Route screen size queries via Game.Renderer.
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@@ -22,15 +22,13 @@ namespace OpenRA.Graphics
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public class Viewport
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{
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readonly int2 screenSize;
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readonly Renderer renderer;
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readonly Rectangle mapBounds;
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Rectangle scrollLimits;
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int2 scrollPosition;
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// Top-left of the viewport, in world-px units
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public float2 Location { get { return scrollPosition; } }
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public float2 CenterLocation { get { return scrollPosition + 0.5f/Zoom*screenSize.ToFloat2(); } }
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public float2 CenterLocation { get { return scrollPosition + 0.5f/Zoom * new float2(Game.Renderer.Resolution); } }
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public Rectangle WorldRect
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{
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@@ -38,14 +36,11 @@ namespace OpenRA.Graphics
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{
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return new Rectangle(scrollPosition.X / Game.CellSize,
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scrollPosition.Y / Game.CellSize,
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(int)(screenSize.X / Zoom / Game.CellSize),
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(int)(screenSize.Y / Zoom / Game.CellSize));
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(int)(Game.Renderer.Resolution.Width / Zoom / Game.CellSize),
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(int)(Game.Renderer.Resolution.Height / Zoom / Game.CellSize));
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}
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}
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public int Width { get { return screenSize.X; } }
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public int Height { get { return screenSize.Y; } }
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float zoom = 1f;
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public float Zoom
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{
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@@ -61,13 +56,13 @@ namespace OpenRA.Graphics
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// Update scroll limits
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var viewTL = (Game.CellSize*new float2(mapBounds.Left, mapBounds.Top)).ToInt2();
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var viewBR = (Game.CellSize*new float2(mapBounds.Right, mapBounds.Bottom)).ToInt2();
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var border = (.5f/Zoom * screenSize.ToFloat2()).ToInt2();
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var border = (.5f/Zoom * new float2(Game.Renderer.Resolution)).ToInt2();
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scrollLimits = Rectangle.FromLTRB(viewTL.X - border.X,
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viewTL.Y - border.Y,
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viewBR.X - border.X,
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viewBR.Y - border.Y);
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// Re-center viewport
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scrollPosition = NormalizeScrollPosition((oldCenter - 0.5f / Zoom * screenSize.ToFloat2()).ToInt2());
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scrollPosition = NormalizeScrollPosition((oldCenter - 0.5f / Zoom * new float2(Game.Renderer.Resolution)).ToInt2());
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}
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}
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@@ -108,32 +103,30 @@ namespace OpenRA.Graphics
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return ret;
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}
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public Viewport(int2 screenSize, Rectangle mapBounds, Renderer renderer)
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public Viewport(Rectangle mapBounds)
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{
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this.screenSize = screenSize;
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this.renderer = renderer;
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this.mapBounds = mapBounds;
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Zoom = Game.Settings.Graphics.PixelDouble ? 2 : 1;
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scrollPosition = new int2(scrollLimits.Location) + new int2(scrollLimits.Size)/2;
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}
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public void DrawRegions( WorldRenderer wr, IInputHandler inputHandler )
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public void DrawRegions(WorldRenderer wr, IInputHandler inputHandler)
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{
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renderer.BeginFrame(scrollPosition, Zoom);
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Game.Renderer.BeginFrame(scrollPosition, Zoom);
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if (wr != null)
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wr.Draw();
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using( new PerfSample("render_widgets") )
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using (new PerfSample("render_widgets"))
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{
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Ui.Draw();
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var cursorName = Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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CursorProvider.DrawCursor(renderer, cursorName, Viewport.LastMousePos, (int)cursorFrame);
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CursorProvider.DrawCursor(Game.Renderer, cursorName, Viewport.LastMousePos, (int)cursorFrame);
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}
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using( new PerfSample("render_flip") )
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using (new PerfSample("render_flip"))
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{
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renderer.EndFrame( inputHandler );
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Game.Renderer.EndFrame(inputHandler);
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}
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}
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@@ -154,7 +147,7 @@ namespace OpenRA.Graphics
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public void Center(float2 loc)
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{
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scrollPosition = NormalizeScrollPosition((Game.CellSize * loc - 1f/(2*Zoom)*screenSize.ToFloat2()).ToInt2());
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scrollPosition = NormalizeScrollPosition((Game.CellSize * loc - 1f/(2*Zoom)*new float2(Game.Renderer.Resolution)).ToInt2());
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}
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public void Center(IEnumerable<Actor> actors)
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@@ -172,8 +165,8 @@ namespace OpenRA.Graphics
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var origin = Location.ToInt2();
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var left = Math.Max(0, Game.CellSize * r.Left - origin.X)*Zoom;
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var top = Math.Max(0, Game.CellSize * r.Top - origin.Y)*Zoom;
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var right = Math.Min((Game.CellSize * r.Right - origin.X) * Zoom, Width);
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var bottom = Math.Min((Game.CellSize * r.Bottom - origin.Y) * Zoom, Height);
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var right = Math.Min((Game.CellSize * r.Right - origin.X) * Zoom, Game.Renderer.Resolution.Width);
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var bottom = Math.Min((Game.CellSize * r.Bottom - origin.Y) * Zoom, Game.Renderer.Resolution.Height);
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return Rectangle.FromLTRB((int)left, (int)top, (int)right, (int)bottom);
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}
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@@ -188,7 +181,7 @@ namespace OpenRA.Graphics
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{
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var boundary = new int2(1,1); // Add a curtain of cells around the viewport to account for rounding errors
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var tl = ViewToWorld(int2.Zero).ToInt2() - boundary;
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var br = ViewToWorld(new int2(Width, Height)).ToInt2() + boundary;
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var br = ViewToWorld(new int2(Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height)).ToInt2() + boundary;
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cachedRect = Rectangle.Intersect(Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y), world.Map.Bounds);
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cachedScroll = scrollPosition;
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