fix: updates camera limit checking in commands to respect viewport limits (i.e. taking into account camera centre and half-screen limits); also updates warning message and no longer fails on limit violation.
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@@ -57,14 +57,12 @@ func validate(arguments: Array):
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var target_pos = (escoria.object_manager.get_object(arguments[0]).node as ESCItem).global_position + Vector2.ONE
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var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
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# has_point() is exclusive of right-/bottom-edge
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var camera_limit_to_test: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left + 1, camera.limit_bottom - camera.limit_top + 1)
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var camera_limit: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left, camera.limit_bottom - camera.limit_top)
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if not camera_limit_to_test.has_point(target_pos):
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if not camera.check_point_is_inside_viewport_limits(target_pos):
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escoria.logger.warn(
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self,
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"[%s]: invalid camera position. Camera cannot be moved to %s at position %s as this is outside the current camera limit %s."
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"[%s]: Invalid camera position. Moving camera by %s to %s will result in viewport being clamped to the current camera limit %s but its actual position not reflecting this."
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% [
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get_command_name(),
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arguments[0],
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@@ -31,14 +31,12 @@ func validate(arguments: Array):
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var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
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var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
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# has_point() is exclusive of right-/bottom-edge
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var camera_limit_to_test: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left + 1, camera.limit_bottom - camera.limit_top + 1)
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var camera_limit: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left, camera.limit_bottom - camera.limit_top)
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if not camera_limit_to_test.has_point(new_pos):
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if not camera.check_point_is_inside_viewport_limits(new_pos):
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escoria.logger.warn(
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self,
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"[%s]: invalid camera position. Camera cannot be moved to %s as this is outside the current camera limit %s."
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"[%s]: Invalid camera position. Moving camera by %s to %s will result in viewport being clamped to the current camera limit %s but its actual position not reflecting this."
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% [
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get_command_name(),
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new_pos,
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@@ -76,16 +76,14 @@ func validate(arguments: Array):
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return false
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var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
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# has_point() is exclusive of right-/bottom-edge
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var camera_limit_to_test: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left + 1, camera.limit_bottom - camera.limit_top + 1)
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var camera_limit: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left, camera.limit_bottom - camera.limit_top)
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var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
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var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
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if not camera_limit_to_test.has_point(new_pos):
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if not camera.check_point_is_inside_viewport_limits(new_pos):
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escoria.logger.warn(
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self,
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"[%s]: invalid camera position. Camera cannot be moved by %s to %s as this is outside the current camera limit %s."
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"[%s]: Invalid camera position. Moving camera by %s to %s will result in viewport being clamped to the current camera limit %s but its actual position not reflecting this."
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% [
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get_command_name(),
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shift_by,
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@@ -93,7 +91,6 @@ func validate(arguments: Array):
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camera_limit
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]
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)
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return false
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return true
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@@ -305,6 +305,28 @@ func shift(p_target: Vector2, p_time: float, p_type: int):
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_tween.start()
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# Checks whether the given point is contained within the viewport's limits.
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# Note that this is different from the camera's limits when using anchor mode
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# DRAG_CENTER.
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#
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# #### Parameters
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# - point: Point to be tested against viewport limits.
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#
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# **Returns** true iff point is inside the calculated viewport's limits (inclusive)
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func check_point_is_inside_viewport_limits(point: Vector2) -> bool:
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var viewport_rect: Rect2 = get_viewport_rect()
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var screen_half_size: Vector2 = viewport_rect.size * 0.5
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var limits_to_test: Rect2 = Rect2(
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limit_left + screen_half_size.x,
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limit_top + screen_half_size.y,
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limit_right - limit_left - viewport_rect.size.x + 1,
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limit_bottom - limit_top - viewport_rect.size.y + 1
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)
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return limits_to_test.has_point(point)
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func _target_reached():
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_tween.stop_all()
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set_drag_margin_enabled(true, true)
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@@ -350,5 +372,5 @@ func _convert_current_global_pos_for_disabled_drag_margin() -> void:
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ret_position.y = ret_position.y - (viewport_rect.size.y * 0.5 * zoom.y * drag_margin_bottom)
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elif cur_camera_pos.y > ret_position.y:
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ret_position.y = ret_position.y + (viewport_rect.size.y * 0.5 * zoom.y * drag_margin_top)
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self.global_position = ret_position
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