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Morgan Willcock edited this page Oct 6, 2019 · 20 revisions

Viewport functions and properties

Viewport struct lets you manage screen viewports. You may think of them as of "windows" through which player sees the current room. Viewport is defined by its position on the game screen, in screen coordinates, and has linked Camera which contents it displays.

There's always at least one viewport called "primary viewport", and you may create more. Viewport has a link to camera, and same camera may be linked to multiple viewports at once. If no camera is linked then viewport is not displayed at all. Viewports are allowed to go partially or fully offscreen, which may be useful to create transition effects, for instance. Viewports may overlap, in which case their order of display is defined by ZOrder property.

By default viewport covers whole game screen, but you may change that anytime. Camera's contents are stretched to fill viewport's rectangle, and because of that the difference between viewport's and camera's sizes create zoom effect (scaling). If the camera is larger than the viewport that would work as a zoom-out (scale down). If the camera is smaller than the viewport that would work as a zoom-in (scale up).

IMPORTANT: The game starts in automatic viewport mode that snaps primary viewport and camera to the size of the game screen or size of a room background, whatever is smaller, each time new room is loaded. This is convenient in case you want to rely on a common behavior. If you prefer to customize viewports yourself standard behavior may be disabled using Screen.AutoSizeViewportOnRoomLoad property.

Compatibility: Viewport struct is supported by AGS 3.5.0 and later versions.

See Also: Camera, Screen.AutoSizeViewportOnRoomLoad, Screen.Viewport, Screen.Viewports


Viewport.Create

static Viewport* Viewport.Create()

Creates a new viewport and returns a pointer which you may use to operate it. Any viewport created like this may be also accessed by Screen.Viewports by index. The new viewport will cover whole game screen by default and does not have any camera linked initially (this is something that you will have to do).

See Also: Viewport.Camera, Viewport.Delete, Screen.Viewport, Screen.Viewports


Viewport.Delete

void Viewport.Delete();

Removes an existing viewport. Primary viewport can be never removed and this command issued for the primary viewport will be ignored.

IMPORTANT: in Screen.Viewports array viewports are arranged in the order they were created. When you delete one in the middle all the following viewports will be shifted towards beginning of array.

See Also: Viewport.Create, Screen.Viewport, Screen.Viewports


Viewport.GetAtScreenXY

static Viewport* Viewport.GetAtScreenXY(int x, int y)

Finds if there's any viewport at the specified screen coordinates and returns the topmost one. Hidden viewports will not be tested, but those without camera will still be. If no viewport found returns null.


Viewport.RoomToScreenPoint

Point* Viewport.RoomToScreenPoint(int roomx, int roomy, bool clipViewport = true);

Returns the point on screen corresponding to the given room coordinates if seen through this viewport. Resulting Point struct will contain screen x and y coordinates.

Function does the conversion from room to screen's coordinate system, correctly taking into account viewport's position on screen, camera's position in the room and its transformation (scaling etc).

If clipViewport is true then this function will only return a point if given room coordinates are currently seen inside viewport and return null otherwise. If clipViewport is false then viewport's bounds will be ignored.

Example:

Point* pt = myViewport.RoomToScreenPoint(player.x, player.y);
if (pt != null) {
  Display("Player character is displayed at (%d, %d) on screen.", pt.x, pt.y);
} else {
  Display("Player character is currently offscreen.");
}

See Also: Viewport.ScreenToRoomPoint, Screen.RoomToScreenPoint, Screen.ScreenToRoomPoint


Viewport.SetPosition

void Viewport.SetPosition(int x, int y, int width, int height);

Changes viewport's position on the screen.

See Also: Viewport.X, Viewport.Y, Viewport.Width, Viewport.Height, Viewport.ZOrder, Screen.AutoSizeViewportOnRoomLoad


Viewport.ScreenToRoomPoint

Point* Viewport.ScreenToRoomPoint(int scrx, int scry, bool clipViewport = true);

Returns the point in room corresponding to the given screen coordinates if seen through this viewport. Resulting Point struct will contain room x and y coordinates.

Function does the conversion from screen to room's coordinate system, correctly taking into account viewport's location on screen, camera's position in the room and its transformation (scaling etc).

If clipViewport is true then this function will only return a point if given screen coordinates are over viewport and return null otherwise. If clipViewport is false then viewport's bounds will be ignored.

Example:

Point* pt = myViewport.ScreenToRoomPoint(mouse.x, mouse.y);
if (pt != null) {
  Display("Mouse cursor is over room location: (%d, %d).", pt.x, pt.y);
} else {
  Display("Mouse cursor is currently outside the viewport.");
}

See Also: Viewport.RoomToScreenPoint, Screen.RoomToScreenPoint, Screen.ScreenToRoomPoint


Viewport.Camera

Camera *Viewport.Camera;

Gets/sets the camera to be displayed in this viewport. Changing cameras is safe anytime, and the looks inside viewport will be changed during next drawing frame.

See Also: Camera.Create, Game.Camera, Game.Cameras


Viewport.Height

int Viewport.Height;

Gets/sets the viewport's height in screen coordinates.

See Also: Viewport.SetPosition, Viewport.X, Viewport.Y, Viewport.Width, Viewport.ZOrder, Screen.AutoSizeViewportOnRoomLoad


Viewport.ZOrder

int Viewport.ZOrder;

Gets/sets the viewport's z-order relative to other viewports. This will be taken into account if multiple viewports overlap to define which should be displayed above and which below.

The z-order is an arbitrary number and only have meaning in comparison with other viewport's setting. Similarly to GUI.ZOrder, the lower value puts viewport to the back and higher value to the top.

See Also: Viewport.SetPosition, Viewport.X, Viewport.Y, Viewport.Width, Viewport.Height


Viewport.Visible

bool Viewport.Visible;

Gets/sets whether the viewport is enabled and drawn on screen.


Viewport.Width

int Viewport.Width;

Gets/sets the viewport's width in screen coordinates.

See Also: Viewport.SetPosition, Viewport.X, Viewport.Y, Viewport.Height, Viewport.ZOrder, Screen.AutoSizeViewportOnRoomLoad


Viewport.X

int Viewport.X;

Gets/sets the X position on the screen where this viewport is located.

See Also: Viewport.SetPosition, Viewport.Y, Viewport.Width, Viewport.Height, Viewport.ZOrder, Screen.AutoSizeViewportOnRoomLoad


Viewport.Y

int Viewport.Y;

Gets/sets the Y position on the screen where this viewport is located.

See Also: Viewport.SetPosition, Viewport.X, Viewport.Width, Viewport.Height, Viewport.ZOrder, Screen.AutoSizeViewportOnRoomLoad

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