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lazmapviewer: Allow to scroll beyond the date limit. Patch by Ekkehard Domning (https://www.lazarusforum.de/viewtopic.php?p=135037).
git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@8789 8e941d3f-bd1b-0410-a28a-d453659cc2b4
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@ -403,7 +403,7 @@ begin
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MaxY := (Int64(aWin.Height) div TILE_SIZE) + 1;
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startX := -aWin.X div TILE_SIZE;
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startY := -aWin.Y div TILE_SIZE;
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Result.Left := startX;
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Result.Left := startX - 1;
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Result.Right := startX + MaxX;
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Result.Top := startY;
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Result.Bottom := startY + MaxY;
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@ -683,10 +683,13 @@ var
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iMapWidth: Int64;
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mPoint : TPoint;
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begin
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// review: coth: respective projection check. move to subfunctions? figure out what did i mean here...
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iMapWidth := Round(IntPower(2, AWin.Zoom)) * TILE_SIZE;
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mPoint.X := EnsureRange(APoint.X - AWin.X, 0, iMapWidth);
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mPoint.X := (APoint.X - AWin.X) mod iMapWidth;
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while mPoint.X < 0 do
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mPoint.X := mPoint.X + iMapWidth;
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while mPoint.X >= iMapWidth do
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mPoint.X := mPoint.X - iMapWidth;
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mPoint.Y := EnsureRange(APoint.Y - AWin.Y, 0, iMapWidth);
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case aWin.MapProvider.ProjectionType of
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@ -967,17 +970,22 @@ var
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x, y : Integer; //int64;
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Tiles: TTileIdArray = nil;
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iTile: Integer;
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numTiles: Integer;
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begin
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if not(Active) then
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Exit;
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Queue.CancelAllJob(self);
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TilesVis := CalculateVisibleTiles(aWin);
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numTiles := 1 shl aWin.Zoom;
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SetLength(Tiles, (TilesVis.Bottom - TilesVis.Top + 1) * (TilesVis.Right - TilesVis.Left + 1));
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iTile := Low(Tiles);
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for y := TilesVis.Top to TilesVis.Bottom do
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for X := TilesVis.Left to TilesVis.Right do
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begin
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Tiles[iTile].X := X;
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//Tiles[iTile].X := X;
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Tiles[iTile].X := X mod numTiles;
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if Tiles[iTile].X < 0 then
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Tiles[iTile].X := Tiles[iTile].X + numTiles;
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Tiles[iTile].Y := Y;
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Tiles[iTile].Z := aWin.Zoom;
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if IsValidTile(aWin, Tiles[iTile]) then
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@ -1213,15 +1221,36 @@ var
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EnvTile: TEnvTile;
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img: TLazIntfImage;
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X, Y: integer;
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worldWidth: Integer;
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numTiles: Integer;
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baseX: Integer;
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begin
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EnvTile := TEnvTile(Data);
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try
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if IsCurrentWin(EnvTile.Win)then
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begin
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Cache.GetFromCache(EnvTile.Win.MapProvider, EnvTile.Tile, img);
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X := EnvTile.Win.X + EnvTile.Tile.X * TILE_SIZE; // begin of X
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Y := EnvTile.Win.Y + EnvTile.Tile.Y * TILE_SIZE; // begin of Y
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DrawTile(EnvTile.Tile, X, Y, img);
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Y := EnvTile.Win.Y + EnvTile.Tile.Y * TILE_SIZE; // begin of Y
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baseX := EnvTile.Win.X + EnvTile.Tile.X * TILE_SIZE; // begin of X
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numTiles := 1 shl EnvTile.Win.Zoom;
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worldWidth := numTiles * TILE_SIZE;
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// From the center to the left (western) hemisphere
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X := baseX;
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while (X+TILE_SIZE >= 0) do
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begin
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DrawTile(EnvTile.Tile, X, Y, img);
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X := X - worldWidth;
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end;
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// From the center to the right (eastern) hemisphere
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X := baseX + worldWidth;
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while ((X-TILE_SIZE) <= EnvTile.Win.Width) do
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begin
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DrawTile(EnvTile.Tile, X, Y, img);
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X := X + worldWidth;
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end;
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end;
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finally
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FreeAndNil(EnvTile);
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