diff --git a/src/viewport.cpp b/src/viewport.cpp --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -1869,10 +1869,64 @@ static inline void ClampViewportToMap(co } /** + * Clamp the smooth scroll to a maxmimum speed and distance based on time elapsed. + * + * Every 30ms, we move 1/4th of the distance, to give a smooth movement experience. + * But we never go over the max_scroll speed. + * + * @param delta_ms Time elapsed since last update. + * @param delta_hi The distance to move in highest dimension (can't be zero). + * @param delta_lo The distance to move in lowest dimension. + * @param[out] delta_hi_clamped The clamped distance to move in highest dimension. + * @param[out] delta_lo_clamped The clamped distance to move in lowest dimension. + */ +static void ClampSmoothScroll(uint32_t delta_ms, int64_t delta_hi, int64_t delta_lo, int &delta_hi_clamped, int &delta_lo_clamped) +{ + /** A tile is 64 pixels in width at 1x zoom; viewport coordinates are in 4x zoom. */ + constexpr int PIXELS_PER_TILE = TILE_PIXELS * 2 * ZOOM_LVL_BASE; + constexpr int MS_PER_STEP = 30; ///< Time between each step in the smooth scroll. + + static uint32_t remainder_time = 0; + + assert(delta_hi != 0); + + int64_t delta_left = delta_hi; + int max_scroll = 0; + + for (uint count = 0; count < (delta_ms + remainder_time) / MS_PER_STEP; count++) { + /* We move 1/4th of the distance per 30ms, to give a smooth movement experience. */ + delta_left = delta_left * 3 / 4; + /* But we don't allow more than 16 tiles movement per 30ms; longer distances take longer. + * This means that the full width of a map would take ~1 second, ignoring the slowdown: + * 256 / 16 * 30ms = 480ms. */ + max_scroll += Map::ScaleBySize1D(16 * PIXELS_PER_TILE); + } + remainder_time = (delta_ms + remainder_time) % MS_PER_STEP; + + /* We never go over the max_scroll speed. */ + delta_hi_clamped = Clamp(delta_hi - delta_left, -max_scroll, max_scroll); + /* The lower delta is in ratio of the higher delta, so we keep going straight at the destination. */ + delta_lo_clamped = delta_lo * delta_hi_clamped / delta_hi; + + /* Ensure we always move (delta_hi can't be zero). */ + if (delta_hi_clamped == 0) { + delta_hi_clamped = delta_hi > 0 ? 1 : -1; + } + + /* Also ensure we always move on the lower delta. This is mostly to avoid a + * situation at borders, where you can't move from (x, y) to (x + 1, y), + * but you can move to (x + 1, y + 1). This due to how viewport clamping + * works and rounding issue. */ + if (delta_lo_clamped == 0 && delta_lo != 0) { + delta_lo_clamped = delta_lo > 0 ? 1 : -1; + } +} + +/** * Update the viewport position being displayed. * @param w %Window owning the viewport. */ -void UpdateViewportPosition(Window *w) +void UpdateViewportPosition(Window *w, uint32_t delta_ms) { const Viewport *vp = w->viewport; @@ -1893,19 +1947,14 @@ void UpdateViewportPosition(Window *w) bool update_overlay = false; if (delta_x != 0 || delta_y != 0) { if (_settings_client.gui.smooth_scroll) { - int max_scroll = Map::ScaleBySize1D(512 * ZOOM_LVL_BASE); - int delta_x_clamped; int delta_y_clamped; if (abs(delta_x) > abs(delta_y)) { - delta_x_clamped = Clamp(DivAwayFromZero(delta_x, 4), -max_scroll, max_scroll); - delta_y_clamped = delta_y * delta_x_clamped / delta_x; + ClampSmoothScroll(delta_ms, delta_x, delta_y, delta_x_clamped, delta_y_clamped); } else { - delta_y_clamped = Clamp(DivAwayFromZero(delta_y, 4), -max_scroll, max_scroll); - delta_x_clamped = delta_x * delta_y_clamped / delta_y; + ClampSmoothScroll(delta_ms, delta_y, delta_x, delta_y_clamped, delta_x_clamped); } - w->viewport->scrollpos_x += delta_x_clamped; w->viewport->scrollpos_y += delta_y_clamped; } else {