Update viewport positions in two stages

pull/603/head
Jonathan G Rennison 9 months ago
parent 96ed5b5cad
commit 290822d150

@ -251,7 +251,8 @@ struct SelectGameWindow : public Window {
/* Update the viewport position. */
mw->viewport->dest_scrollpos_x = mw->viewport->scrollpos_x = pos.x;
mw->viewport->dest_scrollpos_y = mw->viewport->scrollpos_y = pos.y;
UpdateViewportPosition(mw);
UpdateNextViewportPosition(mw);
ApplyNextViewportPosition(mw);
mw->SetDirty(); // Required during panning, otherwise logo graphics disappears
/* If there is only one command, we just executed it and don't need to do any more */

@ -4023,10 +4023,10 @@ static inline void ClampViewportToMap(const Viewport *vp, int *scroll_x, int *sc
}
/**
* Update the viewport position being displayed.
* Update the next viewport position being displayed.
* @param w %Window owning the viewport.
*/
void UpdateViewportPosition(Window *w)
void UpdateNextViewportPosition(Window *w)
{
const Viewport *vp = w->viewport;
@ -4034,9 +4034,9 @@ void UpdateViewportPosition(Window *w)
const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
w->viewport->scrollpos_x = pt.x;
w->viewport->scrollpos_y = pt.y;
SetViewportPosition(w, pt.x, pt.y, false);
w->viewport->next_scrollpos_x = pt.x;
w->viewport->next_scrollpos_y = pt.y;
w->viewport->force_update_overlay_pending = false;
} else {
/* Ensure the destination location is within the map */
ClampViewportToMap(vp, &w->viewport->dest_scrollpos_x, &w->viewport->dest_scrollpos_y);
@ -4044,29 +4044,40 @@ void UpdateViewportPosition(Window *w)
int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
w->viewport->next_scrollpos_x = w->viewport->scrollpos_x;
w->viewport->next_scrollpos_y = w->viewport->scrollpos_y;
bool update_overlay = false;
if (delta_x != 0 || delta_y != 0) {
if (_settings_client.gui.smooth_scroll) {
int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
/* Not at our desired position yet... */
w->viewport->scrollpos_x += Clamp(DivAwayFromZero(delta_x, 4), -max_scroll, max_scroll);
w->viewport->scrollpos_y += Clamp(DivAwayFromZero(delta_y, 4), -max_scroll, max_scroll);
w->viewport->next_scrollpos_x += Clamp(DivAwayFromZero(delta_x, 4), -max_scroll, max_scroll);
w->viewport->next_scrollpos_y += Clamp(DivAwayFromZero(delta_y, 4), -max_scroll, max_scroll);
} else {
w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
w->viewport->next_scrollpos_x = w->viewport->dest_scrollpos_x;
w->viewport->next_scrollpos_y = w->viewport->dest_scrollpos_y;
}
update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
update_overlay = (w->viewport->next_scrollpos_x == w->viewport->dest_scrollpos_x &&
w->viewport->next_scrollpos_y == w->viewport->dest_scrollpos_y);
}
w->viewport->force_update_overlay_pending = update_overlay;
ClampViewportToMap(vp, &w->viewport->scrollpos_x, &w->viewport->scrollpos_y);
ClampViewportToMap(vp, &w->viewport->next_scrollpos_x, &w->viewport->next_scrollpos_y);
if (_scrolling_viewport == w) UpdateActiveScrollingViewport(w);
SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y, update_overlay);
}
}
/**
* Apply the next viewport position being displayed.
* @param w %Window owning the viewport.
*/
void ApplyNextViewportPosition(Window *w)
{
SetViewportPosition(w, w->viewport->next_scrollpos_x, w->viewport->next_scrollpos_y, w->viewport->force_update_overlay_pending);
}
void UpdateViewportSizeZoom(Viewport *vp)
{
vp->dirty_blocks_per_column = CeilDiv(vp->height, vp->GetDirtyBlockHeight());

@ -33,7 +33,8 @@ void InitializeWindowViewport(Window *w, int x, int y, int width, int height, ui
Viewport *IsPtInWindowViewport(const Window *w, int x, int y);
Point TranslateXYToTileCoord(const Viewport *vp, int x, int y, bool clamp_to_map = true);
Point GetTileBelowCursor();
void UpdateViewportPosition(Window *w);
void UpdateNextViewportPosition(Window *w);
void ApplyNextViewportPosition(Window *w);
void UpdateViewportSizeZoom(Viewport *vp);
void MarkViewportDirty(Viewport * const vp, int left, int top, int right, int bottom, ViewportMarkDirtyFlags flags);

@ -3365,11 +3365,16 @@ void UpdateWindows()
}
}
for (Window *w : Window::Iterate()) {
/* Update viewport only if window is not shaded. */
if (w->viewport != nullptr && !w->IsShaded()) UpdateNextViewportPosition(w);
}
DrawDirtyBlocks();
for (Window *w : Window::Iterate()) {
/* Update viewport only if window is not shaded. */
if (w->viewport != nullptr && !w->IsShaded()) UpdateViewportPosition(w);
if (w->viewport != nullptr && !w->IsShaded()) ApplyNextViewportPosition(w);
}
ViewportDoDrawProcessAllPending();
NetworkDrawChatMessage();

@ -211,7 +211,7 @@ static const int WHITE_BORDER_DURATION = 3; ///< The initial timeout value for W
* A viewport is either following a vehicle (its id in then in #follow_vehicle), or it aims to display a specific
* location #dest_scrollpos_x, #dest_scrollpos_y (#follow_vehicle is then #INVALID_VEHICLE).
* The actual location being shown is #scrollpos_x, #scrollpos_y.
* @see InitializeViewport(), UpdateViewportPosition(), UpdateViewportCoordinates().
* @see InitializeViewport(), UpdateNextViewportPosition(), ApplyNextViewportPosition(), UpdateViewportCoordinates().
*/
struct ViewportData : Viewport {
VehicleID follow_vehicle; ///< VehicleID to follow if following a vehicle, #INVALID_VEHICLE otherwise.
@ -219,6 +219,9 @@ struct ViewportData : Viewport {
int32 scrollpos_y; ///< Currently shown y coordinate (virtual screen coordinate of topleft corner of the viewport).
int32 dest_scrollpos_x; ///< Current destination x coordinate to display (virtual screen coordinate of topleft corner of the viewport).
int32 dest_scrollpos_y; ///< Current destination y coordinate to display (virtual screen coordinate of topleft corner of the viewport).
int32 next_scrollpos_x; ///< Next x coordinate to display (virtual screen coordinate of topleft corner of the viewport).
int32 next_scrollpos_y; ///< Next y coordinate to display (virtual screen coordinate of topleft corner of the viewport).
bool force_update_overlay_pending; ///< Forced overlay update is pending (see SetViewportPosition)
};
struct QueryString;

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