Bugfix: Scroll constraint favors top/left edge
For levels having a top/left scroll boundary, the top/left point takes higher priority for resolving out-of-bounds scroll ranges instead of the bottom/right. This fixes a bug where you Zoom Out of a level far enough that the entire boundaries of a Bounded level are smaller than the viewport into the level. It could happen if playing normal levels in Play Mode on a very high-resolution monitor. Previously, the level would anchor to the bottom/right corner of your screen. With the Zoom In/Out Feature this broke the ability to scroll well on the level; so the easy fix is to put the X>0, Y>0 bounds check after the above, so the level will hug the top/left corner of the screen which fixes both problems.
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@ -67,18 +67,6 @@ func (w *Canvas) loopConstrainScroll() error {
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var capped bool
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// Constrain the top and left edges.
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if w.wallpaper.pageType > level.Unbounded {
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if w.Scroll.X > 0 {
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w.Scroll.X = 0
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capped = true
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}
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if w.Scroll.Y > 0 {
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w.Scroll.Y = 0
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capped = true
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}
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}
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// Constrain the bottom and right for limited world sizes.
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if w.wallpaper.pageType >= level.Bounded &&
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w.wallpaper.maxWidth+w.wallpaper.maxHeight > 0 {
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@ -103,6 +91,18 @@ func (w *Canvas) loopConstrainScroll() error {
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}
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}
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// Constrain the top and left edges.
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if w.wallpaper.pageType > level.Unbounded {
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if w.Scroll.X > 0 {
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w.Scroll.X = 0
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capped = true
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}
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if w.Scroll.Y > 0 {
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w.Scroll.Y = 0
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capped = true
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}
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}
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if capped {
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return errors.New("scroll limited by level constraint")
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}
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