fix: cleaning up and updating validation code.
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@@ -60,16 +60,7 @@ func validate(arguments: Array):
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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.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 viewport with camera limit %s."
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% [
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get_command_name(),
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arguments[0],
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target_pos,
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camera_limit
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]
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)
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_generate_viewport_warning(target_pos - Vector2.ONE, camera)
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return false
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if not arguments[2] in SUPPORTED_TRANSITIONS:
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@@ -108,3 +99,24 @@ func interrupt():
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self,
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"[%s] interrupt() function not implemented." % get_command_name()
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)
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func _generate_viewport_warning(new_pos: Vector2, camera: ESCCamera) -> void:
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var camera_limit: Rect2 = camera.get_camera_limit_rect()
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var message: String = \
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"""
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[%s]: Invalid camera position. Camera cannot be moved to %s as this is outside the viewport with current camera limit %s.
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Current valid ranges for positions are: x = %s inclusive; y = %s inclusive.
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"""
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escoria.logger.warn(
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self,
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message
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% [
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get_command_name(),
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new_pos.floor(),
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camera_limit,
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camera.get_current_valid_viewport_values_x(),
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camera.get_current_valid_viewport_values_y()
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]
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)
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@@ -31,7 +31,7 @@ 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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var camera_limit: Rect2 = _make_camera_limit_rect(camera)
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var camera_limit: Rect2 = camera.get_camera_limit_rect()
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if not camera.check_point_is_inside_viewport_limits(new_pos):
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_generate_viewport_warning(new_pos, camera)
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@@ -59,7 +59,7 @@ func interrupt():
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func _generate_viewport_warning(new_pos: Vector2, camera: ESCCamera) -> void:
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var camera_limit: Rect2 = _make_camera_limit_rect(camera)
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var camera_limit: Rect2 = camera.get_camera_limit_rect()
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var message: String = \
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"""
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[%s]: Invalid camera position. Camera cannot be moved to %s as this is outside the viewport with current camera limit %s.
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@@ -77,7 +77,3 @@ func _generate_viewport_warning(new_pos: Vector2, camera: ESCCamera) -> void:
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camera.get_current_valid_viewport_values_y()
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]
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)
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func _make_camera_limit_rect(camera: ESCCamera) -> Rect2:
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return Rect2(camera.limit_left, camera.limit_top, camera.limit_right - camera.limit_left, camera.limit_bottom - camera.limit_top)
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@@ -340,6 +340,31 @@ func get_current_valid_viewport_values_y() -> Array:
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return [limit_top + viewport_rect.size.y * 0.5, limit_bottom - viewport_rect.size.y * 0.5]
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func get_camera_limit_rect() -> Rect2:
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return Rect2(limit_left, limit_top, limit_right - limit_left, limit_bottom - limit_top)
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# Used when drag margins are enabled. Clamps the camera so it respects the viewport limits inside
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# the camera limits.
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func clamp_to_viewport_limits() -> void:
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var viewport_rect: Rect2 = get_viewport_rect()
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var cur_camera_pos: Vector2 = self.get_camera_screen_center()
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var ret_position: Vector2 = cur_camera_pos
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if cur_camera_pos.x - viewport_rect.size.x * 0.5 * zoom.x <= limit_left:
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ret_position.x = limit_left + viewport_rect.size.x * 0.5 * zoom.x * (1 + drag_margin_left)
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elif cur_camera_pos.x + viewport_rect.size.x * 0.5 * zoom.x >= limit_right:
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ret_position.x = limit_right - viewport_rect.size.x * 0.5 * zoom.x * (1 + drag_margin_right)
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if cur_camera_pos.y - viewport_rect.size.y * 0.5 * zoom.y <= limit_top:
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ret_position.y = limit_top + viewport_rect.size.y * 0.5 * zoom.y * (1 + drag_margin_top)
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elif cur_camera_pos.y + viewport_rect.size.y * 0.5 * zoom.y >= limit_bottom:
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ret_position.y = limit_bottom - viewport_rect.size.y * 0.5 * zoom.y * (1 + drag_margin_bottom)
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self.global_position = ret_position
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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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@@ -384,24 +409,3 @@ func _convert_pos_for_disabled_drag_margin(pos: Vector2) -> Vector2:
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ret_position.y = limit_bottom - viewport_rect.size.y * 0.5 * zoom.y
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return ret_position
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# Used when drag margins are enabled. Clamps the camera so it respects the viewport limits inside
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# the camera limits.
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func clamp_to_viewport_limits() -> void:
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var viewport_rect: Rect2 = get_viewport_rect()
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var cur_camera_pos: Vector2 = self.get_camera_screen_center()
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var ret_position: Vector2 = cur_camera_pos
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if cur_camera_pos.x - viewport_rect.size.x * 0.5 * zoom.x <= limit_left:
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ret_position.x = limit_left + viewport_rect.size.x * 0.5 * zoom.x * (1 + drag_margin_left)
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elif cur_camera_pos.x + viewport_rect.size.x * 0.5 * zoom.x >= limit_right:
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ret_position.x = limit_right - viewport_rect.size.x * 0.5 * zoom.x * (1 + drag_margin_right)
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if cur_camera_pos.y - viewport_rect.size.y * 0.5 * zoom.y <= limit_top:
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ret_position.y = limit_top + viewport_rect.size.y * 0.5 * zoom.y * (1 + drag_margin_top)
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elif cur_camera_pos.y + viewport_rect.size.y * 0.5 * zoom.y >= limit_bottom:
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ret_position.y = limit_bottom - viewport_rect.size.y * 0.5 * zoom.y * (1 + drag_margin_bottom)
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self.global_position = ret_position
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