fix(view): Adjust default camera height to compensate for screen aspect ratio#1711
fix(view): Adjust default camera height to compensate for screen aspect ratio#1711Mauller wants to merge 1 commit intoTheSuperHackers:mainfrom
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My goal was to try match the vertical view as close as possible to retail, I think it's slightly less than compared to 4:3 but slightly more than 16:9 gentool + retail. I think it has a reasonable tradeoff considering the extended horizontal view. It also gives a reasonable view for aspect ratios between 4:3 and 1:1 as well. Giving a little more vertical view. Under 1:1 things are still quite broken but a lot needs changing in the view handling to properly support portrait mode. |
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Yes GenTool did take some vertical view away to compensate for the wider view, perhaps in an attempt to keep conditions fair. Additional camera height does give a competitive advantage. Are we ok with giving advantages to Wide Screen? |
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I wouldn't consider it an issue since most screens have been wide aspect For the past decade. If anything widescreen is the standard now. Ultrawide is where it becomes more of an issue. But we could look at implementing a locked aspect mode for the tactical view in future. Or another option could be implementing tactical zoom to let people zoom out to view the entire map etc. |
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xezon
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Simple implementation, but man the EA code is confusing.
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Tweaked the code so Still need to look at the zoom default handling. |
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Updated with tweaked max and default zoom handling code. |
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Small tweak to comments |
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Note for future: When raising up the camera, the following things need to be scaled as well:
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| Filename | Overview |
|---|---|
| Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp | Adds setCameraHeightAboveGroundLimitsToDefault() (with redundant if/else) and splits setZoomToMax() out of setZoomToDefault(); setZoomToDefault() now only stops scripted cameras without restoring zoom height |
| Core/GameEngine/Source/GameClient/View.cpp | Base-class setZoomToMax() incorrectly adds m_maxHeightAboveGround to current height instead of setting it; W3DView overrides this correctly so the bug is latent but may affect other View subclasses |
| GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp | Replaced setDefaultView() with setCameraHeightAboveGroundLimitsToDefault() in init() and reset(), but neither call is followed by setZoomToMax(), leaving camera height unset at those sites |
| GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | Correctly adds setCameraHeightAboveGroundLimitsToDefault() and setZoomToMax() around the existing default-camera reset sequence at game start |
| GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/OptionsMenu.cpp | Correctly calls setCameraHeightAboveGroundLimitsToDefault() then setZoomToMax() when options (resolution) are saved, keeping the shell map camera in sync |
| Core/GameEngine/Include/GameClient/View.h | Adds virtual setCameraHeightAboveGroundLimitsToDefault() and setZoomToMax() declarations; setZoomToMax() base implementation in View.cpp is incorrect |
| Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DView.h | Adds overrides for setCameraHeightAboveGroundLimitsToDefault() and setZoomToMax(); informational comment added to setZoomToDefault() |
| GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp | doCameraSetDefault now calls setCameraHeightAboveGroundLimitsToDefault/setPitch/setAngle; parameter renamed to heighScale (typo) and setPitch/setAngle side-effect stopping scripted cameras noted in prior review |
| GeneralsMD/Code/GameEngine/Include/Common/GlobalData.h | Minor: adds clarifying comment for m_maxCameraHeight/m_minCameraHeight, no logic changes |
| GeneralsMD/Code/GameEngine/Include/GameLogic/ScriptActions.h | Parameter renamed to heighScale (typo for heightScale) matching the .cpp change |
Sequence Diagram
sequenceDiagram
participant GL as GameLogic::tryStartNewGame
participant OM as OptionsMenu::saveOptions
participant UI as InGameUI::init / reset
participant TV as TheTacticalView (W3DView)
Note over GL: Game start sequence
GL->>TV: setCameraHeightAboveGroundLimitsToDefault()
GL->>TV: setAngleToDefault()
GL->>TV: setPitchToDefault()
GL->>TV: setZoomToDefault()
GL->>TV: setZoomToMax()
Note over OM: Resolution change
OM->>TV: setCameraHeightAboveGroundLimitsToDefault()
OM->>TV: setZoomToMax()
Note over UI: Init / Reset (missing setZoomToMax)
UI->>TV: setCameraHeightAboveGroundLimitsToDefault()
Note right of TV: setZoomToMax() not called here
Prompt To Fix All With AI
Fix the following 1 code review issue. Work through them one at a time, proposing concise fixes.
---
### Issue 1 of 1
Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp:2191-2198
**Redundant if/else — both branches compute identical values**
The `if` and `else` branches are algebraically identical:
- `if`: `fabs(1 + (currentAspectRatio - baseAspectRatio))`
- `else`: `fabs(1 - (baseAspectRatio - currentAspectRatio))`
Both simplify to `fabs(1 + currentAspectRatio - baseAspectRatio)`, so the conditional adds no value. The entire block can be replaced with one expression:
```cpp
aspectRatioScale = 1.0f + (currentAspectRatio - baseAspectRatio);
```
(For any standard landscape display `currentAspectRatio ≥ 0.333`, the result is always positive, so `fabs` is also not needed.)
Reviews (15): Last reviewed commit: "fix(view): Adjust default camera height ..." | Re-trigger Greptile
| /** doCameraSetDefault */ | ||
| //------------------------------------------------------------------------------------------------- | ||
| void ScriptActions::doCameraSetDefault(Real pitch, Real angle, Real maxHeight) | ||
| void ScriptActions::doCameraSetDefault(Real pitch, Real angle, Real heighScale) |
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syntax: typo: heighScale should be heightScale
| void ScriptActions::doCameraSetDefault(Real pitch, Real angle, Real heighScale) | |
| void ScriptActions::doCameraSetDefault(Real pitch, Real angle, Real heightScale) |
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This is a comment left during a code review.
Path: GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp
Line: 4611:4611
Comment:
**syntax:** typo: `heighScale` should be `heightScale`
```suggestion
void ScriptActions::doCameraSetDefault(Real pitch, Real angle, Real heightScale)
```
How can I resolve this? If you propose a fix, please make it concise.| void doCameraTetherNamed(const AsciiString& unit, Bool snapToUnit, Real play); | ||
| void doCameraStopTetherNamed(void); | ||
| void doCameraSetDefault(Real pitch, Real angle, Real maxHeight); | ||
| void doCameraSetDefault(Real pitch, Real angle, Real heighScale); |
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syntax: typo: heighScale should be heightScale
| void doCameraSetDefault(Real pitch, Real angle, Real heighScale); | |
| void doCameraSetDefault(Real pitch, Real angle, Real heightScale); |
Prompt To Fix With AI
This is a comment left during a code review.
Path: GeneralsMD/Code/GameEngine/Include/GameLogic/ScriptActions.h
Line: 114:114
Comment:
**syntax:** typo: `heighScale` should be `heightScale`
```suggestion
void doCameraSetDefault(Real pitch, Real angle, Real heightScale);
```
How can I resolve this? If you propose a fix, please make it concise.a0b7db7 to
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| TheTacticalView->setHeight( TheDisplay->getHeight() ); | ||
| } | ||
| TheTacticalView->setDefaultView(0.0f, 0.0f, 1.0f); | ||
| TheTacticalView->setCameraHeightAboveGroundLimitsToDefault(); |
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Missing setZoomToMax() call after setCameraHeightAboveGroundLimitsToDefault(). Similar to GameLogic::startNewGame() and OptionsMenu::saveOptions(), this should call setZoomToMax() to actually set the camera height.
| TheTacticalView->setCameraHeightAboveGroundLimitsToDefault(); | |
| TheTacticalView->setCameraHeightAboveGroundLimitsToDefault(); | |
| TheTacticalView->setZoomToMax(); |
Prompt To Fix With AI
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Path: GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp
Line: 1380:1380
Comment:
Missing `setZoomToMax()` call after `setCameraHeightAboveGroundLimitsToDefault()`. Similar to `GameLogic::startNewGame()` and `OptionsMenu::saveOptions()`, this should call `setZoomToMax()` to actually set the camera height.
```suggestion
TheTacticalView->setCameraHeightAboveGroundLimitsToDefault();
TheTacticalView->setZoomToMax();
```
How can I resolve this? If you propose a fix, please make it concise.| TheControlBar->reset(); | ||
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| TheTacticalView->setDefaultView(0.0f, 0.0f, 1.0f); | ||
| TheTacticalView->setCameraHeightAboveGroundLimitsToDefault(); |
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Missing setZoomToMax() call after setCameraHeightAboveGroundLimitsToDefault(). Without this, the camera zoom won't be properly initialized during reset.
| TheTacticalView->setCameraHeightAboveGroundLimitsToDefault(); | |
| TheTacticalView->setCameraHeightAboveGroundLimitsToDefault(); | |
| TheTacticalView->setZoomToMax(); |
Prompt To Fix With AI
This is a comment left during a code review.
Path: GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp
Line: 2150:2150
Comment:
Missing `setZoomToMax()` call after `setCameraHeightAboveGroundLimitsToDefault()`. Without this, the camera zoom won't be properly initialized during reset.
```suggestion
TheTacticalView->setCameraHeightAboveGroundLimitsToDefault();
TheTacticalView->setZoomToMax();
```
How can I resolve this? If you propose a fix, please make it concise.b07ab06 to
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| TheTacticalView->setPitch(pitch); | ||
| TheTacticalView->setAngle(angle); |
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setPitch/setAngle unexpectedly stop scripted cameras
Both W3DView::setPitch and W3DView::setAngle call stopDoingScriptedCamera() as a side effect. The original setDefaultView only updated m_defaultPitch and m_maxHeightAboveGround without touching scripted camera state at all.
This means that any call to doCameraSetDefault from a script while a scripted camera animation is running will silently terminate that animation — a behavioural change not present before this PR. The function name implies updating defaults, not interrupting live camera paths.
Additionally, the old code stored the pitch in m_defaultPitch, so a later setPitchToDefault() would correctly restore it. The new setPitch() call only writes to m_pitch (the current pitch), leaving m_defaultPitch unchanged. If the engine resets to default pitch elsewhere, the value set by this script action will be lost.
Consider using a method that updates the defaults without calling stopDoingScriptedCamera(), or explicitly documenting the intended behavioural change if stopping the scripted camera is desired.
Prompt To Fix With AI
This is a comment left during a code review.
Path: GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp
Line: 4607-4608
Comment:
**`setPitch`/`setAngle` unexpectedly stop scripted cameras**
Both `W3DView::setPitch` and `W3DView::setAngle` call `stopDoingScriptedCamera()` as a side effect. The original `setDefaultView` only updated `m_defaultPitch` and `m_maxHeightAboveGround` without touching scripted camera state at all.
This means that any call to `doCameraSetDefault` from a script while a scripted camera animation is running will silently terminate that animation — a behavioural change not present before this PR. The function name implies updating defaults, not interrupting live camera paths.
Additionally, the old code stored the pitch in `m_defaultPitch`, so a later `setPitchToDefault()` would correctly restore it. The new `setPitch()` call only writes to `m_pitch` (the *current* pitch), leaving `m_defaultPitch` unchanged. If the engine resets to default pitch elsewhere, the value set by this script action will be lost.
Consider using a method that updates the defaults without calling `stopDoingScriptedCamera()`, or explicitly documenting the intended behavioural change if stopping the scripted camera is desired.
How can I resolve this? If you propose a fix, please make it concise.|
This is only updating at times since i use this PR for the Legi build |
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How far are we from having this in the main build? I want to try all the new things... |
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Merge with Rebase
This PR adjusts the default max camera height to compensate for different screen aspect ratios.
Previous work fixed the vertical field of view to match retail and adjusted the horizontal fields of view.
But this resulted in significant distortion being observed in the periphery of the view and lower corners.
This distortion was also observed at the 16:9 aspect ratio and became significantly worse as the aspect ratio increased.
By maintaining the original 60 degrees horizontal field of view, while allowing the game to narrow the vertical field of view, increasing the camera height results in minimal to no distortion being observed.
This PR does not fix any other known camera issues and focuses on giving a playable default view.TODO