#region Copyright & License Information /* * Copyright 2007-2015 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections; using System.Collections.Generic; using System.Drawing; using System.Linq; namespace OpenRA.Graphics { [Flags] public enum ScrollDirection { None = 0, Up = 1, Left = 2, Down = 4, Right = 8 } public static class ViewportExts { public static bool Includes(this ScrollDirection d, ScrollDirection s) { return (d & s) == s; } public static ScrollDirection Set(this ScrollDirection d, ScrollDirection s, bool val) { return (d.Includes(s) != val) ? d ^ s : d; } } public class Viewport { readonly WorldRenderer worldRenderer; // Map bounds (world-px) readonly Rectangle mapBounds; readonly int maxGroundHeight; // Viewport geometry (world-px) public int2 CenterLocation { get; private set; } public WPos CenterPosition { get { return worldRenderer.Position(CenterLocation); } } public int2 TopLeft { get { return CenterLocation - viewportSize / 2; } } public int2 BottomRight { get { return CenterLocation + viewportSize / 2; } } int2 viewportSize; CellRegion cells; bool cellsDirty = true; float zoom = 1f; public float Zoom { get { return zoom; } set { zoom = value; viewportSize = (1f / zoom * new float2(Game.Renderer.Resolution)).ToInt2(); cellsDirty = true; } } public static int TicksSinceLastMove = 0; public static int2 LastMousePos; public ScrollDirection GetBlockedDirections() { var ret = ScrollDirection.None; if (CenterLocation.Y <= mapBounds.Top) ret |= ScrollDirection.Up; if (CenterLocation.X <= mapBounds.Left) ret |= ScrollDirection.Left; if (CenterLocation.Y >= mapBounds.Bottom) ret |= ScrollDirection.Down; if (CenterLocation.X >= mapBounds.Right) ret |= ScrollDirection.Right; return ret; } public Viewport(WorldRenderer wr, Map map) { worldRenderer = wr; // Calculate map bounds in world-px var b = map.Bounds; // Expand to corners of cells var tl = wr.ScreenPxPosition(map.CenterOfCell(new MPos(b.Left, b.Top).ToCPos(map)) - new WVec(512, 512, 0)); var br = wr.ScreenPxPosition(map.CenterOfCell(new MPos(b.Right, b.Bottom).ToCPos(map)) + new WVec(511, 511, 0)); mapBounds = Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y); maxGroundHeight = wr.World.TileSet.MaxGroundHeight; CenterLocation = (tl + br) / 2; Zoom = Game.Settings.Graphics.PixelDouble ? 2 : 1; } public CPos ViewToWorld(int2 view) { return worldRenderer.World.Map.CellContaining(worldRenderer.Position(ViewToWorldPx(view))); } public int2 ViewToWorldPx(int2 view) { return (1f / Zoom * view.ToFloat2()).ToInt2() + TopLeft; } public int2 WorldToViewPx(int2 world) { return (Zoom * (world - TopLeft).ToFloat2()).ToInt2(); } public void Center(IEnumerable actors) { if (!actors.Any()) return; Center(actors.Select(a => a.CenterPosition).Average()); } public void Center(WPos pos) { CenterLocation = worldRenderer.ScreenPxPosition(pos).Clamp(mapBounds); cellsDirty = true; } public void Scroll(float2 delta, bool ignoreBorders) { // Convert scroll delta from world-px to viewport-px CenterLocation += (1f / Zoom * delta).ToInt2(); cellsDirty = true; if (!ignoreBorders) CenterLocation = CenterLocation.Clamp(mapBounds); } // Rectangle (in viewport coords) that contains things to be drawn static readonly Rectangle ScreenClip = Rectangle.FromLTRB(0, 0, Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height); public Rectangle ScissorBounds { get { // Visible rectangle in world coordinates (expanded to the corners of the cells) var map = worldRenderer.World.Map; var ctl = map.CenterOfCell(VisibleCells.TopLeft) - new WVec(512, 512, 0); var cbr = map.CenterOfCell(VisibleCells.BottomRight) + new WVec(512, 512, 0); // Convert to screen coordinates var tl = WorldToViewPx(worldRenderer.ScreenPxPosition(ctl - new WVec(0, 0, ctl.Z))).Clamp(ScreenClip); var br = WorldToViewPx(worldRenderer.ScreenPxPosition(cbr - new WVec(0, 0, cbr.Z))).Clamp(ScreenClip); return Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y); } } public CellRegion VisibleCells { get { if (cellsDirty) { var map = worldRenderer.World.Map; var wtl = worldRenderer.Position(TopLeft); var wbr = worldRenderer.Position(BottomRight); // Visible rectangle in map coordinates var ctl = new MPos(wtl.X / 1024, wtl.Y / 1024); var dy = map.TileShape == TileShape.Diamond ? 512 : 1024; var cbr = new MPos((wbr.X + 1023) / 1024, (wbr.Y + dy - 1) / dy); // Add a 1 cell cordon to prevent holes, then convert back to cell coordinates var tl = map.Clamp(new MPos(ctl.U - 1, ctl.V - 1).ToCPos(map)); // Also need to account for height of cells in rows below the bottom var br = map.Clamp(new MPos(cbr.U + 1, cbr.V + 2 + maxGroundHeight / 2).ToCPos(map)); cells = new CellRegion(map.TileShape, tl, br); cellsDirty = false; } return cells; } } } }