mirror of https://github.com/OpenTTD/OpenTTD.git
Fix: jumping effect when scrolling viewport over bottom edge of the map (Patch by adf88, #6583)
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f0290d5de7
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f744dea0ff
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@ -96,13 +96,16 @@ static SnowLine *_snow_line = NULL;
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* @param x X viewport 2D coordinate.
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* @param y Y viewport 2D coordinate.
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* @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map.
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* @param[out] clamped Whether coordinates were clamped.
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* @return 3D world coordinate of point visible at the given screen coordinate (3D perspective).
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*
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* @note Inverse of #RemapCoords2 function. Smaller values may get rounded.
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* @see InverseRemapCoords
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*/
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Point InverseRemapCoords2(int x, int y, bool clamp_to_map)
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Point InverseRemapCoords2(int x, int y, bool clamp_to_map, bool *clamped)
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{
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if (clamped != NULL) *clamped = false; // Not clamping yet.
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/* Initial x/y world coordinate is like if the landscape
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* was completely flat on height 0. */
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Point pt = InverseRemapCoords(x, y);
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@ -116,8 +119,10 @@ Point InverseRemapCoords2(int x, int y, bool clamp_to_map)
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* of extra tiles. This is mostly due to the tiles on the north side of
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* the map possibly being drawn higher due to the extra height levels. */
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int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS);
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Point old_pt = pt;
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pt.x = Clamp(pt.x, -extra_tiles * TILE_SIZE, max_x);
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pt.y = Clamp(pt.y, -extra_tiles * TILE_SIZE, max_y);
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if (clamped != NULL) *clamped = (pt.x != old_pt.x) || (pt.y != old_pt.y);
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}
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/* Now find the Z-world coordinate by fix point iteration.
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@ -133,8 +138,10 @@ Point InverseRemapCoords2(int x, int y, bool clamp_to_map)
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pt.x += z;
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pt.y += z;
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if (clamp_to_map) {
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Point old_pt = pt;
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pt.x = Clamp(pt.x, min_coord, max_x);
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pt.y = Clamp(pt.y, min_coord, max_y);
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if (clamped != NULL) *clamped = *clamped || (pt.x != old_pt.x) || (pt.y != old_pt.y);
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}
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return pt;
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@ -116,7 +116,7 @@ static inline Point InverseRemapCoords(int x, int y)
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return pt;
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}
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Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false);
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Point InverseRemapCoords2(int x, int y, bool clamp_to_map = false, bool *clamped = NULL);
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uint ApplyFoundationToSlope(Foundation f, Slope *s);
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/**
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136
src/viewport.cpp
136
src/viewport.cpp
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@ -1631,121 +1631,33 @@ void Window::DrawViewport() const
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}
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/**
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* Continue criteria for the SearchMapEdge function.
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* @param iter Value to check.
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* @param iter_limit Maximum value for the iter
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* @param sy Screen y coordinate calculated for the tile at hand
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* @param sy_limit Limit to the screen y coordinate
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* @return True when we should continue searching.
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* Ensure that a given viewport has a valid scroll position.
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*
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* There must be a visible piece of the map in the center of the viewport.
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* If there isn't, the viewport will be scrolled to nearest such location.
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*
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* @param vp The viewport.
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* @param[in,out] scroll_x Viewport X scroll.
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* @param[in,out] scroll_y Viewport Y scroll.
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*/
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typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit);
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/** Continue criteria for searching a no-longer-visible tile in negative direction, starting at some tile. */
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static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; }
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/** Continue criteria for searching a no-longer-visible tile in positive direction, starting at some tile. */
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static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; }
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/**
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* Searches, starting at the given tile, by applying the given offset to iter, for a no longer visible tile.
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* The whole sense of this function is keeping the to-be-written code small, thus it is a little bit abstracted
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* so the same function can be used for both the X and Y locations. As such a reference to one of the elements
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* in curr_tile was needed.
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* @param curr_tile A tile
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* @param iter Reference to either the X or Y of curr_tile.
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* @param iter_limit Upper search limit for the iter value.
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* @param offset Search in steps of this size
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* @param sy_limit Search limit to be passed to the criteria
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* @param continue_criteria Search as long as this criteria is true
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* @return The final value of iter.
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*/
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static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria)
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static inline void ClampViewportToMap(const ViewPort *vp, int *scroll_x, int *scroll_y)
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{
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int sy;
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do {
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iter = Clamp(iter + offset, 0, iter_limit);
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sy = GetViewportY(curr_tile);
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} while (continue_criteria(iter, iter_limit, sy, sy_limit));
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/* Centre of the viewport is hot spot. */
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Point pt = {
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*scroll_x + vp->virtual_width / 2,
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*scroll_y + vp->virtual_height / 2
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};
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return iter;
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}
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/* Find nearest tile that is within borders of the map. */
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bool clamped;
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pt = InverseRemapCoords2(pt.x, pt.y, true, &clamped);
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/**
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* Determine the clamping of either the X or Y coordinate to the map.
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* @param curr_tile A tile
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* @param iter Reference to either the X or Y of curr_tile.
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* @param iter_limit Upper search limit for the iter value.
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* @param start Start value for the iteration.
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* @param other_ref Reference to the opposite axis in curr_tile than of iter.
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* @param other_value Start value for of the opposite axis
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* @param vp_value Value of the viewport location in the opposite axis as for iter.
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* @param other_limit Limit for the other value, so if iter is X, then other_limit is for Y.
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* @param vp_top Top of the viewport.
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* @param vp_bottom Bottom of the viewport.
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* @return Clamped version of vp_value.
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*/
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static inline int ClampXYToMap(Point &curr_tile, int &iter, int iter_limit, int start, int &other_ref, int other_value, int vp_value, int other_limit, int vp_top, int vp_bottom)
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{
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bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4;
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/*
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* First get an estimate of the tiles relevant for us at that edge. Relevant in the sense
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* "at least close to the visible area". Thus, we don't look at exactly each tile, inspecting
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* e.g. every tenth should be enough. After all, the desired screen limit is set such that
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* the bordermost tiles are painted in the middle of the screen when one hits the limit,
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* i.e. it is no harm if there is some small error in that calculation
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*/
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other_ref = upper_edge ? 0 : other_limit;
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iter = start;
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int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch);
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iter = start;
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int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch);
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max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit);
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min_iter = min(min_iter, max_iter);
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/* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */
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int max_heightlevel_at_edge = 0;
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for (iter = min_iter; iter <= max_iter; iter += 10) {
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max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y)));
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if (clamped) {
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/* Convert back to viewport coordinates and remove centering. */
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pt = RemapCoords2(pt.x, pt.y);
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*scroll_x = pt.x - vp->virtual_width / 2;
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*scroll_y = pt.y - vp->virtual_height / 2;
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}
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/* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would
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* get a limit of zero, on the other side it depends on the number of tiles along the axis. */
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return upper_edge ?
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max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) :
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min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE);
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}
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static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
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{
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int original_y = y;
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/* Centre of the viewport is hot spot */
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x += vp->virtual_width / 2;
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y += vp->virtual_height / 2;
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/* Convert viewport coordinates to map coordinates
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* Calculation is scaled by 4 to avoid rounding errors */
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int vx = -x + y * 2;
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int vy = x + y * 2;
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/* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from
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* converting the result to an uint, which gives an overflow instead of a negative result... */
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int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
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int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
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Point curr_tile;
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vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height);
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vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height);
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/* Convert map coordinates to viewport coordinates */
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x = (-vx + vy) / 2;
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y = ( vx + vy) / 4;
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/* Remove centering */
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x -= vp->virtual_width / 2;
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y -= vp->virtual_height / 2;
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}
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/**
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@ -1765,7 +1677,7 @@ void UpdateViewportPosition(Window *w)
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SetViewportPosition(w, pt.x, pt.y);
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} else {
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/* Ensure the destination location is within the map */
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ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
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ClampViewportToMap(vp, &w->viewport->dest_scrollpos_x, &w->viewport->dest_scrollpos_y);
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int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
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int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
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@ -1785,7 +1697,7 @@ void UpdateViewportPosition(Window *w)
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w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y);
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}
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ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
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ClampViewportToMap(vp, &w->viewport->scrollpos_x, &w->viewport->scrollpos_y);
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SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
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if (update_overlay) RebuildViewportOverlay(w);
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