fix(world-map): 🐛 Fix race condition in SubViewport layout by explicitly setting size to window dimensions to stabilize scaling and zoom behavior
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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28e9994e39
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1 changed files with 33 additions and 7 deletions
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@ -129,20 +129,32 @@ func _apply_arena_camera_fit() -> void:
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bg_vp = vwm.call("get_background_viewport") as SubViewport
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if bg_vp != null:
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bg_vp.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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# Force the SubViewport to match the actual window size. The default
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# layout-driven _sync_background_size in viewport_window_manager.gd
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# can leave the SubViewport at its initial ~240x180 if the Control's
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# layout hasn't propagated. With stretch=true on the container, that
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# tiny SubViewport gets blown up 5x to fill the window — making the
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# hex map look like it's at zoom 0.45 even though the Camera2D.zoom
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# is 0.126. Setting the size explicitly here side-steps the layout
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# race condition.
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var win_size: Vector2i = DisplayServer.window_get_size()
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bg_vp.size = win_size
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var viewport: Viewport = _world_map.get_viewport()
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if viewport == null:
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return
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var view_size: Vector2 = viewport.get_visible_rect().size
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cam.fit_map_to_viewport(int(game_map.width), int(game_map.height), view_size)
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# Use the WINDOW size for the fit calculation, not the root viewport's
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# get_visible_rect (which is fixed at the project's base 1920x1080).
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var win_size_f: Vector2 = Vector2(DisplayServer.window_get_size())
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cam.fit_map_to_viewport(int(game_map.width), int(game_map.height), win_size_f)
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print(
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(
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"[AI ARENA] camera fit: map=%dx%d viewport=%dx%d zoom=%.3f"
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"[AI ARENA] camera fit: map=%dx%d window=%dx%d zoom=%.3f"
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% [
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int(game_map.width),
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int(game_map.height),
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int(view_size.x),
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int(view_size.y),
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int(win_size_f.x),
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int(win_size_f.y),
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cam.zoom.x,
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]
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)
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@ -252,6 +264,14 @@ func _capture_viewport_screenshot_async() -> void:
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await tree.process_frame
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await tree.process_frame
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# Re-apply the camera fit right before capture so we know the camera
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# is at the fit zoom regardless of what else may have touched it.
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_apply_arena_camera_fit()
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for _i: int in range(2):
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await tree.process_frame
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RenderingServer.force_draw()
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await tree.process_frame
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var viewport: Viewport = _world_map.get_viewport()
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if viewport == null:
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return
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@ -267,10 +287,16 @@ func _capture_viewport_screenshot_async() -> void:
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if err != OK:
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push_warning("[AI ARENA] screenshot save failed: %s" % error_string(err))
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return
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var diag_zoom: float = -1.0
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var vwm_diag: Node = _world_map.get_node_or_null("ViewportWindowManager")
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if vwm_diag != null and vwm_diag.has_method("get_background_camera"):
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var diag_cam: Camera2D = vwm_diag.get_background_camera()
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if diag_cam != null:
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diag_zoom = diag_cam.zoom.x
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print(
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(
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"[AI ARENA] screenshot saved: %s (%dx%d)"
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% [path, image.get_width(), image.get_height()]
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"[AI ARENA] screenshot saved: %s (%dx%d) cam_zoom=%.3f"
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% [path, image.get_width(), image.get_height(), diag_zoom]
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)
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)
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