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[Merge] lp:~widelands-dev/widelands/zoom into lp:widelands

 

The proposal to merge lp:~widelands-dev/widelands/zoom into lp:widelands has been updated.

Commit Message changed to:

- Adds mouse wheel zoom to the MapView and adapt code for these changes.
  - Overlays (text & soldier icons) are drawn at integer scale only and not at all once scale is < 0.5.
  - This required to change all blitting to be sub-pixel - i.e. float - for the 'destination'. 
- Adapted and simplified minimap rendering. It gained a feature too: Minimaps can be drawn using two modes :
    - the map scrolls and the view window stands still (the old one, stil used for in-game)
    - the view window scrolls and the map always looks like the minimap preview. This is now used in the editor.
- Renames Vector -> Vector3f, Point -> Vector2i, Pointf -> Vector2f, Rect -> Recti, FloatRect -> Rectf.
- Refactored object drawing to be simpler and slightly faster:
    - Never pass the field to be drawn to the draw routine. 
    - Do not calculate if statics or census should be shown inside the draw routines of the objects, but outside.
    - Move 'owner' field to MapObject - it was duplicated on Bob, Immovable and PlayerImmovable.

Known issues that I will not fix in this branch:
Lua is not aware of zoom and uses zoomless calculations for its moving functions of the view. That means that if the player has zoomed in a scenario and the code wants to move to a certain field, the movement will be wrong. My plan is to remove the Lua functions and add a Animator class to the MapView that will do smooth animations over time in the next branch.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/zoom/+merge/309086
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/zoom into lp:widelands.


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