Allow to pan the map with the mouse by moving the cursor to the edges of the screen

pull/674/head
tobspr 4 years ago
parent d6f56da9e4
commit fbff0a0ad4

@ -1,408 +1,411 @@
import { AnimationFrame } from "./core/animation_frame";
import { BackgroundResourcesLoader } from "./core/background_resources_loader";
import { IS_MOBILE } from "./core/config";
import { GameState } from "./core/game_state";
import { GLOBAL_APP, setGlobalApp } from "./core/globals";
import { InputDistributor } from "./core/input_distributor";
import { Loader } from "./core/loader";
import { createLogger, logSection } from "./core/logging";
import { StateManager } from "./core/state_manager";
import { TrackedState } from "./core/tracked_state";
import { getPlatformName, waitNextFrame } from "./core/utils";
import { Vector } from "./core/vector";
import { AdProviderInterface } from "./platform/ad_provider";
import { NoAdProvider } from "./platform/ad_providers/no_ad_provider";
import { AnalyticsInterface } from "./platform/analytics";
import { GoogleAnalyticsImpl } from "./platform/browser/google_analytics";
import { SoundImplBrowser } from "./platform/browser/sound";
import { PlatformWrapperImplBrowser } from "./platform/browser/wrapper";
import { PlatformWrapperImplElectron } from "./platform/electron/wrapper";
import { PlatformWrapperInterface } from "./platform/wrapper";
import { ApplicationSettings } from "./profile/application_settings";
import { SavegameManager } from "./savegame/savegame_manager";
import { AboutState } from "./states/about";
import { ChangelogState } from "./states/changelog";
import { InGameState } from "./states/ingame";
import { KeybindingsState } from "./states/keybindings";
import { MainMenuState } from "./states/main_menu";
import { MobileWarningState } from "./states/mobile_warning";
import { PreloadState } from "./states/preload";
import { SettingsState } from "./states/settings";
import { ShapezGameAnalytics } from "./platform/browser/game_analytics";
/**
* @typedef {import("./platform/game_analytics").GameAnalyticsInterface} GameAnalyticsInterface
* @typedef {import("./platform/sound").SoundInterface} SoundInterface
* @typedef {import("./platform/storage").StorageInterface} StorageInterface
*/
const logger = createLogger("application");
// Set the name of the hidden property and the change event for visibility
let pageHiddenPropName, pageVisibilityEventName;
if (typeof document.hidden !== "undefined") {
// Opera 12.10 and Firefox 18 and later support
pageHiddenPropName = "hidden";
pageVisibilityEventName = "visibilitychange";
// @ts-ignore
} else if (typeof document.msHidden !== "undefined") {
pageHiddenPropName = "msHidden";
pageVisibilityEventName = "msvisibilitychange";
// @ts-ignore
} else if (typeof document.webkitHidden !== "undefined") {
pageHiddenPropName = "webkitHidden";
pageVisibilityEventName = "webkitvisibilitychange";
}
export class Application {
constructor() {
assert(!GLOBAL_APP, "Tried to construct application twice");
logger.log("Creating application, platform =", getPlatformName());
setGlobalApp(this);
this.unloaded = false;
// Global stuff
this.settings = new ApplicationSettings(this);
this.ticker = new AnimationFrame();
this.stateMgr = new StateManager(this);
this.savegameMgr = new SavegameManager(this);
this.inputMgr = new InputDistributor(this);
this.backgroundResourceLoader = new BackgroundResourcesLoader(this);
// Platform dependent stuff
/** @type {StorageInterface} */
this.storage = null;
/** @type {SoundInterface} */
this.sound = null;
/** @type {PlatformWrapperInterface} */
this.platformWrapper = null;
/** @type {AdProviderInterface} */
this.adProvider = null;
/** @type {AnalyticsInterface} */
this.analytics = null;
/** @type {GameAnalyticsInterface} */
this.gameAnalytics = null;
this.initPlatformDependentInstances();
// Track if the window is focused (only relevant for browser)
this.focused = true;
// Track if the window is visible
this.pageVisible = true;
// Track if the app is paused (cordova)
this.applicationPaused = false;
/** @type {TypedTrackedState<boolean>} */
this.trackedIsRenderable = new TrackedState(this.onAppRenderableStateChanged, this);
// Dimensions
this.screenWidth = 0;
this.screenHeight = 0;
// Store the timestamp where we last checked for a screen resize, since orientationchange is unreliable with cordova
this.lastResizeCheck = null;
// Store the mouse position, or null if not available
/** @type {Vector|null} */
this.mousePosition = null;
}
/**
* Initializes all platform instances
*/
initPlatformDependentInstances() {
logger.log("Creating platform dependent instances (standalone=", G_IS_STANDALONE, ")");
if (G_IS_STANDALONE) {
this.platformWrapper = new PlatformWrapperImplElectron(this);
} else {
this.platformWrapper = new PlatformWrapperImplBrowser(this);
}
// Start with empty ad provider
this.adProvider = new NoAdProvider(this);
this.sound = new SoundImplBrowser(this);
this.analytics = new GoogleAnalyticsImpl(this);
this.gameAnalytics = new ShapezGameAnalytics(this);
}
/**
* Registers all game states
*/
registerStates() {
/** @type {Array<typeof GameState>} */
const states = [
PreloadState,
MobileWarningState,
MainMenuState,
InGameState,
SettingsState,
KeybindingsState,
AboutState,
ChangelogState,
];
for (let i = 0; i < states.length; ++i) {
this.stateMgr.register(states[i]);
}
}
/**
* Registers all event listeners
*/
registerEventListeners() {
window.addEventListener("focus", this.onFocus.bind(this));
window.addEventListener("blur", this.onBlur.bind(this));
window.addEventListener("resize", () => this.checkResize(), true);
window.addEventListener("orientationchange", () => this.checkResize(), true);
if (!G_IS_MOBILE_APP && !IS_MOBILE) {
window.addEventListener("mousemove", this.handleMousemove.bind(this));
}
// Unload events
window.addEventListener("beforeunload", this.onBeforeUnload.bind(this), true);
window.addEventListener("unload", this.onUnload.bind(this), true);
document.addEventListener(pageVisibilityEventName, this.handleVisibilityChange.bind(this), false);
// Track touches so we can update the focus appropriately
document.addEventListener("touchstart", this.updateFocusAfterUserInteraction.bind(this), true);
document.addEventListener("touchend", this.updateFocusAfterUserInteraction.bind(this), true);
}
/**
* Checks the focus after a touch
* @param {TouchEvent} event
*/
updateFocusAfterUserInteraction(event) {
const target = /** @type {HTMLElement} */ (event.target);
if (!target || !target.tagName) {
// Safety check
logger.warn("Invalid touchstart/touchend event:", event);
return;
}
// When clicking an element which is not the currently focused one, defocus it
if (target !== document.activeElement) {
// @ts-ignore
if (document.activeElement.blur) {
// @ts-ignore
document.activeElement.blur();
}
}
// If we click an input field, focus it now
if (target.tagName.toLowerCase() === "input") {
// We *really* need the focus
waitNextFrame().then(() => target.focus());
}
}
/**
* Handles a page visibility change event
* @param {Event} event
*/
handleVisibilityChange(event) {
window.focus();
const pageVisible = !document[pageHiddenPropName];
if (pageVisible !== this.pageVisible) {
this.pageVisible = pageVisible;
logger.log("Visibility changed:", this.pageVisible);
this.trackedIsRenderable.set(this.isRenderable());
}
}
/**
* Handles a mouse move event
* @param {MouseEvent} event
*/
handleMousemove(event) {
this.mousePosition = new Vector(event.clientX, event.clientY);
}
/**
* Internal on focus handler
*/
onFocus() {
this.focused = true;
}
/**
* Internal blur handler
*/
onBlur() {
this.focused = false;
}
/**
* Returns if the app is currently visible
*/
isRenderable() {
return !this.applicationPaused && this.pageVisible;
}
onAppRenderableStateChanged(renderable) {
logger.log("Application renderable:", renderable);
window.focus();
const currentState = this.stateMgr.getCurrentState();
if (!renderable) {
if (currentState) {
currentState.onAppPause();
}
} else {
if (currentState) {
currentState.onAppResume();
}
this.checkResize();
}
this.sound.onPageRenderableStateChanged(renderable);
}
/**
* Internal unload handler
*/
onUnload(event) {
if (!this.unloaded) {
logSection("UNLOAD HANDLER", "#f77");
this.unloaded = true;
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onBeforeExit();
}
this.deinitialize();
}
}
/**
* Internal before-unload handler
*/
onBeforeUnload(event) {
logSection("BEFORE UNLOAD HANDLER", "#f77");
const currentState = this.stateMgr.getCurrentState();
if (!G_IS_DEV && currentState && currentState.getHasUnloadConfirmation()) {
if (!G_IS_STANDALONE) {
// Need to show a "Are you sure you want to exit"
event.preventDefault();
event.returnValue = "Are you sure you want to exit?";
}
}
}
/**
* Boots the application
*/
boot() {
console.log("Booting ...");
this.registerStates();
this.registerEventListeners();
Loader.linkAppAfterBoot(this);
// Check for mobile
if (IS_MOBILE) {
this.stateMgr.moveToState("MobileWarningState");
} else {
this.stateMgr.moveToState("PreloadState");
}
// Starting rendering
this.ticker.frameEmitted.add(this.onFrameEmitted, this);
this.ticker.bgFrameEmitted.add(this.onBackgroundFrame, this);
this.ticker.start();
window.focus();
}
/**
* Deinitializes the application
*/
deinitialize() {
return this.sound.deinitialize();
}
/**
* Background frame update callback
* @param {number} dt
*/
onBackgroundFrame(dt) {
if (this.isRenderable()) {
return;
}
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onBackgroundTick(dt);
}
}
/**
* Frame update callback
* @param {number} dt
*/
onFrameEmitted(dt) {
if (!this.isRenderable()) {
return;
}
const time = performance.now();
// Periodically check for resizes, this is expensive (takes 2-3ms so only do it once in a while!)
if (!this.lastResizeCheck || time - this.lastResizeCheck > 1000) {
this.checkResize();
this.lastResizeCheck = time;
}
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onRender(dt);
}
}
/**
* Checks if the app resized. Only does this once in a while
* @param {boolean} forceUpdate Forced update of the dimensions
*/
checkResize(forceUpdate = false) {
const w = window.innerWidth;
const h = window.innerHeight;
if (this.screenWidth !== w || this.screenHeight !== h || forceUpdate) {
this.screenWidth = w;
this.screenHeight = h;
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onResized(this.screenWidth, this.screenHeight);
}
const scale = this.getEffectiveUiScale();
waitNextFrame().then(() => document.documentElement.style.setProperty("--ui-scale", `${scale}`));
window.focus();
}
}
/**
* Returns the effective ui sclae
*/
getEffectiveUiScale() {
return this.platformWrapper.getUiScale() * this.settings.getInterfaceScaleValue();
}
/**
* Callback after ui scale has changed
*/
updateAfterUiScaleChanged() {
this.checkResize(true);
}
}
import { AnimationFrame } from "./core/animation_frame";
import { BackgroundResourcesLoader } from "./core/background_resources_loader";
import { IS_MOBILE } from "./core/config";
import { GameState } from "./core/game_state";
import { GLOBAL_APP, setGlobalApp } from "./core/globals";
import { InputDistributor } from "./core/input_distributor";
import { Loader } from "./core/loader";
import { createLogger, logSection } from "./core/logging";
import { StateManager } from "./core/state_manager";
import { TrackedState } from "./core/tracked_state";
import { getPlatformName, waitNextFrame } from "./core/utils";
import { Vector } from "./core/vector";
import { AdProviderInterface } from "./platform/ad_provider";
import { NoAdProvider } from "./platform/ad_providers/no_ad_provider";
import { AnalyticsInterface } from "./platform/analytics";
import { GoogleAnalyticsImpl } from "./platform/browser/google_analytics";
import { SoundImplBrowser } from "./platform/browser/sound";
import { PlatformWrapperImplBrowser } from "./platform/browser/wrapper";
import { PlatformWrapperImplElectron } from "./platform/electron/wrapper";
import { PlatformWrapperInterface } from "./platform/wrapper";
import { ApplicationSettings } from "./profile/application_settings";
import { SavegameManager } from "./savegame/savegame_manager";
import { AboutState } from "./states/about";
import { ChangelogState } from "./states/changelog";
import { InGameState } from "./states/ingame";
import { KeybindingsState } from "./states/keybindings";
import { MainMenuState } from "./states/main_menu";
import { MobileWarningState } from "./states/mobile_warning";
import { PreloadState } from "./states/preload";
import { SettingsState } from "./states/settings";
import { ShapezGameAnalytics } from "./platform/browser/game_analytics";
/**
* @typedef {import("./platform/game_analytics").GameAnalyticsInterface} GameAnalyticsInterface
* @typedef {import("./platform/sound").SoundInterface} SoundInterface
* @typedef {import("./platform/storage").StorageInterface} StorageInterface
*/
const logger = createLogger("application");
// Set the name of the hidden property and the change event for visibility
let pageHiddenPropName, pageVisibilityEventName;
if (typeof document.hidden !== "undefined") {
// Opera 12.10 and Firefox 18 and later support
pageHiddenPropName = "hidden";
pageVisibilityEventName = "visibilitychange";
// @ts-ignore
} else if (typeof document.msHidden !== "undefined") {
pageHiddenPropName = "msHidden";
pageVisibilityEventName = "msvisibilitychange";
// @ts-ignore
} else if (typeof document.webkitHidden !== "undefined") {
pageHiddenPropName = "webkitHidden";
pageVisibilityEventName = "webkitvisibilitychange";
}
export class Application {
constructor() {
assert(!GLOBAL_APP, "Tried to construct application twice");
logger.log("Creating application, platform =", getPlatformName());
setGlobalApp(this);
this.unloaded = false;
// Global stuff
this.settings = new ApplicationSettings(this);
this.ticker = new AnimationFrame();
this.stateMgr = new StateManager(this);
this.savegameMgr = new SavegameManager(this);
this.inputMgr = new InputDistributor(this);
this.backgroundResourceLoader = new BackgroundResourcesLoader(this);
// Platform dependent stuff
/** @type {StorageInterface} */
this.storage = null;
/** @type {SoundInterface} */
this.sound = null;
/** @type {PlatformWrapperInterface} */
this.platformWrapper = null;
/** @type {AdProviderInterface} */
this.adProvider = null;
/** @type {AnalyticsInterface} */
this.analytics = null;
/** @type {GameAnalyticsInterface} */
this.gameAnalytics = null;
this.initPlatformDependentInstances();
// Track if the window is focused (only relevant for browser)
this.focused = true;
// Track if the window is visible
this.pageVisible = true;
// Track if the app is paused (cordova)
this.applicationPaused = false;
/** @type {TypedTrackedState<boolean>} */
this.trackedIsRenderable = new TrackedState(this.onAppRenderableStateChanged, this);
// Dimensions
this.screenWidth = 0;
this.screenHeight = 0;
// Store the timestamp where we last checked for a screen resize, since orientationchange is unreliable with cordova
this.lastResizeCheck = null;
// Store the mouse position, or null if not available
/** @type {Vector|null} */
this.mousePosition = null;
}
/**
* Initializes all platform instances
*/
initPlatformDependentInstances() {
logger.log("Creating platform dependent instances (standalone=", G_IS_STANDALONE, ")");
if (G_IS_STANDALONE) {
this.platformWrapper = new PlatformWrapperImplElectron(this);
} else {
this.platformWrapper = new PlatformWrapperImplBrowser(this);
}
// Start with empty ad provider
this.adProvider = new NoAdProvider(this);
this.sound = new SoundImplBrowser(this);
this.analytics = new GoogleAnalyticsImpl(this);
this.gameAnalytics = new ShapezGameAnalytics(this);
}
/**
* Registers all game states
*/
registerStates() {
/** @type {Array<typeof GameState>} */
const states = [
PreloadState,
MobileWarningState,
MainMenuState,
InGameState,
SettingsState,
KeybindingsState,
AboutState,
ChangelogState,
];
for (let i = 0; i < states.length; ++i) {
this.stateMgr.register(states[i]);
}
}
/**
* Registers all event listeners
*/
registerEventListeners() {
window.addEventListener("focus", this.onFocus.bind(this));
window.addEventListener("blur", this.onBlur.bind(this));
window.addEventListener("resize", () => this.checkResize(), true);
window.addEventListener("orientationchange", () => this.checkResize(), true);
if (!G_IS_MOBILE_APP && !IS_MOBILE) {
window.addEventListener("mousemove", this.handleMousemove.bind(this));
window.addEventListener("mouseout", this.handleMousemove.bind(this));
window.addEventListener("mouseover", this.handleMousemove.bind(this));
window.addEventListener("mouseleave", this.handleMousemove.bind(this));
}
// Unload events
window.addEventListener("beforeunload", this.onBeforeUnload.bind(this), true);
window.addEventListener("unload", this.onUnload.bind(this), true);
document.addEventListener(pageVisibilityEventName, this.handleVisibilityChange.bind(this), false);
// Track touches so we can update the focus appropriately
document.addEventListener("touchstart", this.updateFocusAfterUserInteraction.bind(this), true);
document.addEventListener("touchend", this.updateFocusAfterUserInteraction.bind(this), true);
}
/**
* Checks the focus after a touch
* @param {TouchEvent} event
*/
updateFocusAfterUserInteraction(event) {
const target = /** @type {HTMLElement} */ (event.target);
if (!target || !target.tagName) {
// Safety check
logger.warn("Invalid touchstart/touchend event:", event);
return;
}
// When clicking an element which is not the currently focused one, defocus it
if (target !== document.activeElement) {
// @ts-ignore
if (document.activeElement.blur) {
// @ts-ignore
document.activeElement.blur();
}
}
// If we click an input field, focus it now
if (target.tagName.toLowerCase() === "input") {
// We *really* need the focus
waitNextFrame().then(() => target.focus());
}
}
/**
* Handles a page visibility change event
* @param {Event} event
*/
handleVisibilityChange(event) {
window.focus();
const pageVisible = !document[pageHiddenPropName];
if (pageVisible !== this.pageVisible) {
this.pageVisible = pageVisible;
logger.log("Visibility changed:", this.pageVisible);
this.trackedIsRenderable.set(this.isRenderable());
}
}
/**
* Handles a mouse move event
* @param {MouseEvent} event
*/
handleMousemove(event) {
this.mousePosition = new Vector(event.clientX, event.clientY);
}
/**
* Internal on focus handler
*/
onFocus() {
this.focused = true;
}
/**
* Internal blur handler
*/
onBlur() {
this.focused = false;
}
/**
* Returns if the app is currently visible
*/
isRenderable() {
return !this.applicationPaused && this.pageVisible;
}
onAppRenderableStateChanged(renderable) {
logger.log("Application renderable:", renderable);
window.focus();
const currentState = this.stateMgr.getCurrentState();
if (!renderable) {
if (currentState) {
currentState.onAppPause();
}
} else {
if (currentState) {
currentState.onAppResume();
}
this.checkResize();
}
this.sound.onPageRenderableStateChanged(renderable);
}
/**
* Internal unload handler
*/
onUnload(event) {
if (!this.unloaded) {
logSection("UNLOAD HANDLER", "#f77");
this.unloaded = true;
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onBeforeExit();
}
this.deinitialize();
}
}
/**
* Internal before-unload handler
*/
onBeforeUnload(event) {
logSection("BEFORE UNLOAD HANDLER", "#f77");
const currentState = this.stateMgr.getCurrentState();
if (!G_IS_DEV && currentState && currentState.getHasUnloadConfirmation()) {
if (!G_IS_STANDALONE) {
// Need to show a "Are you sure you want to exit"
event.preventDefault();
event.returnValue = "Are you sure you want to exit?";
}
}
}
/**
* Boots the application
*/
boot() {
console.log("Booting ...");
this.registerStates();
this.registerEventListeners();
Loader.linkAppAfterBoot(this);
// Check for mobile
if (IS_MOBILE) {
this.stateMgr.moveToState("MobileWarningState");
} else {
this.stateMgr.moveToState("PreloadState");
}
// Starting rendering
this.ticker.frameEmitted.add(this.onFrameEmitted, this);
this.ticker.bgFrameEmitted.add(this.onBackgroundFrame, this);
this.ticker.start();
window.focus();
}
/**
* Deinitializes the application
*/
deinitialize() {
return this.sound.deinitialize();
}
/**
* Background frame update callback
* @param {number} dt
*/
onBackgroundFrame(dt) {
if (this.isRenderable()) {
return;
}
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onBackgroundTick(dt);
}
}
/**
* Frame update callback
* @param {number} dt
*/
onFrameEmitted(dt) {
if (!this.isRenderable()) {
return;
}
const time = performance.now();
// Periodically check for resizes, this is expensive (takes 2-3ms so only do it once in a while!)
if (!this.lastResizeCheck || time - this.lastResizeCheck > 1000) {
this.checkResize();
this.lastResizeCheck = time;
}
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onRender(dt);
}
}
/**
* Checks if the app resized. Only does this once in a while
* @param {boolean} forceUpdate Forced update of the dimensions
*/
checkResize(forceUpdate = false) {
const w = window.innerWidth;
const h = window.innerHeight;
if (this.screenWidth !== w || this.screenHeight !== h || forceUpdate) {
this.screenWidth = w;
this.screenHeight = h;
const currentState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onResized(this.screenWidth, this.screenHeight);
}
const scale = this.getEffectiveUiScale();
waitNextFrame().then(() => document.documentElement.style.setProperty("--ui-scale", `${scale}`));
window.focus();
}
}
/**
* Returns the effective ui sclae
*/
getEffectiveUiScale() {
return this.platformWrapper.getUiScale() * this.settings.getInterfaceScaleValue();
}
/**
* Callback after ui scale has changed
*/
updateAfterUiScaleChanged() {
this.checkResize(true);
}
}

@ -31,6 +31,7 @@ export const CHANGELOG = [
"Show mouse and camera tile on debug overlay (F4) (by dengr)",
"Added confirmation when deleting a savegame",
"Fixed tunnels entrances connecting to exits sometimes when they shouldn't",
"You can now pan the map with your mouse by moving the cursor to the edges of the screen!",
"Added setting to auto select the extractor when pipetting a resource patch (by Exund)",
"The initial belt planner direction is now based on the cursor movement (by MizardX)",
"Fix preferred variant not getting saved when clicking on the hud (by Danacus)",

@ -769,6 +769,7 @@ export class Camera extends BasicSerializableObject {
this.cameraUpdateTimeBucket -= physicsStepSizeMs;
this.internalUpdatePanning(now, physicsStepSizeMs);
this.internalUpdateMousePanning(now, physicsStepSizeMs);
this.internalUpdateZooming(now, physicsStepSizeMs);
this.internalUpdateCentering(now, physicsStepSizeMs);
this.internalUpdateShake(now, physicsStepSizeMs);
@ -855,6 +856,61 @@ export class Camera extends BasicSerializableObject {
}
}
/**
* Internal screen panning handler
* @param {number} now
* @param {number} dt
*/
internalUpdateMousePanning(now, dt) {
if (!this.root.app.settings.getAllSettings().enableMousePan) {
// Not enabled
return;
}
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
return;
}
if (this.desiredCenter || this.desiredZoom || this.currentlyMoving || this.currentlyPinching) {
// Performing another method of movement right now
return;
}
if (
mousePos.x < 0 ||
mousePos.y < 0 ||
mousePos.x > this.root.gameWidth ||
mousePos.y > this.root.gameHeight
) {
// Out of screen
return;
}
const panAreaPixels = Math.min(this.root.gameWidth, this.root.gameHeight) * 0.015;
const panVelocity = new Vector();
if (mousePos.x < panAreaPixels) {
panVelocity.x -= 1;
}
if (mousePos.x > this.root.gameWidth - panAreaPixels) {
panVelocity.x += 1;
}
if (mousePos.y < panAreaPixels) {
panVelocity.y -= 1;
}
if (mousePos.y > this.root.gameHeight - panAreaPixels) {
panVelocity.y += 1;
}
this.center = this.center.add(
panVelocity.multiplyScalar(
((0.5 * dt) / this.zoomLevel) * this.root.app.settings.getMovementSpeed()
)
);
}
/**
* Updates the non user interaction zooming
* @param {number} now Time now in seconds

@ -253,6 +253,7 @@ export const allApplicationSettings = [
changeCb: (app, id) => {},
}),
new BoolSetting("enableMousePan", enumCategories.advanced, (app, value) => {}),
new BoolSetting("alwaysMultiplace", enumCategories.advanced, (app, value) => {}),
new BoolSetting("clearCursorOnDeleteWhilePlacing", enumCategories.advanced, (app, value) => {}),
new BoolSetting("enableTunnelSmartplace", enumCategories.advanced, (app, value) => {}),
@ -308,6 +309,7 @@ class SettingsStorage {
this.clearCursorOnDeleteWhilePlacing = true;
this.displayChunkBorders = false;
this.pickMinerOnPatch = true;
this.enableMousePan = true;
this.enableColorBlindHelper = false;
@ -525,7 +527,7 @@ export class ApplicationSettings extends ReadWriteProxy {
}
getCurrentVersion() {
return 27;
return 28;
}
/** @param {{settings: SettingsStorage, version: number}} data */
@ -653,6 +655,11 @@ export class ApplicationSettings extends ReadWriteProxy {
data.version = 27;
}
if (data.version < 28) {
data.settings.enableMousePan = true;
data.version = 28;
}
return ExplainedResult.good();
}
}

@ -785,7 +785,7 @@ settings:
movementSpeed:
title: Movement speed
description: >-
Changes how fast the view moves when using the keyboard.
Changes how fast the view moves when using the keyboard or moving the mouse to the screen borders.
speeds:
super_slow: Super slow
slow: Slow
@ -840,7 +840,7 @@ settings:
refreshRate:
title: Tick Rate
description: >-
The game will automatically adjust the tickrate to be between this target tickrate and half of it. For example, with a tickrate of 60hz, the game will try to stay at 60hz, and if your computer can't handle it it will go down until it eventually reaches 30hz.
This determines how many game ticks happen per second. In general, a higher tick rate means better precision but also worse performance. On lower tickrates, the throughput may not be exact.
alwaysMultiplace:
title: Multiplace
@ -911,7 +911,12 @@ settings:
simplifiedBelts:
title: Simplified Belts (Ugly)
description: >-
Does not render belt items except when hovering the belt, to save performance.
Does not render belt items except when hovering the belt to save performance. I do not recommend to play with this setting if you do not absolutely need the performance.
enableMousePan:
title: Enable Mouse Pan
description: >-
Allows to move the map by moving the cursor to the edges of the screen. The speed depends on the Movement Speed setting.
keybindings:
title: Keybindings

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