This is the default viewport if you want no transformation.
The raw canvasSize is just propagated to the effective size and no
translation is applied.
This basically no-ops the viewport.
This is the most common viewport if you want to have full control of what
the game looks like. Basically this viewport makes sure the ratio between
width and height is always the same in your game, no matter the platform.
It does not hold information regarding the position of the text to be
rendered, nor does it contain the text itself (the string).
To use that information, use the TextComponent, which uses TextPaint.
TextRenderer is the abstract API that Flame uses for rendering text.
This class can be extended to provide another implementation of text
rendering in the engine.
This class describes a generic 2D transform, which is a combination of
translations, rotations, reflections and scaling. These transforms are
combined into a single matrix, that can be either applied to a canvas,
composed with another transform, or used directly to convert coordinates.
A viewport is a class that potentially translates and resizes the screen.
The reason you might want to have a viewport is to make sure you handle any
screen size and resolution correctly depending on your needs.
Constructs an OpenGL infinite projection matrix in infiniteMatrix.
fovYRadians specifies the field of view angle, in radians, in the y
direction.
aspectRatio specifies the aspect ratio that determines the field of view
in the x direction. The aspect ratio of x (width) to y (height).
zNear specifies the distance from the viewer to the near plane
(always positive).
Constructs an OpenGL model matrix in modelMatrix.
Model transformation is the inverse of the view transformation.
Model transformation is also known as "camera" transformation.
Model matrix is commonly used to compute a object location/orientation into
the full model-view stack.
Constructs an OpenGL view matrix in viewMatrix.
View transformation is the inverse of the model transformation.
View matrix is commonly used to compute the camera location/orientation into
the full model-view stack.