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Fix: Round up deltas for smooth scrolling, so target will be reached
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@ -346,6 +346,23 @@ static inline int RoundDivSU(int a, uint b)
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}
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}
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/**
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* Computes (a / b) rounded away from zero.
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* @param a Numerator
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* @param b Denominator
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* @return Quotient, rounded away from zero
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*/
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static inline int DivAwayFromZero(int a, uint b)
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{
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const int _b = static_cast<int>(b);
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if (a > 0) {
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return (a + _b - 1) / _b;
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} else {
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/* Note: Behaviour of negative numerator division is truncation toward zero. */
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return (a - _b + 1) / _b;
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}
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}
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uint32 IntSqrt(uint32 num);
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uint32 IntSqrt(uint32 num);
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#endif /* MATH_FUNC_HPP */
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#endif /* MATH_FUNC_HPP */
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@ -1813,8 +1813,8 @@ void UpdateViewportPosition(Window *w)
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if (_settings_client.gui.smooth_scroll) {
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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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int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
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/* Not at our desired position yet... */
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/* Not at our desired position yet... */
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w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
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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(delta_y / 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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} else {
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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_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->scrollpos_y = w->viewport->dest_scrollpos_y;
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