Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Preserve the world camera when switching to/from split view #6576

Merged
merged 6 commits into from
Dec 25, 2024
Merged
Show file tree
Hide file tree
Changes from 2 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 3 additions & 0 deletions changelog/snippets/features.6576.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
- (#6576) Preserve the world camera when switching to/from split view

When you switch to/from split view the primary camera (the left camera) is now preserved. This makes it less disorientating for a player (or caster) to switch to/from split view.
Garanas marked this conversation as resolved.
Show resolved Hide resolved
40 changes: 33 additions & 7 deletions lua/ui/game/worldview.lua
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ local function CreatePositionMarker(army, worldView)
marker.frame.Depth:Set(marker:Depth() - 1)

marker.name = UIUtil.CreateText(marker, data.name, 12, UIUtil.bodyFont)
marker.name:DisableHitTest()
marker.name:DisableHitTest()
marker.name:SetColor('white')

if Factions[data.faction] then
Expand Down Expand Up @@ -78,7 +78,8 @@ local function CreatePositionMarker(army, worldView)
-- That often happens even if the cursor is nowhere near the marker, so it's unusable. This way isn't pretty, but at least it works correctly.
local oldWVHandleEvent = worldView.HandleEvent
worldView.HandleEvent = function(self, event)
if marker and event.Type == 'ButtonPress' and not event.Modifiers.Middle and marker.frame:HitTest(event.MouseX, event.MouseY) then
if marker and event.Type == 'ButtonPress' and not event.Modifiers.Middle and
marker.frame:HitTest(event.MouseX, event.MouseY) then
if positionMarkers[marker.army].views == 1 then
positionMarkers[marker.army] = nil
end
Expand All @@ -92,9 +93,12 @@ local function CreatePositionMarker(army, worldView)
marker.OnFrame = function(self, delta)
if not worldView:IsHidden() then
local pos = worldView:Project(self.pos)
LayoutHelpers.AtLeftTopIn(self, worldView, (pos.x - self.Width() / 2) / LayoutHelpers.GetPixelScaleFactor(), (pos.y - self.Height() / 2) / LayoutHelpers.GetPixelScaleFactor())
LayoutHelpers.AtLeftTopIn(self, worldView, (pos.x - self.Width() / 2) / LayoutHelpers.GetPixelScaleFactor(),
(pos.y - self.Height() / 2) / LayoutHelpers.GetPixelScaleFactor())

if (self:Left() < worldView:Left() or self:Top() < worldView:Top() or self:Right() > worldView:Right() or self:Bottom() > worldView:Bottom()) then
if (
self:Left() < worldView:Left() or self:Top() < worldView:Top() or self:Right() > worldView:Right() or
self:Bottom() > worldView:Bottom()) then
if not self:IsHidden() then
self:Hide()
end
Expand All @@ -120,7 +124,8 @@ function MarkStartPositions(startPositions)
local faction = armyData.faction + 1
local color = armyData.color

positionMarkers[armyId] = {army = armyId, pos = pos, name = name, faction = faction, color = color, views = 0}
positionMarkers[armyId] = { army = armyId, pos = pos, name = name, faction = faction, color = color,
views = 0 }

for viewName, view in MapControls do
if viewName ~= 'MiniMap' then
Expand All @@ -132,6 +137,16 @@ function MarkStartPositions(startPositions)
end

function CreateMainWorldView(parent, mapGroup, mapGroupRight)
-- feature: preserve the world camera when changing views
---@type UserCamera
local worldCamera = GetCamera('WorldCamera')

---@type UserCameraSettings | nil
local worldCameraSettings = nil
if worldCamera then
worldCameraSettings = worldCamera:SaveSettings()
end

if viewLeft then
viewLeft:Destroy()
viewLeft = false
Expand Down Expand Up @@ -176,6 +191,15 @@ function CreateMainWorldView(parent, mapGroup, mapGroupRight)
view:DisableHitTest()
LayoutHelpers.FillParent(view, viewLeft)
end

-- feature: preserve the world camera when changing views
if worldCameraSettings then
local newWorldCamera = GetCamera('WorldCamera')
if newWorldCamera then
newWorldCamera:RestoreSettings(worldCameraSettings)
end
end

import("/lua/ui/game/multifunction.lua").RefreshMapDialog()
end

Expand All @@ -200,11 +224,13 @@ function Expand()

viewLeft.Top:Set(gameViewTemp.Top)
viewLeft.Left:Set(gameViewTemp.Left)
viewLeft.Right:Set(function() return (gameViewTemp.Left() - 2) + ((gameViewTemp.Right() - gameViewTemp.Left()) / 2) end)
viewLeft.Right:Set(function() return (gameViewTemp.Left() - 2) +
((gameViewTemp.Right() - gameViewTemp.Left()) / 2) end)
viewLeft.Bottom:Set(gameViewTemp.Bottom)

viewRight.Top:Set(gameViewTemp.Top)
viewRight.Left:Set(function() return (gameViewTemp.Left() + 2) + ((gameViewTemp.Right() - gameViewTemp.Left()) / 2) end)
viewRight.Left:Set(function() return (gameViewTemp.Left() + 2) +
((gameViewTemp.Right() - gameViewTemp.Left()) / 2) end)
viewRight.Right:Set(gameViewTemp.Right)
viewRight.Bottom:Set(gameViewTemp.Bottom)
else
Expand Down
Loading