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buttons to zoom in/out fully. poor animation for now.
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parent
d21676ea11
commit
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3
game/assets/minimap/zoom_in_fully.svg
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3
game/assets/minimap/zoom_in_fully.svg
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@ -0,0 +1,3 @@
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<svg width="18" height="18" viewBox="0 0 18 18" fill="none" xmlns="http://www.w3.org/2000/svg">
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<path d="M0 14.1429H3.85714V18H6.42857V11.5714H0V14.1429ZM3.85714 3.85714H0V6.42857H6.42857V0H3.85714V3.85714ZM11.5714 18H14.1429V14.1429H18V11.5714H11.5714V18ZM14.1429 3.85714V0H11.5714V6.42857H18V3.85714H14.1429Z" fill="white"/>
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</svg>
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After Width: | Height: | Size: 334 B |
3
game/assets/minimap/zoom_out_fully.svg
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3
game/assets/minimap/zoom_out_fully.svg
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@ -0,0 +1,3 @@
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<svg width="18" height="18" viewBox="0 0 18 18" fill="none" xmlns="http://www.w3.org/2000/svg">
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<path d="M2.57143 11.5714H0V18H6.42857V15.4286H2.57143V11.5714ZM0 6.42857H2.57143V2.57143H6.42857V0H0V6.42857ZM15.4286 15.4286H11.5714V18H18V11.5714H15.4286V15.4286ZM11.5714 0V2.57143H15.4286V6.42857H18V0H11.5714Z" fill="white"/>
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</svg>
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After Width: | Height: | Size: 333 B |
@ -1,4 +1,4 @@
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use crate::common::{navigate, shortcuts};
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use crate::common::{navigate, shortcuts, Warping};
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use crate::edit::EditMode;
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use crate::edit::EditMode;
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use crate::game::Transition;
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use crate::game::Transition;
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use crate::managed::Composite;
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use crate::managed::Composite;
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@ -6,8 +6,8 @@ use crate::options;
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use crate::sandbox::GameplayMode;
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use crate::sandbox::GameplayMode;
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use crate::ui::UI;
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use crate::ui::UI;
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use ezgui::{
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use ezgui::{
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hotkey, lctrl, Button, Color, EventCtx, HorizontalAlignment, Key, Line, ManagedWidget,
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hotkey, lctrl, Button, Color, EventCtx, EventLoopMode, HorizontalAlignment, Key, Line,
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RewriteColor, Text, VerticalAlignment,
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ManagedWidget, RewriteColor, Text, VerticalAlignment,
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};
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};
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// TODO Rethink this API.
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// TODO Rethink this API.
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@ -36,6 +36,19 @@ pub fn tool_panel(ctx: &EventCtx, extra_buttons: Vec<ManagedWidget>) -> Composit
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"shortcuts",
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"shortcuts",
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hotkey(Key::SingleQuote),
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hotkey(Key::SingleQuote),
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),
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),
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// TODO Mutex
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Composite::svg_button(
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ctx,
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"assets/minimap/zoom_out_fully.svg",
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"zoom out fully",
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None,
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),
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Composite::svg_button(
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ctx,
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"assets/minimap/zoom_in_fully.svg",
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"zoom in fully",
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None,
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),
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];
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];
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row.extend(extra_buttons);
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row.extend(extra_buttons);
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@ -56,6 +69,40 @@ pub fn tool_panel(ctx: &EventCtx, extra_buttons: Vec<ManagedWidget>) -> Composit
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"shortcuts",
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"shortcuts",
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Box::new(|_, _| Some(Transition::Push(shortcuts::ChoosingShortcut::new()))),
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Box::new(|_, _| Some(Transition::Push(shortcuts::ChoosingShortcut::new()))),
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)
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)
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.cb(
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"zoom out fully",
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// TODO The zoom out level should show the full width/height -- that's kind of in minimap
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// code
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Box::new(|ctx, ui| {
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Some(Transition::PushWithMode(
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Warping::new(
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ctx,
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// TODO The animated zooming is too quick. Need to specify that we want to
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// interpolate over the zoom factor.
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ctx.canvas.center_to_map_pt().offset(1.0, 1.0),
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Some(0.1),
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None,
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&mut ui.primary,
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),
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EventLoopMode::Animation,
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))
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}),
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)
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.cb(
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"zoom in fully",
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Box::new(|ctx, ui| {
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Some(Transition::PushWithMode(
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Warping::new(
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ctx,
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ctx.canvas.center_to_map_pt().offset(1.0, 1.0),
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Some(10.0),
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None,
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&mut ui.primary,
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),
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EventLoopMode::Animation,
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))
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}),
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)
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}
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}
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pub fn edit_map_panel(ctx: &EventCtx, ui: &UI, gameplay: GameplayMode) -> Composite {
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pub fn edit_map_panel(ctx: &EventCtx, ui: &UI, gameplay: GameplayMode) -> Composite {
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