mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 11:11:10 +02:00
new options, and hot keys and readme clean up (#148)
This commit is contained in:
@@ -230,6 +230,11 @@ function BattleTransition:draw()
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love.graphics.setColor(0, 0, 0, 1)
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local prog = math.min(1, self.t / self.wipeLen)
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-- Cascade black 8x8 blocks across the window area *outside* the classic
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-- 160x144 wipe square, in lockstep with the OG wipe progress. Renderer
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-- paints them in screen space after the world blit (see endFrame).
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local renderer = self.game and self.game.renderer
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if renderer then renderer.battleCascadeProg = prog end
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local style = self.style
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-- a registered style may draw itself; the eight built-ins do not
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+61
-1
@@ -94,6 +94,8 @@ function Renderer:beginFrame(transparent)
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-- warp-fade overlay from Transition (issue #121); cleared each frame so
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-- a popped transition cannot leave a sticky black veil
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self.worldFadeAlpha = nil
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-- battle-transition cascade outside the 160x144 wipe (BattleTransition)
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self.battleCascadeProg = nil
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-- last frame's trueColor rects and sprite redraws go before anything
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-- draws this one
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PaletteFX.clearTrueColor()
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@@ -107,6 +109,46 @@ function Renderer:beginFrame(transparent)
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end
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end
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-- Black 8x8 (scaled) blocks cascading outward from the classic GB letterbox
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-- into the surrounding window, matching BattleTransition wipe progress.
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-- Tiles that sit entirely inside the 160x144 square are left to the OG wipe.
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function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, S)
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if not prog or prog <= 0 then return end
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local TILE = 8 * S
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if TILE < 1 then TILE = 1 end
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local cols = math.ceil(ww / TILE)
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local rows = math.ceil(wh / TILE)
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local cx, cy = ox + vpw / 2, oy + vph / 2
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local order = {}
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for row = 0, rows - 1 do
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for col = 0, cols - 1 do
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local x, y = col * TILE, row * TILE
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-- any tile with area outside the letterbox participates
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if x < ox or y < oy or x + TILE > ox + vpw or y + TILE > oy + vph then
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local dist = math.max(math.abs(x + TILE / 2 - cx),
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math.abs(y + TILE / 2 - cy))
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order[#order + 1] = { x, y, dist }
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end
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end
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end
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if #order == 0 then return end
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table.sort(order, function(a, b)
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if a[3] ~= b[3] then return a[3] < b[3] end
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if a[2] ~= b[2] then return a[2] < b[2] end
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return a[1] < b[1]
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end)
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local n = math.floor(#order * math.min(1, prog) + 1e-6)
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if prog >= 1 then n = #order end
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.setScissor(0, 0, ww, wh)
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for i = 1, n do
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local t = order[i]
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love.graphics.rectangle("fill", t[1], t[2], TILE, TILE)
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end
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love.graphics.setScissor()
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love.graphics.setColor(1, 1, 1, 1)
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end
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function Renderer:beginWorldPass()
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local vw, vh = self:worldViewSize()
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if not self.worldCanvas or self.worldCanvas:getWidth() ~= vw
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@@ -349,7 +391,20 @@ function Renderer:endFrame(zones, worldZones)
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present = self.presentCanvas
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love.graphics.setCanvas(present)
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end
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love.graphics.setColor(0, 0, 0, 1)
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-- Default letterbox is black. Battle (and any state that opts in via
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-- letterboxWhite) fills the voids white so the window matches the
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-- white battle canvas instead of showing black bars.
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local clearR, clearG, clearB = 0, 0, 0
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if not self.worldActive then
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local ok, Game = pcall(require, "src.core.Game")
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local stack = ok and Game and Game.stack
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local base = stack and stack.visibleBase and stack:visibleBase()
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local state = base and stack.states and stack.states[base]
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if state and state.letterboxWhite then
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clearR, clearG, clearB = 1, 1, 1
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end
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end
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love.graphics.setColor(clearR, clearG, clearB, 1)
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love.graphics.rectangle("fill", 0, 0, ww, wh)
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love.graphics.setColor(1, 1, 1, 1)
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@@ -460,6 +515,11 @@ function Renderer:endFrame(zones, worldZones)
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love.graphics.rectangle("fill", 0, 0, ww, wh)
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love.graphics.setColor(1, 1, 1, 1)
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end
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-- Battle transition: cascade black blocks into the area outside the
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-- classic 160x144 wipe square (world still shows through until filled).
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if self.battleCascadeProg then
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self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, S)
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end
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end
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-- UI stays in the classic centered GB letterbox
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blit(self.canvas, S, zones, S, ox, oy, ox, oy, vpw, vph)
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+148
-31
@@ -10,19 +10,57 @@ TileRenderer.__index = TileRenderer
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local BORDER_BLOCKS = 3 -- ring width; > half a screen (2.5 blocks)
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-- OVERWORLD maps fill beyond-edge space with the solid tree wall
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-- (blockset $0F: four regular-tree metatiles, tiles $40/$41/$50/$51,
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-- the border block of ViridianCity/CeruleanCity/CeladonCity et al.),
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-- not each map's own border_block, which can be grass ($0B, the
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-- CutTreeBlockSwaps $0B->$0A cut-grass block) or water; other
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-- tilesets keep their designated border (interiors stay black/void)
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-- OVERWORLD maps fill beyond-edge space from save.options.voidFill:
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-- trees (default) — solid tree wall $0F (Viridian/Cerulean/Celadon)
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-- water — solid water $43 (Cinnabar/Route 19 border block)
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-- black — solid black (no tiled metatile)
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-- Other tilesets keep their designated border (interiors stay black/void).
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local TREE_WALL_BLOCK = 0x0F
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local WATER_BORDER_BLOCK = 0x43
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TileRenderer.VOID_FILLS = { "trees", "water", "black" }
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TileRenderer.voidFill = "trees"
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local function borderBlockFor(map)
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if map.def.tileset == "OVERWORLD" then return TREE_WALL_BLOCK end
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if map.def.tileset == "OVERWORLD" then
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local mode = TileRenderer.voidFill or "trees"
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if mode == "water" then return WATER_BORDER_BLOCK end
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if mode == "black" then return false end
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return TREE_WALL_BLOCK
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end
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return map.def.borderBlock
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end
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TileRenderer.borderBlockFor = borderBlockFor
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function TileRenderer.setVoidFill(mode)
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local ok = false
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for _, m in ipairs(TileRenderer.VOID_FILLS) do
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if m == mode then ok = true; break end
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end
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TileRenderer.voidFill = ok and mode or "trees"
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end
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function TileRenderer.cycleVoidFill()
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local cur = TileRenderer.voidFill or "trees"
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local idx = 1
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for i, m in ipairs(TileRenderer.VOID_FILLS) do
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if m == cur then idx = i; break end
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end
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TileRenderer.setVoidFill(
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TileRenderer.VOID_FILLS[idx % #TileRenderer.VOID_FILLS + 1])
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return TileRenderer.voidFill
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end
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function TileRenderer.applyOptions(opts)
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TileRenderer.setVoidFill(opts and opts.voidFill or "trees")
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end
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function TileRenderer.voidFillLabel(mode)
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mode = mode or TileRenderer.voidFill or "trees"
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if mode == "water" then return "WATER" end
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if mode == "black" then return "BLACK" end
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return "TREES"
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end
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local imageCache = {}
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local function getImage(path)
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@@ -487,42 +525,118 @@ function TileRenderer.new(map, data)
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self.anims = anims
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self.claimedBy = claimedBy
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-- a repeating 32x32 image of the border block, tiled behind
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-- everything the 3-block ring doesn't cover (the survey zoom sees
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-- far past the ring; interiors keep their black border this way)
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pcall(function()
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local border = map.tileset.blocks[borderBlockFor(map) + 1]
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if not border then return end
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local canvas = love.graphics.newCanvas(32, 32)
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love.graphics.push("all")
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love.graphics.setCanvas(canvas)
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love.graphics.clear(1, 1, 1, 1)
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for ty = 0, 3 do
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for tx = 0, 3 do
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local quad = self.quads[border[ty * 4 + tx + 1]]
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if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
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end
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end
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love.graphics.setCanvas()
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love.graphics.pop()
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local img = love.graphics.newImage(canvas:newImageData())
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img:setWrap("repeat", "repeat")
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img:setFilter("nearest", "nearest")
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self.borderFill = img
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end)
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-- border-fill image is built lazily in :ensureBorderFill so a VOID FILL
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-- option change can swap trees/water/black without reloading the map
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self.borderFillMode = nil
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self.borderFill = nil
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return self
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end
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-- Bake a static repeating 32x32 of `block` into self.borderFill.
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local function bakeBorderFill(self, block)
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local border = self.map.tileset.blocks[block + 1]
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if not border then return end
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local canvas = love.graphics.newCanvas(32, 32)
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love.graphics.push("all")
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love.graphics.setCanvas(canvas)
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love.graphics.clear(1, 1, 1, 1)
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for ty = 0, 3 do
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for tx = 0, 3 do
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local quad = self.quads[border[ty * 4 + tx + 1]]
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if quad then love.graphics.draw(self.image, quad, tx * 8, ty * 8) end
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end
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end
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love.graphics.setCanvas()
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love.graphics.pop()
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local img = love.graphics.newImage(canvas:newImageData())
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img:setWrap("repeat", "repeat")
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img:setFilter("nearest", "nearest")
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self.borderFill = img
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end
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-- WATER void fill: the eight hshift frames of tile $14 (same cycle as map
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-- water), wrap-tiled so the void scrolls in lockstep with on-map water.
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local function ensureWaterBorderFill(self)
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if self.borderWaterTextures then return true end
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local map = self.map
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local perRow = map.tileset.tilesPerRow
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local colors, gbcKey
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if self.gbcAtlas and self.data then
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local group = PaletteFX.worldGroupAt(map.tileset.id, map.id, WATER_TILE)
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local groupColors = PaletteFX.worldGroupColors(
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self.data, map.tileset.id, map.id, nil)
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colors = group and groupColors and groupColors[group + 1] or nil
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gbcKey = "#gbc:" .. map.id
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end
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local textures = getShiftVariants(map.tileset.image, perRow, WATER_TILE,
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colors, gbcKey)
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if not textures then return false end
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for _, img in ipairs(textures) do
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img:setWrap("repeat", "repeat")
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img:setFilter("nearest", "nearest")
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end
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self.borderWaterTextures = textures
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return true
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end
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-- (re)build the repeating border image when the VOID FILL mode or tileset
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-- choice changes. OVERWORLD "black" leaves borderFill nil and draws a
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-- solid clear; "water" keeps the live hshift textures instead of a bake.
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function TileRenderer:ensureBorderFill()
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local block = borderBlockFor(self.map)
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local mode = block == false and "black"
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or ((self.map.def.tileset == "OVERWORLD")
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and (TileRenderer.voidFill or "trees")
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or "map")
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local ready = (mode == "black")
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or (mode == "water" and self.borderWaterTextures)
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or (mode ~= "water" and mode ~= "black" and self.borderFill)
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if self.borderFillMode == mode and ready then return end
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if self.borderFill and self.borderFill.release then
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pcall(self.borderFill.release, self.borderFill)
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end
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self.borderFill = nil
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-- shared shift-variant cache: drop the reference only, never release
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self.borderWaterTextures = nil
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self.borderFillMode = mode
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if mode == "black" or block == false or block == nil then return end
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if mode == "water" then
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if ensureWaterBorderFill(self) then return end
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-- headless / missing pixels: fall back to the static water block bake
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end
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pcall(bakeBorderFill, self, block)
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end
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-- tile the border block across the whole view (world-aligned so it
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-- meshes seamlessly with the ring batch)
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function TileRenderer:drawBorderFill(camX, camY, vw, vh)
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if not self.borderFill then return end
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self:ensureBorderFill()
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if self.borderFillMode == "black" then
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("fill", 0, 0, vw, vh)
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love.graphics.setColor(1, 1, 1, 1)
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return
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end
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if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
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local x, y = math.floor(camX), math.floor(camY)
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-- one reused Quad per renderer, mutated in place: this runs every
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-- overworld frame, so allocating a fresh Quad here churned the GC
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local q = self.borderQuad
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if self.borderFillMode == "water" and self.borderWaterTextures then
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local step = math.floor(animFrame / ANIM_PERIOD) % #WATER_OFFSETS + 1
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local tex = self.borderWaterTextures[WATER_OFFSETS[step] + 1]
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if not tex then return end
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if q then
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q:setViewport(x, y, vw, vh, 8, 8)
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else
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q = love.graphics.newQuad(x, y, vw, vh, 8, 8)
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self.borderQuad = q
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end
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love.graphics.draw(tex, q, 0, 0)
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return
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end
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if not self.borderFill then return end
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if q then
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q:setViewport(x, y, vw, vh, 32, 32)
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else
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@@ -730,6 +844,9 @@ function TileRenderer:releaseBatches()
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safeRelease(self.winBatch); self.winBatch = nil
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safeRelease(self.borderFill); self.borderFill = nil
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safeRelease(self.borderQuad); self.borderQuad = nil
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-- shared shift-variant cache; only drop the reference
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self.borderWaterTextures = nil
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self.borderFillMode = nil
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self.win = nil
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if self.quads then
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for _, q in pairs(self.quads) do safeRelease(q) end
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+41
-5
@@ -1,6 +1,7 @@
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-- Overworld survey zoom: integer pixels-per-world-pixel scales stepped
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-- by the mouse wheel. Stored as an offset from the window fit scale S
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-- so a resize keeps the relative zoom. Session-only; never saved.
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-- by the mouse wheel, Options ZOOM row, or hotkey `4`. Stored as an
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-- offset from the window fit scale S so a resize keeps the relative
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-- zoom. Persisted as save.options.zoom (default 0 = FIT).
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-- Spec: docs/new-features.md (survey zoom)
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local Zoom = {}
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@@ -12,16 +13,51 @@ function Zoom.scale(S)
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return math.max(1, math.min(2 * S, S + Zoom.offset))
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end
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-- legal offset range for a given fit scale
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function Zoom.offsetRange(S)
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S = math.max(1, math.floor(tonumber(S) or 1))
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return 1 - S, S
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end
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function Zoom.clampOffset(offset, S)
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local lo, hi = Zoom.offsetRange(S)
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offset = math.floor(tonumber(offset) or 0)
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if offset < lo then return lo end
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if offset > hi then return hi end
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return offset
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end
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function Zoom.step(delta, S)
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Zoom.offset = Zoom.offset + delta
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if S + Zoom.offset < 1 then Zoom.offset = 1 - S end
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if S + Zoom.offset > 2 * S then Zoom.offset = S end
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Zoom.offset = Zoom.clampOffset(Zoom.offset + delta, S)
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return Zoom.offset
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end
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-- Advance one zoom level toward max close-up, then wrap to full survey.
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-- Returns the new offset.
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function Zoom.cycle(S)
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local lo, hi = Zoom.offsetRange(S)
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local next = Zoom.offset + 1
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if next > hi then next = lo end
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Zoom.offset = next
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return Zoom.offset
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end
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function Zoom.reset()
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Zoom.offset = 0
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end
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function Zoom.applyOptions(opts)
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Zoom.offset = math.floor(tonumber(opts and opts.zoom) or 0)
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end
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-- FIT / OUT1 / OUT2 / … / IN1 / IN2 / …
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function Zoom.offsetLabel(offset)
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offset = math.floor(tonumber(offset) or 0)
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if offset == 0 then return "FIT" end
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if offset < 0 then return "OUT" .. tostring(-offset) end
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return "IN" .. tostring(offset)
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end
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-- world pixels covered by a w x h letterbox viewport at fit scale S
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-- (legacy GB-framed size; prefer fillViewSize for the live world pass)
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function Zoom.viewSize(S, w, h)
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