Viewport

From GiderosMobile
Revision as of 14:32, 13 July 2023 by Hgy29 (talk | contribs) (Text replacement - "<source" to "<syntaxhighlight")

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2016.04
Inherits from: Sprite

Description

A Viewport sprite allows to display another view of a tree hierarchy already on stage. Sprites can't have two parents, but thanks to Viewport you can display the same Sprite twice on the stage.

Useful for split screen games, mini maps and so on.

Examples

Displaying same Bitmap in multiple views <syntaxhighlight lang="lua"> -- content we want to display in multiple views local content = Bitmap.new(Texture.new("ball.png"))

-- now setup view 1 as a 300x300 window view1=Viewport.new() view1:setClip(0,0,300,300) view1:setContent(content) -- add some transformations, just to see the difference view1:setTransform(Matrix.new(1.7320507764816, -1.0000001192093, 1.0000001192093, 1.7320507764816, 50, 50)) -- add view to stage stage:addChild(view1)

-- now setup view 2 as a 200x200 window view2=Viewport.new() view2:setClip(0,0,200,200) view2:setPosition(0,300) -- lower down the screen view2:setContent(content) -- add some transformations, just to see the difference view2:setTransform(Matrix.new(0.32139378786087, -0.38302224874496, 0.38302224874496, 0.32139378786087, 30, 30)) -- add view to stage stage:addChild(view2) </source>

Methods

Viewport.new creates a new viewport
Viewport:lookAngles sets up the viewport look angle transform matrix (eye position, pitch, yaw and roll angles)
Viewport:lookAt sets up the viewport look at transform matrix (eye, target position and up direction)
Viewport:setClip sets the viewport size
Viewport:setContent sets the viewport content (sprite)
Viewport:setProjection specifies a projection matrix to use when displaying the content
Viewport:setTransform sets the content transform matrix before it being displayed

Events

Constants