Fix bug in occulted centering logic.
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@ -634,8 +634,6 @@ void VIEW::SetCenter( VECTOR2D aCenter, const BOX2D& occultingScreenRect )
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}
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BOX2D occultedRect = screenRect.Intersect( occultingScreenRect );
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VECTOR2D offset( occultedRect.GetWidth() / 2, occultedRect.GetHeight() / 2 );
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double topExposed = occultedRect.GetTop() - screenRect.GetTop();
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double bottomExposed = screenRect.GetBottom() - occultedRect.GetBottom();
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double leftExposed = occultedRect.GetLeft() - screenRect.GetLeft();
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@ -644,16 +642,16 @@ void VIEW::SetCenter( VECTOR2D aCenter, const BOX2D& occultingScreenRect )
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if( std::max( topExposed, bottomExposed ) > std::max( leftExposed, rightExposed ) )
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{
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if( topExposed > bottomExposed )
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aCenter.y += ToWorld( occultedRect.GetHeight() / 2 );
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aCenter.y += ToWorld( screenRect.GetHeight() / 2 - topExposed / 2 );
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else
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aCenter.y -= ToWorld( occultedRect.GetHeight() / 2 );
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aCenter.y -= ToWorld( screenRect.GetHeight() / 2 - bottomExposed / 2 );
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}
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else
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{
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if( leftExposed > rightExposed )
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aCenter.x += ToWorld( occultedRect.GetWidth() / 2 );
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aCenter.x += ToWorld( screenRect.GetWidth() / 2 - leftExposed / 2 );
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else
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aCenter.x -= ToWorld( occultedRect.GetWidth() / 2 );
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aCenter.x -= ToWorld( screenRect.GetWidth() / 2 - rightExposed / 2 );
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}
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SetCenter( aCenter );
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