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#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// 2D orthographic camera. Works in world-space coordinates (Box2D space).
// x+ = right, y+ = up.
class Camera {
public:
Camera() = default;
// Set the viewport size in pixels (window size).
void set_viewport(int width, int height);
// World-space position the camera is looking at.
void set_position(glm::vec2 pos);
glm::vec2 position() const { return pos_; }
// Zoom: higher = more zoomed in. Clamped to [min_zoom, max_zoom].
void set_zoom(float zoom);
float zoom() const { return zoom_; }
// Pan by delta in world units (not pixels).
void pan(glm::vec2 delta);
// Zoom by delta at the given screen position (world-space under cursor).
void zoom_at(float delta, glm::vec2 world_cursor);
// Build view-projection matrix. Call once per frame.
void compute_view_proj();
const float* view_proj() const { return &vp_[0][0]; }
glm::mat4 view() const { return view_; }
glm::mat4 proj() const { return proj_; }
// Convert screen coordinates (pixels, y-down) to world coordinates.
glm::vec2 screen_to_world(glm::vec2 screen) const;
int viewport_width() const { return vp_width_; }
int viewport_height() const { return vp_height_; }
// Config
float min_zoom = 0.1f;
float max_zoom = 200.0f;
float zoom_speed = 0.1f;
float pan_speed = 500.0f; // pixels per second
private:
glm::vec2 pos_ = {0.0f, 5.0f}; // world center at start
float zoom_ = 10.0f; // pixels per world unit
int vp_width_ = 1280;
int vp_height_ = 720;
glm::mat4 view_ = glm::mat4(1.0f);
glm::mat4 proj_ = glm::mat4(1.0f);
float vp_[4][4] = {}; // column-major for bgfx
};
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