The proposal to merge lp:~widelands-dev/widelands/zoom into lp:widelands has
been updated.
Commit Message changed to:
- Adds mouse wheel zoom to the MapView and adapt code for these changes.
- Overlays (text & soldier icons) are drawn at integer scale only and not at
all once scale is < 0.5.
- This required to change all blitting to be sub-pixel - i.e. float - for the
'destination'.
- Adapted and simplified minimap rendering. It gained a feature too: Minimaps
can be drawn using two modes :
- the map scrolls and the view window stands still (the old one, stil used
for in-game)
- the view window scrolls and the map always looks like the minimap
preview. This is now used in the editor.
- Renames Vector -> Vector3f, Point -> Vector2i, Pointf -> Vector2f, Rect ->
Recti, FloatRect -> Rectf.
- Refactored object drawing to be simpler and slightly faster:
- Never pass the field to be drawn to the draw routine.
- Do not calculate if statics or census should be shown inside the draw
routines of the objects, but outside.
- Move 'owner' field to MapObject - it was duplicated on Bob, Immovable and
PlayerImmovable.
Known issues that I will not fix in this branch:
Lua is not aware of zoom and uses zoomless calculations for its moving
functions of the view. That means that if the player has zoomed in a scenario
and the code wants to move to a certain field, the movement will be wrong. My
plan is to remove the Lua functions and add a Animator class to the MapView
that will do smooth animations over time in the next branch.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/zoom/+merge/309086
--
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/zoom into lp:widelands.
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