Back out the minimap aspect ratio preservation hack,
describing why it's probably not a good idea before the next point release.
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1 changed files with 13 additions and 2 deletions
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@ -95,14 +95,25 @@ surface getMinimap(int w, int h, const gamemap& map, const viewpoint* vw)
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if((minimap->w != w || minimap->h != h) && w != 0 && h != 0) {
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const surface surf(minimap);
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float sw = 1.0, sh = 1.0;
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#if 0
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// preserve the aspect ratio of the original map rather than
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// distorting it to fit the minimap window.
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//
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// This needs more work. There are at least two issues:
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// (1) the part of the minimap window outside the scaled map
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// needs to be blacked out/invalidated.
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// (2) the rather nasty code in draw_minimap_units needs to
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// change.
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float sw = 1.0, sh = 1.0;
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if (minimap->h < minimap->w) sh = (minimap->h*1.0)/minimap->w;
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if (minimap->w < minimap->h) sw = (minimap->w*1.0)/minimap->h;
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w = int(w * sw);
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h = int(h * sh);
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#endif
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minimap = surface(scale_surface(surf,int(w * sw),int(h * sh)));
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minimap = surface(scale_surface(surf,w,h));
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}
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LOG_DP << "done generating minimap\n";
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