extract the scroll position into WorldCamera

Second seam of the GameWorldView decomposition: the view no longer owns a scroll
position, only the pan intent and the bounds.

WorldCamera works purely in world units — tiles and tiles per second, never
pixels. That is what keeps it independent of WorldCoordinates: the two meet only
where GameWorldView feeds getViewCenterXTiles() into the transform, and neither
knows the other exists.

Two things are passed in rather than reached for, both so the camera stays a
plain value with no simulation dependency:

- ScrollBounds, because the pan limits move with asteroid expansion and with
  pushes. The camera clamps on every advance(), not only when panning, so the
  view follows the bounds inward when they shrink.
- PanDirection, because pan intent is not the camera's business. Today
  GameWorldView collapses its two held-key flags into it; if controls become
  rebindable the camera's interface does not change.

The config structs are referenced, not copied: they live inside the Simulation's
GameConfig, which is assigned in place on restart (REQ-CFG-RELOAD), so reloaded
scroll tuning takes effect without rebuilding the camera. A test pins that.

The pan-speed curve (REQ-UI-SCROLL-SPEED) had no coverage at all and is the
least obvious code in the file — two ramps combined by min, with a peak below
the fast speed where the bands overlap in a narrow contest zone, and a hard step
when the band width is zero. All of that is now tested.

Behaviour is unchanged, including the cases worth naming: holding both keys
still cancels out, and the moved/not-moved result that drives the box-select
refresh still counts movement caused purely by the bounds changing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
This commit is contained in:
2026-08-05 13:15:49 +02:00
parent 8ec413e1b9
commit b0fffdb00f
8 changed files with 423 additions and 58 deletions

View File

@@ -15,6 +15,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.h
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.h
PARENT_SCOPE
)
@@ -27,6 +28,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.cpp
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.cpp
PARENT_SCOPE
)

View File

@@ -0,0 +1,72 @@
#include "WorldCamera.h"
#include <algorithm>
namespace
{
// Linearly blend from valueAt0 (for x <= x0) to valueAt1 (for x >= x1), clamped
// outside [x0, x1]. A zero- or negative-width band collapses to a hard step at x1.
float lerpClamped(float valueAt0, float valueAt1, float x0, float x1, float x)
{
if (x1 <= x0) { return x < x1 ? valueAt0 : valueAt1; }
const float t = std::max(0.0f, std::min(1.0f, (x - x0) / (x1 - x0)));
return valueAt0 + (valueAt1 - valueAt0) * t;
}
}
WorldCamera::WorldCamera(const WorldScroll& scroll, const WorldRegions& regions)
: m_scroll(&scroll)
, m_regions(&regions)
, m_viewCenterXTiles(0.0f)
{
}
bool WorldCamera::advance(PanDirection direction, qint64 elapsedMs,
ScrollBounds bounds)
{
const float before = m_viewCenterXTiles;
if (direction != PanDirection::None)
{
const float distance =
getPanSpeedTilesPerSecondAt(m_viewCenterXTiles, bounds.rightTiles)
* static_cast<float>(elapsedMs) / 1000.0f;
m_viewCenterXTiles += (direction == PanDirection::Left) ? -distance : distance;
}
m_viewCenterXTiles = std::max(bounds.leftTiles,
std::min(m_viewCenterXTiles, bounds.rightTiles));
return m_viewCenterXTiles != before;
}
float WorldCamera::getViewCenterXTiles() const
{
return m_viewCenterXTiles;
}
void WorldCamera::reset()
{
m_viewCenterXTiles = 0.0f;
}
float WorldCamera::getPanSpeedTilesPerSecondAt(float viewCenterXTiles,
float contestZoneRightEdgeTiles) const
{
// Slow near the asteroid/player buffer, fast across the contest zone, with a
// linear ramp straddling each contest-zone boundary (REQ-UI-SCROLL-SPEED). The
// contest zone spans from the player buffer's right edge to the enemy stations,
// the latter tracked live so the ramp follows the front line as it is pushed.
const float slow = static_cast<float>(m_scroll->panSpeedSlow_tps);
const float fast = static_cast<float>(m_scroll->panSpeedFast_tps);
const float half = static_cast<float>(m_scroll->panRampBandWidth_tiles) / 2.0f;
const float leftEdge = static_cast<float>(m_regions->playerBufferWidth_tiles);
const float rightEdge = contestZoneRightEdgeTiles;
// Rising ramp at the left boundary (slow -> fast) and falling ramp at the right
// boundary (fast -> slow); their minimum yields flat-slow outside, flat-fast in
// the middle, and — if the bands overlap in a narrow contest zone — a single peak
// below the fast speed where the two ramps cross.
const float leftRamp = lerpClamped(slow, fast, leftEdge - half, leftEdge + half, viewCenterXTiles);
const float rightRamp = lerpClamped(fast, slow, rightEdge - half, rightEdge + half, viewCenterXTiles);
return std::min(leftRamp, rightRamp);
}

View File

@@ -0,0 +1,72 @@
#pragma once
#include <QtGlobal>
#include "WorldConfig.h"
// Which way the player is currently panning the view (REQ-UI-SCROLL). A plain
// direction rather than key state: the camera is deliberately agnostic about how
// the intent was expressed, so rebindable controls would change nothing here.
enum class PanDirection
{
None,
Left,
Right
};
// The horizontal limits of the view center, in world tiles (REQ-GW-SCROLL-LIMIT):
// the view can pan left until the asteroid's left edge is centered and right until
// the enemy stations are. Both move as the game progresses — the left edge with
// asteroid expansion (REQ-GW-ASTEROID-EXPAND), the right edge as stations are
// pushed back (REQ-GW-PUSH-EXPAND) — so they are supplied per frame by the caller
// that can see the simulation, rather than queried here. That keeps the camera a
// value with no simulation dependency.
struct ScrollBounds
{
float leftTiles;
float rightTiles;
};
// Horizontal view position for the game world (REQ-UI-SCROLL, REQ-UI-SCROLL-SPEED).
// Works purely in world units — tiles and tiles per second, never pixels. Turning
// the resulting position into a widget transform is WorldCoordinates' job; the two
// meet only where the view feeds getViewCenterXTiles() into that transform.
class WorldCamera
{
public:
// Both config structs are referenced rather than copied: they live inside the
// Simulation's GameConfig, which is assigned in place on restart
// (REQ-CFG-RELOAD), so a camera built once still picks up reloaded tuning.
WorldCamera(const WorldScroll& scroll, const WorldRegions& regions);
// Pans by `direction` for `elapsedMs` of wall-clock time, then clamps into
// `bounds`. Wall clock rather than ticks because panning is presentation only
// (REQ-UI-NO-ZOOM's sibling concern) and keeps working while the simulation is
// paused. Clamping happens on every call, not just when panning, so the view
// follows the bounds inward when they shrink.
//
// Returns true when the view center actually moved — including when it moved
// only because the bounds did. Callers use that to refresh anything anchored to
// the world under a stationary cursor, such as the box-select rectangle.
bool advance(PanDirection direction, qint64 elapsedMs, ScrollBounds bounds);
// World X (tiles) at the center of the viewport.
float getViewCenterXTiles() const;
// Returns the view to the start-of-run position. Deliberately does not clamp:
// a new run's bounds are not known here, and the next advance() clamps anyway.
void reset();
// Pan speed at a given view center, in tiles/s (REQ-UI-SCROLL-SPEED). Public
// because the ramp shape is the subtle part of this class and is worth testing
// directly; advance() uses it internally. `contestZoneRightEdgeTiles` is the
// live right-hand boundary — the same value as ScrollBounds::rightTiles — so
// the ramp follows the front line as it is pushed.
float getPanSpeedTilesPerSecondAt(float viewCenterXTiles,
float contestZoneRightEdgeTiles) const;
private:
const WorldScroll* m_scroll;
const WorldRegions* m_regions;
float m_viewCenterXTiles;
};