diff options
Diffstat (limited to 'src/viewport.cpp')
-rw-r--r-- | src/viewport.cpp | 136 |
1 files changed, 24 insertions, 112 deletions
diff --git a/src/viewport.cpp b/src/viewport.cpp index da1085161..7fe280a20 100644 --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -1631,121 +1631,33 @@ void Window::DrawViewport() const } /** - * Continue criteria for the SearchMapEdge function. - * @param iter Value to check. - * @param iter_limit Maximum value for the iter - * @param sy Screen y coordinate calculated for the tile at hand - * @param sy_limit Limit to the screen y coordinate - * @return True when we should continue searching. - */ -typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit); - -/** Continue criteria for searching a no-longer-visible tile in negative direction, starting at some tile. */ -static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; } -/** Continue criteria for searching a no-longer-visible tile in positive direction, starting at some tile. */ -static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; } - -/** - * Searches, starting at the given tile, by applying the given offset to iter, for a no longer visible tile. - * The whole sense of this function is keeping the to-be-written code small, thus it is a little bit abstracted - * so the same function can be used for both the X and Y locations. As such a reference to one of the elements - * in curr_tile was needed. - * @param curr_tile A tile - * @param iter Reference to either the X or Y of curr_tile. - * @param iter_limit Upper search limit for the iter value. - * @param offset Search in steps of this size - * @param sy_limit Search limit to be passed to the criteria - * @param continue_criteria Search as long as this criteria is true - * @return The final value of iter. - */ -static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria) -{ - int sy; - do { - iter = Clamp(iter + offset, 0, iter_limit); - sy = GetViewportY(curr_tile); - } while (continue_criteria(iter, iter_limit, sy, sy_limit)); - - return iter; -} - -/** - * Determine the clamping of either the X or Y coordinate to the map. - * @param curr_tile A tile - * @param iter Reference to either the X or Y of curr_tile. - * @param iter_limit Upper search limit for the iter value. - * @param start Start value for the iteration. - * @param other_ref Reference to the opposite axis in curr_tile than of iter. - * @param other_value Start value for of the opposite axis - * @param vp_value Value of the viewport location in the opposite axis as for iter. - * @param other_limit Limit for the other value, so if iter is X, then other_limit is for Y. - * @param vp_top Top of the viewport. - * @param vp_bottom Bottom of the viewport. - * @return Clamped version of vp_value. + * Ensure that a given viewport has a valid scroll position. + * + * There must be a visible piece of the map in the center of the viewport. + * If there isn't, the viewport will be scrolled to nearest such location. + * + * @param vp The viewport. + * @param[in,out] scroll_x Viewport X scroll. + * @param[in,out] scroll_y Viewport Y scroll. */ -static inline int ClampXYToMap(Point &curr_tile, int &iter, int iter_limit, int start, int &other_ref, int other_value, int vp_value, int other_limit, int vp_top, int vp_bottom) +static inline void ClampViewportToMap(const ViewPort *vp, int *scroll_x, int *scroll_y) { - bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4; + /* Centre of the viewport is hot spot. */ + Point pt = { + *scroll_x + vp->virtual_width / 2, + *scroll_y + vp->virtual_height / 2 + }; - /* - * First get an estimate of the tiles relevant for us at that edge. Relevant in the sense - * "at least close to the visible area". Thus, we don't look at exactly each tile, inspecting - * e.g. every tenth should be enough. After all, the desired screen limit is set such that - * the bordermost tiles are painted in the middle of the screen when one hits the limit, - * i.e. it is no harm if there is some small error in that calculation - */ - - other_ref = upper_edge ? 0 : other_limit; - iter = start; - int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch); - iter = start; - int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch); + /* Find nearest tile that is within borders of the map. */ + bool clamped; + pt = InverseRemapCoords2(pt.x, pt.y, true, &clamped); - max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit); - min_iter = min(min_iter, max_iter); - - /* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */ - int max_heightlevel_at_edge = 0; - for (iter = min_iter; iter <= max_iter; iter += 10) { - max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y))); + if (clamped) { + /* Convert back to viewport coordinates and remove centering. */ + pt = RemapCoords2(pt.x, pt.y); + *scroll_x = pt.x - vp->virtual_width / 2; + *scroll_y = pt.y - vp->virtual_height / 2; } - - /* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would - * get a limit of zero, on the other side it depends on the number of tiles along the axis. */ - return upper_edge ? - max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) : - min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE); -} - -static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y) -{ - int original_y = y; - - /* Centre of the viewport is hot spot */ - x += vp->virtual_width / 2; - y += vp->virtual_height / 2; - - /* Convert viewport coordinates to map coordinates - * Calculation is scaled by 4 to avoid rounding errors */ - int vx = -x + y * 2; - int vy = x + y * 2; - - /* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from - * converting the result to an uint, which gives an overflow instead of a negative result... */ - int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE); - int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE); - - Point curr_tile; - vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height); - vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height); - - /* Convert map coordinates to viewport coordinates */ - x = (-vx + vy) / 2; - y = ( vx + vy) / 4; - - /* Remove centering */ - x -= vp->virtual_width / 2; - y -= vp->virtual_height / 2; } /** @@ -1765,7 +1677,7 @@ void UpdateViewportPosition(Window *w) SetViewportPosition(w, pt.x, pt.y); } else { /* Ensure the destination location is within the map */ - ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y); + ClampViewportToMap(vp, &w->viewport->dest_scrollpos_x, &w->viewport->dest_scrollpos_y); int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x; int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y; @@ -1785,7 +1697,7 @@ void UpdateViewportPosition(Window *w) w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y); } - ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y); + ClampViewportToMap(vp, &w->viewport->scrollpos_x, &w->viewport->scrollpos_y); SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y); if (update_overlay) RebuildViewportOverlay(w); |