правильное определение видимой области
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@@ -109,54 +109,24 @@ pub fn updateVisibleImageRect(self: *Canvas, viewport: dvui.Rect, scroll_offset:
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fn computeVisibleImageRect(self: Canvas, viewport: dvui.Rect, scroll_offset: dvui.Point) ImageRect {
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const image_rect = self.getScaledImageSize();
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const img_w_f: f32 = @floatFromInt(image_rect.w);
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const img_h_f: f32 = @floatFromInt(image_rect.h);
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const img_w: u32 = image_rect.w;
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const img_h: u32 = image_rect.h;
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const view_left: f32 = scroll_offset.x;
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const view_top: f32 = scroll_offset.y;
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const view_right: f32 = scroll_offset.x + viewport.w;
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const view_bottom: f32 = scroll_offset.y + viewport.h;
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// Видимый размер всегда равен размеру viewport, но не больше холста
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const vis_w: u32 = @min(@as(u32, @intFromFloat(viewport.w)), img_w);
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const vis_h: u32 = @min(@as(u32, @intFromFloat(viewport.h)), img_h);
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const img_left: f32 = @floatFromInt(image_rect.x);
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const img_top: f32 = @floatFromInt(image_rect.y);
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const img_right: f32 = img_left + img_w_f;
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const img_bottom: f32 = img_top + img_h_f;
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// Вычисляем x и y на основе scroll_offset, clamped чтобы не выходить за границы
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const raw_x: i64 = @intFromFloat(scroll_offset.x - @as(f32, @floatFromInt(image_rect.x)));
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const raw_y: i64 = @intFromFloat(scroll_offset.y - @as(f32, @floatFromInt(image_rect.y)));
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const inter_left: f32 = @max(view_left, img_left);
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const inter_top: f32 = @max(view_top, img_top);
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const inter_right: f32 = @min(view_right, img_right);
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const inter_bottom: f32 = @min(view_bottom, img_bottom);
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const vis_x: u32 = @intCast(std.math.clamp(raw_x, 0, @as(i64, img_w) - @as(i64, vis_w)));
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const vis_y: u32 = @intCast(std.math.clamp(raw_y, 0, @as(i64, img_h) - @as(i64, vis_h)));
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if (inter_right <= inter_left or inter_bottom <= inter_top) {
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return .{ .x = 0, .y = 0, .w = 0, .h = 0 };
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}
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// Переводим из координат контента в локальные координаты картинки
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const local_x0: f32 = inter_left - img_left;
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const local_y0: f32 = inter_top - img_top;
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const local_x1: f32 = inter_right - img_left;
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const local_y1: f32 = inter_bottom - img_top;
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// Консервативно округляем до пикселей: начало вниз (floor), конец вверх (ceil)
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const x0_u32: u32 = floatToClampedU32(@floor(local_x0), image_rect.w);
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const y0_u32: u32 = floatToClampedU32(@floor(local_y0), image_rect.h);
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const x1_u32: u32 = floatToClampedU32(@ceil(local_x1), image_rect.w);
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const y1_u32: u32 = floatToClampedU32(@ceil(local_y1), image_rect.h);
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const out: ImageRect = .{
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.x = x0_u32,
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.y = y0_u32,
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.w = if (x1_u32 > x0_u32) x1_u32 - x0_u32 else 0,
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.h = if (y1_u32 > y0_u32) y1_u32 - y0_u32 else 0,
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return .{
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.x = vis_x,
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.y = vis_y,
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.w = vis_w,
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.h = vis_h,
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};
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return out;
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}
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fn floatToClampedU32(value: f32, max_inclusive: u32) u32 {
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if (max_inclusive == 0) return 0;
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if (value <= 0) return 0;
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const max_f: f32 = @floatFromInt(max_inclusive);
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if (value >= max_f) return max_inclusive;
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return @intFromFloat(value);
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}
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