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.

This commit is contained in:
Duncan Brown
2022-10-27 15:37:48 -04:00
parent 9842feea33
commit d95d26ff5f
4 changed files with 29 additions and 14 deletions

View File

@@ -57,14 +57,12 @@ func validate(arguments: Array):
var target_pos = (escoria.object_manager.get_object(arguments[0]).node as ESCItem).global_position + Vector2.ONE
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
# has_point() is exclusive of right-/bottom-edge
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)
var camera_limit: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left, camera.limit_bottom - camera.limit_top)
if not camera_limit_to_test.has_point(target_pos):
if not camera.check_point_is_inside_viewport_limits(target_pos):
escoria.logger.warn(
self,
"[%s]: invalid camera position. Camera cannot be moved to %s at position %s as this is outside the current camera limit %s."
"[%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."
% [
get_command_name(),
arguments[0],

View File

@@ -31,14 +31,12 @@ func validate(arguments: Array):
var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
# has_point() is exclusive of right-/bottom-edge
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)
var camera_limit: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left, camera.limit_bottom - camera.limit_top)
if not camera_limit_to_test.has_point(new_pos):
if not camera.check_point_is_inside_viewport_limits(new_pos):
escoria.logger.warn(
self,
"[%s]: invalid camera position. Camera cannot be moved to %s as this is outside the current camera limit %s."
"[%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."
% [
get_command_name(),
new_pos,

View File

@@ -76,16 +76,14 @@ func validate(arguments: Array):
return false
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
# has_point() is exclusive of right-/bottom-edge
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)
var camera_limit: Rect2 = Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left, camera.limit_bottom - camera.limit_top)
var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
if not camera_limit_to_test.has_point(new_pos):
if not camera.check_point_is_inside_viewport_limits(new_pos):
escoria.logger.warn(
self,
"[%s]: invalid camera position. Camera cannot be moved by %s to %s as this is outside the current camera limit %s."
"[%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."
% [
get_command_name(),
shift_by,
@@ -93,7 +91,6 @@ func validate(arguments: Array):
camera_limit
]
)
return false
return true

View File

@@ -305,6 +305,28 @@ func shift(p_target: Vector2, p_time: float, p_type: int):
_tween.start()
# Checks whether the given point is contained within the viewport's limits.
# Note that this is different from the camera's limits when using anchor mode
# DRAG_CENTER.
#
# #### Parameters
# - point: Point to be tested against viewport limits.
#
# **Returns** true iff point is inside the calculated viewport's limits (inclusive)
func check_point_is_inside_viewport_limits(point: Vector2) -> bool:
var viewport_rect: Rect2 = get_viewport_rect()
var screen_half_size: Vector2 = viewport_rect.size * 0.5
var limits_to_test: Rect2 = Rect2(
limit_left + screen_half_size.x,
limit_top + screen_half_size.y,
limit_right - limit_left - viewport_rect.size.x + 1,
limit_bottom - limit_top - viewport_rect.size.y + 1
)
return limits_to_test.has_point(point)
func _target_reached():
_tween.stop_all()
set_drag_margin_enabled(true, true)
@@ -350,5 +372,5 @@ func _convert_current_global_pos_for_disabled_drag_margin() -> void:
ret_position.y = ret_position.y - (viewport_rect.size.y * 0.5 * zoom.y * drag_margin_bottom)
elif cur_camera_pos.y > ret_position.y:
ret_position.y = ret_position.y + (viewport_rect.size.y * 0.5 * zoom.y * drag_margin_top)
self.global_position = ret_position