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* [Game] Derive playmat sampling window from shared clamped helpers The crop formula computed the sampled window inline with an unclamped zoom floor, so stored vertical offsets below half of travel were dead and extreme zooms could sample outside the art Remap verticalOffset to place the window top edge within its travel, floor zoom at visible width over min card side with a 4.0 ceiling, clamp pan along the margin sum constant segment, and expose playmatClampedZoom, playmatWindowSide and aspectFitRect so the game renderer and any editor share one geometry model Zoom 1 rendering is bit identical to before Took 7 seconds * Comments. Took 29 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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| .. | ||
| playmat_collection_dialog.cpp | ||
| playmat_collection_dialog.h | ||
| playmat_preview_widget.cpp | ||
| playmat_preview_widget.h | ||
| playmat_settings_dialog.cpp | ||
| playmat_settings_dialog.h | ||
| playmat_utils.h | ||