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https://github.com/JGRennison/OpenTTD-patches.git
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Update viewport positions in two stages
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@ -251,7 +251,8 @@ struct SelectGameWindow : public Window {
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/* Update the viewport position. */
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mw->viewport->dest_scrollpos_x = mw->viewport->scrollpos_x = pos.x;
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mw->viewport->dest_scrollpos_y = mw->viewport->scrollpos_y = pos.y;
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UpdateViewportPosition(mw);
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UpdateNextViewportPosition(mw);
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ApplyNextViewportPosition(mw);
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mw->SetDirty(); // Required during panning, otherwise logo graphics disappears
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/* If there is only one command, we just executed it and don't need to do any more */
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@ -4023,10 +4023,10 @@ static inline void ClampViewportToMap(const Viewport *vp, int *scroll_x, int *sc
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}
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/**
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* Update the viewport position being displayed.
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* Update the next viewport position being displayed.
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* @param w %Window owning the viewport.
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*/
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void UpdateViewportPosition(Window *w)
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void UpdateNextViewportPosition(Window *w)
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{
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const Viewport *vp = w->viewport;
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@ -4034,9 +4034,9 @@ void UpdateViewportPosition(Window *w)
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const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
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Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
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w->viewport->scrollpos_x = pt.x;
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w->viewport->scrollpos_y = pt.y;
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SetViewportPosition(w, pt.x, pt.y, false);
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w->viewport->next_scrollpos_x = pt.x;
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w->viewport->next_scrollpos_y = pt.y;
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w->viewport->force_update_overlay_pending = false;
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} else {
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/* Ensure the destination location is within the map */
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ClampViewportToMap(vp, &w->viewport->dest_scrollpos_x, &w->viewport->dest_scrollpos_y);
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@ -4044,29 +4044,40 @@ void UpdateViewportPosition(Window *w)
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int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
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int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
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w->viewport->next_scrollpos_x = w->viewport->scrollpos_x;
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w->viewport->next_scrollpos_y = w->viewport->scrollpos_y;
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bool update_overlay = false;
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if (delta_x != 0 || delta_y != 0) {
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if (_settings_client.gui.smooth_scroll) {
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int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
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/* Not at our desired position yet... */
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w->viewport->scrollpos_x += Clamp(DivAwayFromZero(delta_x, 4), -max_scroll, max_scroll);
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w->viewport->scrollpos_y += Clamp(DivAwayFromZero(delta_y, 4), -max_scroll, max_scroll);
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w->viewport->next_scrollpos_x += Clamp(DivAwayFromZero(delta_x, 4), -max_scroll, max_scroll);
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w->viewport->next_scrollpos_y += Clamp(DivAwayFromZero(delta_y, 4), -max_scroll, max_scroll);
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} else {
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w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
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w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
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w->viewport->next_scrollpos_x = w->viewport->dest_scrollpos_x;
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w->viewport->next_scrollpos_y = w->viewport->dest_scrollpos_y;
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}
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update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
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w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
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update_overlay = (w->viewport->next_scrollpos_x == w->viewport->dest_scrollpos_x &&
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w->viewport->next_scrollpos_y == w->viewport->dest_scrollpos_y);
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}
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w->viewport->force_update_overlay_pending = update_overlay;
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ClampViewportToMap(vp, &w->viewport->scrollpos_x, &w->viewport->scrollpos_y);
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ClampViewportToMap(vp, &w->viewport->next_scrollpos_x, &w->viewport->next_scrollpos_y);
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if (_scrolling_viewport == w) UpdateActiveScrollingViewport(w);
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SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y, update_overlay);
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}
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}
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/**
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* Apply the next viewport position being displayed.
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* @param w %Window owning the viewport.
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*/
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void ApplyNextViewportPosition(Window *w)
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{
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SetViewportPosition(w, w->viewport->next_scrollpos_x, w->viewport->next_scrollpos_y, w->viewport->force_update_overlay_pending);
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}
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void UpdateViewportSizeZoom(Viewport *vp)
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{
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vp->dirty_blocks_per_column = CeilDiv(vp->height, vp->GetDirtyBlockHeight());
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@ -33,7 +33,8 @@ void InitializeWindowViewport(Window *w, int x, int y, int width, int height, ui
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Viewport *IsPtInWindowViewport(const Window *w, int x, int y);
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Point TranslateXYToTileCoord(const Viewport *vp, int x, int y, bool clamp_to_map = true);
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Point GetTileBelowCursor();
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void UpdateViewportPosition(Window *w);
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void UpdateNextViewportPosition(Window *w);
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void ApplyNextViewportPosition(Window *w);
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void UpdateViewportSizeZoom(Viewport *vp);
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void MarkViewportDirty(Viewport * const vp, int left, int top, int right, int bottom, ViewportMarkDirtyFlags flags);
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@ -3365,11 +3365,16 @@ void UpdateWindows()
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}
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}
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for (Window *w : Window::Iterate()) {
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/* Update viewport only if window is not shaded. */
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if (w->viewport != nullptr && !w->IsShaded()) UpdateNextViewportPosition(w);
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}
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DrawDirtyBlocks();
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for (Window *w : Window::Iterate()) {
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/* Update viewport only if window is not shaded. */
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if (w->viewport != nullptr && !w->IsShaded()) UpdateViewportPosition(w);
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if (w->viewport != nullptr && !w->IsShaded()) ApplyNextViewportPosition(w);
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}
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ViewportDoDrawProcessAllPending();
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NetworkDrawChatMessage();
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@ -211,7 +211,7 @@ static const int WHITE_BORDER_DURATION = 3; ///< The initial timeout value for W
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* A viewport is either following a vehicle (its id in then in #follow_vehicle), or it aims to display a specific
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* location #dest_scrollpos_x, #dest_scrollpos_y (#follow_vehicle is then #INVALID_VEHICLE).
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* The actual location being shown is #scrollpos_x, #scrollpos_y.
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* @see InitializeViewport(), UpdateViewportPosition(), UpdateViewportCoordinates().
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* @see InitializeViewport(), UpdateNextViewportPosition(), ApplyNextViewportPosition(), UpdateViewportCoordinates().
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*/
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struct ViewportData : Viewport {
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VehicleID follow_vehicle; ///< VehicleID to follow if following a vehicle, #INVALID_VEHICLE otherwise.
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@ -219,6 +219,9 @@ struct ViewportData : Viewport {
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int32 scrollpos_y; ///< Currently shown y coordinate (virtual screen coordinate of topleft corner of the viewport).
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int32 dest_scrollpos_x; ///< Current destination x coordinate to display (virtual screen coordinate of topleft corner of the viewport).
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int32 dest_scrollpos_y; ///< Current destination y coordinate to display (virtual screen coordinate of topleft corner of the viewport).
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int32 next_scrollpos_x; ///< Next x coordinate to display (virtual screen coordinate of topleft corner of the viewport).
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int32 next_scrollpos_y; ///< Next y coordinate to display (virtual screen coordinate of topleft corner of the viewport).
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bool force_update_overlay_pending; ///< Forced overlay update is pending (see SetViewportPosition)
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};
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struct QueryString;
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