Changeset - r23199:d515bdcd87dd
[Not reviewed]
master
0 3 0
Johannes E. Krause - 5 years ago 2019-01-13 19:54:21
j.k@eclipso.de
Fix: jumping effect when scrolling viewport over bottom edge of the map (Patch by adf88, #6583)
3 files changed with 35 insertions and 116 deletions:
0 comments (0 inline, 0 general)
src/landscape.cpp
Show inline comments
 
@@ -96,13 +96,16 @@ static SnowLine *_snow_line = NULL;
 
 * @param x X viewport 2D coordinate.
 
 * @param y Y viewport 2D coordinate.
 
 * @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map.
 
 * @param[out] clamped Whether coordinates were clamped.
 
 * @return 3D world coordinate of point visible at the given screen coordinate (3D perspective).
 
 *
 
 * @note Inverse of #RemapCoords2 function. Smaller values may get rounded.
 
 * @see InverseRemapCoords
 
 */
 
Point InverseRemapCoords2(int x, int y, bool clamp_to_map)
 
Point InverseRemapCoords2(int x, int y, bool clamp_to_map, bool *clamped)
 
{
 
	if (clamped != NULL) *clamped = false; // Not clamping yet.
 

	
 
	/* Initial x/y world coordinate is like if the landscape
 
	 * was completely flat on height 0. */
 
	Point pt = InverseRemapCoords(x, y);
 
@@ -116,8 +119,10 @@ Point InverseRemapCoords2(int x, int y, 
 
		 * of extra tiles. This is mostly due to the tiles on the north side of
 
		 * the map possibly being drawn higher due to the extra height levels. */
 
		int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
 
		Point old_pt = pt;
 
		pt.x = Clamp(pt.x, -extra_tiles * TILE_SIZE, max_x);
 
		pt.y = Clamp(pt.y, -extra_tiles * TILE_SIZE, max_y);
 
		if (clamped != NULL) *clamped = (pt.x != old_pt.x) || (pt.y != old_pt.y);
 
	}
 

	
 
	/* Now find the Z-world coordinate by fix point iteration.
 
@@ -133,8 +138,10 @@ Point InverseRemapCoords2(int x, int y, 
 
	pt.x += z;
 
	pt.y += z;
 
	if (clamp_to_map) {
 
		Point old_pt = pt;
 
		pt.x = Clamp(pt.x, min_coord, max_x);
 
		pt.y = Clamp(pt.y, min_coord, max_y);
 
		if (clamped != NULL) *clamped = *clamped || (pt.x != old_pt.x) || (pt.y != old_pt.y);
 
	}
 

	
 
	return pt;
src/landscape.h
Show inline comments
 
@@ -116,7 +116,7 @@ static inline Point InverseRemapCoords(i
 
	return pt;
 
}
 

	
 
Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false);
 
Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false, bool *clamped = NULL);
 

	
 
uint ApplyFoundationToSlope(Foundation f, Slope *s);
 
/**
src/viewport.cpp
Show inline comments
 
@@ -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.
 
 * 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 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.
 
 */
 
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;
 

	
 
	/*
 
	 * 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);
 

	
 
	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)));
 
	/* Centre of the viewport is hot spot. */
 
	Point pt = {
 
		*scroll_x + vp->virtual_width / 2,
 
		*scroll_y + vp->virtual_height / 2
 
	};
 

	
 
	/* Find nearest tile that is within borders of the map. */
 
	bool clamped;
 
	pt = InverseRemapCoords2(pt.x, pt.y, true, &clamped);
 

	
 
	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);
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