Implement new viewport size/zoom UI.
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@@ -36,6 +36,8 @@ namespace OpenRA.Graphics
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public class Viewport
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{
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readonly WorldRenderer worldRenderer;
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readonly WorldViewportSizes viewportSizes;
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readonly GraphicSettings graphicSettings;
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// Map bounds (world-px)
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readonly Rectangle mapBounds;
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@@ -55,14 +57,16 @@ namespace OpenRA.Graphics
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ProjectedCellRegion allCells;
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bool allCellsDirty = true;
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readonly float[] availableZoomSteps = new[] { 2f, 1f, 0.5f, 0.25f };
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WorldViewport lastViewportDistance;
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float zoom = 1f;
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float minZoom = 1f;
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float maxZoom = 2f;
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public float[] AvailableZoomSteps
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{
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get { return availableZoomSteps; }
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}
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bool unlockMinZoom;
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float unlockedMinZoomScale;
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float unlockedMinZoom = 1f;
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public float Zoom
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{
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@@ -71,16 +75,37 @@ namespace OpenRA.Graphics
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return zoom;
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}
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set
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private set
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{
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var newValue = ClosestTo(AvailableZoomSteps, value);
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zoom = newValue;
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zoom = value;
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viewportSize = (1f / zoom * new float2(Game.Renderer.Resolution)).ToInt2();
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cellsDirty = true;
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allCellsDirty = true;
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}
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}
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public void AdjustZoom(float dz)
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{
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// Exponential ensures that equal positive and negative steps have the same effect
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Zoom = (zoom * (float)Math.Exp(dz)).Clamp(unlockMinZoom ? unlockedMinZoom : minZoom, maxZoom);
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}
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public void ToggleZoom()
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{
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// Unlocked zooms always reset to the default zoom
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if (zoom < minZoom)
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Zoom = minZoom;
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else
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Zoom = zoom > minZoom ? minZoom : maxZoom;
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}
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public void UnlockMinimumZoom(float scale)
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{
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unlockMinZoom = true;
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unlockedMinZoomScale = scale;
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UpdateViewportZooms(false);
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}
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public static long LastMoveRunTime = 0;
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public static int2 LastMousePos;
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@@ -120,6 +145,8 @@ namespace OpenRA.Graphics
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{
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worldRenderer = wr;
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var grid = Game.ModData.Manifest.Get<MapGrid>();
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viewportSizes = Game.ModData.Manifest.Get<WorldViewportSizes>();
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graphicSettings = Game.Settings.Graphics;
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// Calculate map bounds in world-px
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if (wr.World.Type == WorldType.Editor)
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@@ -141,8 +168,75 @@ namespace OpenRA.Graphics
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CenterLocation = (tl + br) / 2;
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}
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Zoom = Game.Settings.Graphics.PixelDouble ? 2 : 1;
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tileSize = grid.TileSize;
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UpdateViewportZooms();
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}
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public void Tick()
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{
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if (lastViewportDistance != graphicSettings.ViewportDistance)
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UpdateViewportZooms();
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}
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float CalculateMinimumZoom(float minHeight, float maxHeight)
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{
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var h = Game.Renderer.Resolution.Height;
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// Check the easy case: the native resolution is within the maximum limit
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// Also catches the case where the user may force a resolution smaller than the minimum window size
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if (h <= maxHeight)
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return 1;
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// Find a clean fraction that brings us within the desired range to reduce aliasing
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var step = 1f;
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while (true)
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{
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var testZoom = 1f;
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while (true)
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{
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var nextZoom = testZoom + step;
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if (h < minHeight * nextZoom)
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break;
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testZoom = nextZoom;
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}
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if (h < maxHeight * testZoom)
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return testZoom;
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step /= 2;
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}
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}
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void UpdateViewportZooms(bool resetCurrentZoom = true)
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{
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lastViewportDistance = graphicSettings.ViewportDistance;
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var vd = graphicSettings.ViewportDistance;
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if (viewportSizes.AllowNativeZoom && vd == WorldViewport.Native)
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minZoom = 1;
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else
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{
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var range = viewportSizes.GetSizeRange(vd);
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minZoom = CalculateMinimumZoom(range.X, range.Y);
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}
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maxZoom = Math.Min(minZoom * viewportSizes.MaxZoomScale, Game.Renderer.Resolution.Height * 1f / viewportSizes.MaxZoomWindowHeight);
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if (unlockMinZoom)
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{
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// Specators and the map editor support zooming out by an extra factor of two.
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// TODO: Allow zooming out until the full map is visible
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// We need to improve our viewport scroll handling to center the map as we zoom out
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// before this will work well enough to enable
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unlockedMinZoom = minZoom * unlockedMinZoomScale;
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}
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if (resetCurrentZoom)
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Zoom = minZoom;
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else
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Zoom = Zoom.Clamp(minZoom, maxZoom);
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}
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public CPos ViewToWorld(int2 view)
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