Once again, camera zooming on a 2D-Plane. I searched a lot and know that there are similar questions, but I am obviously way too stupid to apply what I was able to find.
Basically I multiply the distance of all elements to the origin by mouseDelta
, which is a double
between 0.5 and 1. works fine for all elements, but since the anchor of the camera (camX
, camY
) are the upper left corner of the camera, the objects in the focus of the cam change their position in relation to the focus. I want to scroll "towards" the focus. Here is what I got, but it behaves really weird:
camX and camY, as mentioned, are the coordinates for the upper left of the cam. mouseDelta is the zoom-level thats stored globally and is changed by each wheel-event. screenX is the width of the screen/window (fullscreen anyways) screenY is the height of the screen/window
if (newEvent.type == sf::Event::MouseWheelMoved) //zoom
{
mouseDelta += ((double)newEvent.mouseWheel.delta)/20;
if (mouseDelta > 1) { mouseDelta = 1; }
else if (mouseDelta < 0.5) { mouseDelta = 0.5; }
//resize graphics
for (int i = 0; i < core->universe->world->nodes.size(); i++) {
core->universe->world->nodes.at(i).pic->setSize(mouseDelta);
}
for (int i = 0; i < core->universe->world->links.size(); i++) {
core->universe->world->links.at(i).pic->setSize(mouseDelta);
}
camX = (camX + screenX/2) - (camX + screenX/2)*mouseDelta;
camY = (camY + screenY/2) - (camY + screenY/2)*mouseDelta;
}