Fix #2720 - Diagonal scrolling area in viewport corners are too small

I added two options, one is for EdgeScrollThreshold and the other one is
EdgeCornerScrollThreshold. You can modify these threshold as much as you
want.

[Squashed down into one commit -- chrisf]
This commit is contained in:
Bugra Cuhadaroglu
2013-03-10 22:26:00 -04:00
committed by Chris Forbes
parent 9db06ca222
commit 7cbc4a29bf

View File

@@ -15,34 +15,35 @@ using OpenRA.Graphics;
namespace OpenRA.Widgets namespace OpenRA.Widgets
{ {
public class ViewportScrollControllerWidget : Widget public class ViewportScrollControllerWidget : Widget
{ {
public int EdgeScrollThreshold = 15; public int EdgeScrollThreshold = 15;
public int EdgeCornerScrollThreshold = 35;
ScrollDirection Keyboard; ScrollDirection Keyboard;
ScrollDirection Edge; ScrollDirection Edge;
public ViewportScrollControllerWidget() : base() {} public ViewportScrollControllerWidget() : base() { }
protected ViewportScrollControllerWidget(ViewportScrollControllerWidget widget) protected ViewportScrollControllerWidget(ViewportScrollControllerWidget widget)
: base(widget) {} : base(widget) { }
public override bool HandleMouseInput(MouseInput mi) public override bool HandleMouseInput(MouseInput mi)
{ {
var scrolltype = Game.Settings.Game.MouseScroll; var scrolltype = Game.Settings.Game.MouseScroll;
if (scrolltype == MouseScrollType.Disabled) if (scrolltype == MouseScrollType.Disabled)
return false; return false;
if (mi.Event == MouseInputEvent.Move && if (mi.Event == MouseInputEvent.Move &&
(mi.Button == MouseButton.Middle || mi.Button == (MouseButton.Left | MouseButton.Right))) (mi.Button == MouseButton.Middle || mi.Button == (MouseButton.Left | MouseButton.Right)))
{ {
var d = scrolltype == MouseScrollType.Inverted ? -1 : 1; var d = scrolltype == MouseScrollType.Inverted ? -1 : 1;
Game.viewport.Scroll((Viewport.LastMousePos - mi.Location) * d); Game.viewport.Scroll((Viewport.LastMousePos - mi.Location) * d);
return true; return true;
} }
return false; return false;
} }
static readonly Dictionary<ScrollDirection, string> directions = new Dictionary<ScrollDirection, string> static readonly Dictionary<ScrollDirection, string> directions = new Dictionary<ScrollDirection, string>
{ {
{ ScrollDirection.Up | ScrollDirection.Left, "scroll-tl" }, { ScrollDirection.Up | ScrollDirection.Left, "scroll-tl" },
{ ScrollDirection.Up | ScrollDirection.Right, "scroll-tr" }, { ScrollDirection.Up | ScrollDirection.Right, "scroll-tr" },
@@ -55,77 +56,119 @@ namespace OpenRA.Widgets
{ ScrollDirection.Right, "scroll-r" }, { ScrollDirection.Right, "scroll-r" },
}; };
public static string GetScrollCursor(Widget w, ScrollDirection edge, int2 pos) public static string GetScrollCursor(Widget w, ScrollDirection edge, int2 pos)
{ {
if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != w) if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != w)
return null; return null;
var blockedDirections = Game.viewport.GetBlockedDirections(); var blockedDirections = Game.viewport.GetBlockedDirections();
foreach( var dir in directions ) foreach (var dir in directions)
if (edge.Includes( dir.Key )) if (edge.Includes(dir.Key))
return dir.Value + (blockedDirections.Includes( dir.Key ) ? "-blocked" : ""); return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : "");
return null; return null;
} }
public override string GetCursor(int2 pos) { return GetScrollCursor(this, Edge, pos); } public override string GetCursor(int2 pos) { return GetScrollCursor(this, Edge, pos); }
public override bool LoseFocus (MouseInput mi) public override bool LoseFocus(MouseInput mi)
{ {
Keyboard = ScrollDirection.None; Keyboard = ScrollDirection.None;
return base.LoseFocus(mi); return base.LoseFocus(mi);
} }
public override bool HandleKeyPress(KeyInput e) public override bool HandleKeyPress(KeyInput e)
{ {
switch (e.KeyName) switch (e.KeyName)
{ {
case "up": Keyboard = Keyboard.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true; case "up": Keyboard = Keyboard.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true;
case "down": Keyboard = Keyboard.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true; case "down": Keyboard = Keyboard.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true;
case "left": Keyboard = Keyboard.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true; case "left": Keyboard = Keyboard.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true;
case "right": Keyboard = Keyboard.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true; case "right": Keyboard = Keyboard.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true;
} }
return false; return false;
} }
public override void Tick() public override void Tick()
{ {
Edge = ScrollDirection.None; Edge = ScrollDirection.None;
if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus) if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus)
{ {
// Check for edge-scroll Edge = CheckForDirections();
if (Viewport.LastMousePos.X < EdgeScrollThreshold) Scroll();
Edge = Edge.Set(ScrollDirection.Left, true); }
if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
Edge = Edge.Set(ScrollDirection.Up, true);
if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold)
Edge = Edge.Set(ScrollDirection.Right, true);
if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold)
Edge = Edge.Set(ScrollDirection.Down, true);
}
if(Keyboard != ScrollDirection.None || Edge != ScrollDirection.None)
{
var scroll = new float2(0, 0);
if (Keyboard.Includes(ScrollDirection.Up) || Edge.Includes(ScrollDirection.Up)) }
scroll += new float2(0, -1);
if (Keyboard.Includes(ScrollDirection.Right) || Edge.Includes(ScrollDirection.Right))
scroll += new float2(1, 0);
if (Keyboard.Includes(ScrollDirection.Down) || Edge.Includes(ScrollDirection.Down))
scroll += new float2(0, 1);
if (Keyboard.Includes(ScrollDirection.Left) || Edge.Includes(ScrollDirection.Left))
scroll += new float2(-1, 0);
float length = Math.Max(1, scroll.Length); ScrollDirection CheckForDirections()
scroll.X = (scroll.X / length) * Game.Settings.Game.ViewportEdgeScrollStep; {
scroll.Y = (scroll.Y / length) * Game.Settings.Game.ViewportEdgeScrollStep; // First let's check if the mouse is on the corners:
if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Right
{
return ScrollDirection.Right | ScrollDirection.Down;
}
else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Left
{
return ScrollDirection.Down | ScrollDirection.Left;
}
Game.viewport.Scroll(scroll); else if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
} Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Right
} {
return ScrollDirection.Right | ScrollDirection.Up;
}
public override Widget Clone() { return new ViewportScrollControllerWidget(this); } else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
} Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Left
{
return ScrollDirection.Left | ScrollDirection.Up;
}
//Check for corner ends here now let's check the edges:
// Check for edge-scroll
if (Viewport.LastMousePos.X < EdgeScrollThreshold)
return ScrollDirection.Left;
if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
return ScrollDirection.Up;
if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold)
return ScrollDirection.Right;
if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold)
return ScrollDirection.Down;
//Check for edge-scroll ends here.If none of above then return none.
return ScrollDirection.None;
}
void Scroll()
{
if (Keyboard != ScrollDirection.None || Edge != ScrollDirection.None)
{
var scroll = new float2(0, 0);
if (Keyboard.Includes(ScrollDirection.Up) || Edge.Includes(ScrollDirection.Up))
scroll += new float2(0, -1);
if (Keyboard.Includes(ScrollDirection.Right) || Edge.Includes(ScrollDirection.Right))
scroll += new float2(1, 0);
if (Keyboard.Includes(ScrollDirection.Down) || Edge.Includes(ScrollDirection.Down))
scroll += new float2(0, 1);
if (Keyboard.Includes(ScrollDirection.Left) || Edge.Includes(ScrollDirection.Left))
scroll += new float2(-1, 0);
float length = Math.Max(1, scroll.Length);
scroll.X = (scroll.X / length) * Game.Settings.Game.ViewportEdgeScrollStep;
scroll.Y = (scroll.Y / length) * Game.Settings.Game.ViewportEdgeScrollStep;
Game.viewport.Scroll(scroll);
}
}
public override Widget Clone() { return new ViewportScrollControllerWidget(this); }
}
} }