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]
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committed by
Chris Forbes
parent
9db06ca222
commit
7cbc4a29bf
@@ -18,13 +18,14 @@ namespace OpenRA.Widgets
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public class ViewportScrollControllerWidget : Widget
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{
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public int EdgeScrollThreshold = 15;
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public int EdgeCornerScrollThreshold = 35;
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ScrollDirection Keyboard;
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ScrollDirection Edge;
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public ViewportScrollControllerWidget() : base() {}
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public ViewportScrollControllerWidget() : base() { }
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protected ViewportScrollControllerWidget(ViewportScrollControllerWidget widget)
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: base(widget) {}
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: base(widget) { }
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public override bool HandleMouseInput(MouseInput mi)
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{
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@@ -62,16 +63,16 @@ namespace OpenRA.Widgets
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var blockedDirections = Game.viewport.GetBlockedDirections();
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foreach( var dir in directions )
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if (edge.Includes( dir.Key ))
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return dir.Value + (blockedDirections.Includes( dir.Key ) ? "-blocked" : "");
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foreach (var dir in directions)
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if (edge.Includes(dir.Key))
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return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : "");
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return null;
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}
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public override string GetCursor(int2 pos) { return GetScrollCursor(this, Edge, pos); }
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public override bool LoseFocus (MouseInput mi)
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public override bool LoseFocus(MouseInput mi)
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{
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Keyboard = ScrollDirection.None;
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return base.LoseFocus(mi);
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@@ -94,18 +95,60 @@ namespace OpenRA.Widgets
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Edge = ScrollDirection.None;
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if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus)
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{
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// Check for edge-scroll
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if (Viewport.LastMousePos.X < EdgeScrollThreshold)
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Edge = Edge.Set(ScrollDirection.Left, true);
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if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
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Edge = Edge.Set(ScrollDirection.Up, true);
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if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold)
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Edge = Edge.Set(ScrollDirection.Right, true);
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if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold)
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Edge = Edge.Set(ScrollDirection.Down, true);
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Edge = CheckForDirections();
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Scroll();
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}
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if(Keyboard != ScrollDirection.None || Edge != ScrollDirection.None)
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}
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ScrollDirection CheckForDirections()
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{
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// First let's check if the mouse is on the corners:
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if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
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Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Right
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{
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return ScrollDirection.Right | ScrollDirection.Down;
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}
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else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
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Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Left
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{
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return ScrollDirection.Down | ScrollDirection.Left;
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}
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else if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
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Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Right
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{
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return ScrollDirection.Right | ScrollDirection.Up;
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}
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else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
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Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Left
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{
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return ScrollDirection.Left | ScrollDirection.Up;
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}
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//Check for corner ends here now let's check the edges:
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// Check for edge-scroll
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if (Viewport.LastMousePos.X < EdgeScrollThreshold)
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return ScrollDirection.Left;
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if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
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return ScrollDirection.Up;
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if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold)
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return ScrollDirection.Right;
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if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold)
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return ScrollDirection.Down;
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//Check for edge-scroll ends here.If none of above then return none.
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return ScrollDirection.None;
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}
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void Scroll()
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{
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if (Keyboard != ScrollDirection.None || Edge != ScrollDirection.None)
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{
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var scroll = new float2(0, 0);
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