map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)
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@@ -6,35 +6,36 @@ namespace OpenRa.Game.Graphics
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{
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class Viewport
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{
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readonly float2 size;
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readonly float2 mapSize;
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readonly float2 screenSize;
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float2 scrollPosition;
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readonly Renderer renderer;
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public float2 Location { get { return scrollPosition; } }
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public float2 Size { get { return size; } }
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public int Width { get { return (int)size.X; } }
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public int Height { get { return (int)size.Y; } }
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public int Width { get { return (int)screenSize.X; } }
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public int Height { get { return (int)screenSize.Y; } }
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public Cursor cursor = Cursor.Move;
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SpriteRenderer cursorRenderer;
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int2 mousePos;
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float cursorFrame = 0f;
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readonly float2 scrollLowBounds, scrollHighBounds;
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public void Scroll(float2 delta)
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{
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scrollPosition = ( scrollPosition + delta ).Constrain( float2.Zero, mapSize );
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scrollPosition = ( scrollPosition + delta ).Constrain( scrollLowBounds, scrollHighBounds );
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}
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public Viewport(float2 size, float2 mapSize, Renderer renderer)
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public Viewport(float2 screenSize, int2 mapStart, int2 mapEnd, Renderer renderer)
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{
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this.size = size;
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this.mapSize = Game.CellSize * mapSize - size + new float2(128, 0);
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if( this.mapSize.X < 0 ) this.mapSize.X = 0;
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if( this.mapSize.Y < 0 ) this.mapSize.Y = 0;
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this.screenSize = screenSize;
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this.scrollLowBounds = Game.CellSize * mapStart;
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this.scrollHighBounds = float2.Max( scrollLowBounds, Game.CellSize * mapEnd - ( screenSize - new float2( 128, 0 ) ) );
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this.renderer = renderer;
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cursorRenderer = new SpriteRenderer(renderer, true);
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this.scrollPosition = scrollLowBounds;
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}
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List<Region> regions = new List<Region>();
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@@ -43,7 +44,7 @@ namespace OpenRa.Game.Graphics
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public void DrawRegions()
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{
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float2 r1 = new float2(2, -2) / Size;
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float2 r1 = new float2(2, -2) / screenSize;
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float2 r2 = new float2(-1, 1);
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renderer.BeginFrame(r1, r2, scrollPosition);
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