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viewctr is no more... major reduction of redundancy/complexity
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@@ -13,16 +13,12 @@ EX int fontscale = 100;
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#if HDR
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/** configuration of the current view */
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struct display_data {
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/** This specifies the heptagon the view is currently centered on.
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* Unused in masterless tilings -- precise_center is used there.
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*/
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heptspin view_center;
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/** The current rotation, relative to viewctr. */
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/** The cell which is currently in the center. */
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cell *precise_center;
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/** The current rotation, relative to precise_center. */
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transmatrix view_matrix;
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/** The view relative to the player character. */
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transmatrix player_matrix;
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/** The cell which is precisely in the center. */
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cellwalker precise_center;
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/** On-screen coordinates for all the visible cells. */
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unordered_map<cell*, transmatrix> cellmatrices, old_cellmatrices;
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/** Position of the current map view, relative to the screen (0 to 1). */
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@@ -53,7 +49,6 @@ struct display_data {
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#define View (current_display->view_matrix)
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#define cwtV (current_display->player_matrix)
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#define viewctr (current_display->view_center)
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#define centerover (current_display->precise_center)
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#define gmatrix (current_display->cellmatrices)
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#define gmatrix0 (current_display->old_cellmatrices)
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