.get_offset();
    const SPEED : f64 = 500.0;
    if controls.kb.down(Key::Left) {
        pos.x -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Right) {
        pos.x += SPEED * prev_frame;
    }
    if controls.kb.down(Key::Up) {
        pos.y -= SPEED * prev_frame;
    }
    if controls.kb.down(Key::Down) {
        pos.y += SPEED * prev_frame;
    }

    pos.x += SPEED * controls.m.wheel() as f64 * prev_frame;

    let v =  controls.c.joy(0, controller::Side::Left) * SPEED * prev_frame;
    pos = pos + v;
    
    cam.set_offset(pos);
    let mut win_size_update = false;
    let mut cs = cam.get_window_size();
    
    if controls.kb.down(Key::Equals) {
        if cs.x < cam.get_view_size().x {
            cs.x *= 2.0;
            cs.y *= 2.0;
        } else {
            cs.x += cam.get_view_size().x/2.0;
            cs.y += cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }
    if controls.kb.down(Key::Minus) {
        if cs.x <= cam.get_view_size().x {
            cs.x /= 2.0;
            cs.y /= 2.0;
        } else {
            cs.x -= cam.get_view_size().x/2.0;
            cs.y -= cam.get_view_size().y/2.0;
        }
        win_size_update = true;
    }

    if controls.kb.down(Key::D) {
        cs.x += SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::A) {
        
        cs.x -= SPEED * prev_frame;
        win_size_update = true;
    }
    if controls.kb.down(Key::W) {
        
        cs.y += SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.down(Key::S) {
        
        cs.y -= SPEED * prev_frame;
        win_size_update = true;
    }

    if controls.kb.press(Key::Num1) {
        render.toggle_fullscreen(cam)?;
    }
    
    if win_size_update {
        render.set_win_size(cam, cs)?;
    }

    if controls.kb.down(Key::Escape) {
        controls.should_close = true;
    }
    
    Ok(())
}
source

pub fn set_view_size(&mut self, view: Vec2)

Set the camera’s view size

The view size is the resolution of your game, which may be different from your window resolution

The supplied view size is modified by the zoom member

source

pub fn aspect_ratio(&self) -> f64

Get the current aspect ratio (the view width divided by the view height)

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