Refactor Viewport.
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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@@ -21,8 +22,7 @@ namespace OpenRA.Graphics
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readonly int2 screenSize;
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int2 scrollPosition;
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readonly Renderer renderer;
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readonly int2 mapStart;
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readonly int2 mapEnd;
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readonly Rectangle adjustedMapBounds;
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public float2 Location { get { return scrollPosition; } }
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@@ -52,60 +52,44 @@ namespace OpenRA.Graphics
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private int2 NormalizeScrollPosition(int2 newScrollPosition)
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{
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var topLeftBorder = Game.CellSize* mapStart;
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var bottomRightBorder = Game.CellSize* mapEnd;
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if(newScrollPosition.Y < topLeftBorder.Y - screenSize.Y/2)
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newScrollPosition.Y = topLeftBorder.Y - screenSize.Y/2;
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if(newScrollPosition.X < topLeftBorder.X - screenSize.X/2)
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newScrollPosition.X = topLeftBorder.X - screenSize.X/2;
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if(newScrollPosition.Y > bottomRightBorder.Y - screenSize.Y/2)
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newScrollPosition.Y = bottomRightBorder.Y - screenSize.Y/2;
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if(newScrollPosition.X > bottomRightBorder.X - screenSize.X/2)
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newScrollPosition.X = bottomRightBorder.X - screenSize.X/2;
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return newScrollPosition;
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return new int2(Math.Min(adjustedMapBounds.Right, Math.Max(newScrollPosition.X, adjustedMapBounds.Left)),
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Math.Min(adjustedMapBounds.Bottom, Math.Max(newScrollPosition.Y, adjustedMapBounds.Top)));
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}
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public ScrollDirection GetBlockedDirections()
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{
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int2 topLeftBorder = (Game.CellSize* mapStart);
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int2 bottomRightBorder = (Game.CellSize* mapEnd);
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ScrollDirection blockedDirections = ScrollDirection.None;
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if(scrollPosition.Y <= topLeftBorder.Y - screenSize.Y/2)
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if(scrollPosition.Y <= adjustedMapBounds.Top)
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blockedDirections = blockedDirections.Set(ScrollDirection.Up, true);
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if(scrollPosition.X <= topLeftBorder.X - screenSize.X/2)
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if(scrollPosition.X <= adjustedMapBounds.Left)
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blockedDirections = blockedDirections.Set(ScrollDirection.Left, true);
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if(scrollPosition.Y >= bottomRightBorder.Y - screenSize.Y/2)
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if(scrollPosition.Y >= adjustedMapBounds.Bottom)
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blockedDirections = blockedDirections.Set(ScrollDirection.Down, true);
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if(scrollPosition.X >= bottomRightBorder.X - screenSize.X/2)
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if(scrollPosition.X >= adjustedMapBounds.Right)
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blockedDirections = blockedDirections.Set(ScrollDirection.Right, true);
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return blockedDirections;
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}
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public Viewport(int2 screenSize, int2 mapStart, int2 mapEnd, Renderer renderer)
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public Viewport(int2 screenSize, Rectangle mapBounds, Renderer renderer)
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{
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this.screenSize = screenSize;
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this.renderer = renderer;
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this.mapStart = mapStart;
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this.mapEnd = mapEnd;
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this.scrollPosition = Game.CellSize* mapStart;
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this.adjustedMapBounds = new Rectangle(Game.CellSize*mapBounds.X - screenSize.X/2,
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Game.CellSize*mapBounds.Y - screenSize.Y/2,
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Game.CellSize*mapBounds.Width,
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Game.CellSize*mapBounds.Height);
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this.scrollPosition = new int2(adjustedMapBounds.Location);
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}
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public void DrawRegions( WorldRenderer wr, IInputHandler inputHandler )
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{
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renderer.BeginFrame(scrollPosition);
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wr.Draw();
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Widget.DoDraw( wr );
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var cursorName = Widget.RootWidget.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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var c = new Cursor(cursorName);
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c.Draw(wr, (int)cursorFrame, Viewport.LastMousePos + Location);
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new Cursor(cursorName).Draw(wr, (int)cursorFrame, Viewport.LastMousePos + Location);
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renderer.EndFrame( inputHandler );
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}
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