const Gfx = @import("./graphics.zig"); const Math = @import("./math.zig"); const Vec2 = Math.Vec2; const rgb = Math.rgb; const ScreenScalar = @This(); // TODO: Implement a fractional pixel perfect scalar // Based on this video: https://www.youtube.com/watch?v=d6tp43wZqps // And this blog: https://colececil.dev/blog/2017/scaling-pixel-art-without-destroying-it/ window_size: Vec2, translation: Vec2, scale: f32, pub fn push(window_size: Vec2, canvas_size: Vec2) ScreenScalar { // TODO: Render to a lower resolution instead of scaling. // To avoid pixel bleeding in spritesheet artifacts const scale = @floor(@min( window_size.x / canvas_size.x, window_size.y / canvas_size.y, )); var translation: Vec2 = Vec2.sub(window_size, canvas_size.multiplyScalar(scale)).multiplyScalar(0.5); translation.x = @round(translation.x); translation.y = @round(translation.y); Gfx.pushTransform(translation, .init(scale, scale)); return ScreenScalar{ .window_size = window_size, .translation = translation, .scale = scale }; } pub fn pop(self: ScreenScalar) void { Gfx.popTransform(); const bg_color = rgb(0, 0, 0); const filler_size = self.translation; Gfx.drawRectangle( .init(0, 0), .init(self.window_size.x, filler_size.y), bg_color ); Gfx.drawRectangle( .init(0, self.window_size.y - filler_size.y), .init(self.window_size.x, filler_size.y), bg_color ); Gfx.drawRectangle( .init(0, 0), .init(filler_size.x, self.window_size.y), bg_color ); Gfx.drawRectangle( .init(self.window_size.x - filler_size.x, 0), .init(filler_size.x, self.window_size.y), bg_color ); }