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Zooming #2406
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Zooming #2406
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Visual artifacts remain, though, so it probably hasn't been used in long time.
Stretching or squeezing into the target by design.
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Cool, LGTM and it works fine with my touchpad too (at least when the wayland scaling doesn't trigger, since it takes over). Is there a particular reason you store the zoom in each window? For savegame and actions compatibility, we'll need to have a global setting. We already read and write it from the GAM file: There was already a working zoom here, but since it's entangled with 4K support and not yet polished, I wouldn't say this was wasted effort: |
Mainly because I was looking for where the draw buffer handling is done. Anyway, I wasn't aware of the GAM file, I'll have a look at it for the EEs. |
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I now mapped the 27 zoom steps of the original EE. Anyway, I found something in handling SDL that is visible in some literal edge cases of interior maps. Will look at this tomorrow. |
Replace mouse wheel functionality that previously moved the screen in single pixels.
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Testing savegames in the original EE looks broken before this already, but other than this I'm good for now. |
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Thanks! |
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This is amazing! Thank you! |
Description
Inspired from a feature I've been using in the EE frequently (due to general overview or better micro managing), I don't see a reason to not generally introduce this to all games: using the mouse wheel to zoom in and out. Currently two steps in, two steps out:
Things I've tested in particular:
Performance increases on slow device when zooming in, or slows down when zooming out, so this is some more ad-hoc way to tune this, e. g. in some combats.
Checklist