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fix(view): Adjust default camera height to compensate for screen aspect ratio#1711

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Mauller:fix-default-camera-height
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fix(view): Adjust default camera height to compensate for screen aspect ratio#1711
Mauller wants to merge 1 commit intoTheSuperHackers:mainfrom
Mauller:fix-default-camera-height

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@Mauller Mauller commented Oct 18, 2025

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

  • Implement in generals

@Mauller Mauller self-assigned this Oct 18, 2025
@Mauller Mauller added Bug Something is not working right, typically is user facing GUI For graphical user interface Major Severity: Minor < Major < Critical < Blocker Gen Relates to Generals ZH Relates to Zero Hour labels Oct 18, 2025
@Mauller Mauller added this to the Major bug fixes milestone Oct 18, 2025
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xezon commented Oct 19, 2025

At 4:3 "This Change" gives identical view to "Original Game + GenTool" ✅

At 16:9 "This Change" gives a bit more view than "Original Game + GenTool" ❓

Is this correct? I do not recall if GenTool view is correct.

zoom16x9

@xezon xezon added Enhancement Is new feature or request and removed GUI For graphical user interface labels Oct 19, 2025
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Mauller commented Oct 19, 2025

At 4:3 "This Change" gives identical view to "Original Game + GenTool" ✅

At 16:9 "This Change" gives a bit more view than "Original Game + GenTool" ❓

Is this correct? I do not recall if GenTool view is correct.

zoom16x9

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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xezon commented Oct 19, 2025

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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Mauller commented Oct 19, 2025

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.
This could give a standardised view to all players in a competition etc.

Or another option could be implementing tactical zoom to let people zoom out to view the entire map etc.

@Mauller Mauller force-pushed the fix-default-camera-height branch from 02a64e0 to 57fe78d Compare October 19, 2025 15:37
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Simple implementation, but man the EA code is confusing.

@Mauller Mauller force-pushed the fix-default-camera-height branch from 57fe78d to 271ca5b Compare October 19, 2025 19:09
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Mauller commented Oct 19, 2025

Tweaked the code so setDefaultView is now setDefaultCameraHeight with a default argument of 1.0f for the heightScale.

Still need to look at the zoom default handling.

@Mauller Mauller force-pushed the fix-default-camera-height branch from 271ca5b to f6c96d8 Compare October 19, 2025 19:36
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Mauller commented Oct 19, 2025

Updated with tweaked max and default zoom handling code.

@Mauller Mauller force-pushed the fix-default-camera-height branch from f6c96d8 to c3c7b85 Compare October 19, 2025 19:56
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Mauller commented Oct 19, 2025

Small tweak to comments

@Mauller Mauller force-pushed the fix-default-camera-height branch from 52f7de7 to ab0b316 Compare November 1, 2025 14:15
@Mauller Mauller changed the title fix(view): Adjust default camera height to compensate for screen aspect ratio, reduce camera map limits and increase terrain render distance. fix(view): Adjust default camera height to compensate for screen aspect ratio Nov 1, 2025
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Mauller commented Nov 1, 2025

Reverted this to just have the camera height adjustments and nothing else.

@Mauller Mauller force-pushed the fix-default-camera-height branch 3 times, most recently from 968ad71 to e497ba8 Compare November 7, 2025 16:15
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xezon commented Nov 15, 2025

Note for future:

When raising up the camera, the following things need to be scaled as well:

farZ in W3DView::setCameraTransform

m_x, m_y in HeightMapRenderObjClass

@Mauller Mauller force-pushed the fix-default-camera-height branch from e497ba8 to a0b7db7 Compare January 16, 2026 16:48
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greptile-apps bot commented Jan 16, 2026

Greptile Summary

This PR introduces aspect-ratio-aware camera height scaling by adding setCameraHeightAboveGroundLimitsToDefault() and setZoomToMax(), replacing the old setDefaultView() at initialization sites. GameLogic::startNewGame() and OptionsMenu::saveOptions() are updated correctly, but several previously flagged issues remain open across View.cpp, InGameUI.cpp, W3DView.cpp, and ScriptActions.cpp.

Confidence Score: 4/5

Not yet safe to merge — multiple previously flagged P1 issues (missing setZoomToMax in InGameUI, setZoomToDefault no longer setting zoom, scripted-camera side effects in script actions) remain unresolved.

The core aspect-ratio scaling logic in W3DView::setCameraHeightAboveGroundLimitsToDefault and the correct W3DView::setZoomToMax override are sound, and GameLogic::startNewGame / OptionsMenu::saveOptions are properly updated. However, InGameUI::init() and InGameUI::reset() still omit setZoomToMax(), setZoomToDefault() no longer establishes zoom height, the heighScale typo persists in both the header and source, and doCameraSetDefault still carries unintended stopDoingScriptedCamera() side effects. These are carry-over P1 concerns from previous review rounds.

GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp (missing setZoomToMax), Core/GameEngine/Source/GameClient/View.cpp (base setZoomToMax logic), GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp (typo + scripted-camera side effects)

Important Files Changed

Filename Overview
Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Adds setCameraHeightAboveGroundLimitsToDefault (aspect-ratio-aware height scaling) and setZoomToMax (correct W3DView override); setZoomToDefault now only stops scripted cameras without setting zoom height — correct only when every call site also calls setZoomToMax(); redundant if/else in aspect ratio calculation
GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp Both init() and reset() replace setDefaultView with setCameraHeightAboveGroundLimitsToDefault() but omit the required setZoomToMax() call, leaving zoom/height uninitialised at those sites
Core/GameEngine/Source/GameClient/View.cpp Adds setZoomToMax() base implementation that incorrectly adds m_maxHeightAboveGround to current height rather than setting it; the W3DView override is correct so game impact is limited to non-W3DView subclasses
GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp Replaces setDefaultView with separate calls in doCameraSetDefault; retains the heighScale typo; setPitch/setAngle calls carry the stopDoingScriptedCamera() side effect and do not update the default-pitch field
GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp Adds setCameraHeightAboveGroundLimitsToDefault() before the existing reset sequence and appends setZoomToMax() after setZoomToDefault() — call ordering is correct
GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/OptionsMenu.cpp Correctly calls both setCameraHeightAboveGroundLimitsToDefault() and setZoomToMax() after a resolution change on the shell map
Core/GameEngine/Include/GameClient/View.h Adds setCameraHeightAboveGroundLimitsToDefault virtual and setZoomToMax virtual declarations; interface is clean
Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DView.h Declares setCameraHeightAboveGroundLimitsToDefault and setZoomToMax overrides; adds informational comment on setZoomToDefault about scripted-camera halt side effect
GeneralsMD/Code/GameEngine/Include/Common/GlobalData.h Adds clarifying comment that m_maxCameraHeight/m_minCameraHeight represent the 4:3 base values; no functional changes
GeneralsMD/Code/GameEngine/Include/GameLogic/ScriptActions.h Renames maxHeight parameter to heighScale (typo for heightScale) in doCameraSetDefault declaration

Sequence Diagram

sequenceDiagram
    participant GL as GameLogic::startNewGame
    participant OM as OptionsMenu::saveOptions
    participant UI as InGameUI::init / reset
    participant TV as TheTacticalView (W3DView)

    GL->>TV: setCameraHeightAboveGroundLimitsToDefault()
    Note over TV: Computes aspectRatioScale,<br/>sets m_max/minHeightAboveGround
    GL->>TV: setAngleToDefault()
    GL->>TV: setPitchToDefault()
    GL->>TV: setZoomToDefault()
    Note over TV: stopDoingScriptedCamera()<br/>(does NOT set zoom height)
    GL->>TV: setZoomToMax()
    Note over TV: m_heightAboveGround = m_maxHeightAboveGround ✓

    OM->>TV: setCameraHeightAboveGroundLimitsToDefault()
    OM->>TV: setZoomToMax() ✓

    UI->>TV: setCameraHeightAboveGroundLimitsToDefault()
    Note over TV: ⚠️ setZoomToMax() NOT called<br/>zoom/height left uninitialised
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Prompt To Fix All With AI
This is a comment left during a code review.
Path: Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp
Line: 2096-2103

Comment:
**Redundant if/else branches compute identical formula**

Both branches simplify to `fabs(1.0f + currentAspectRatio - baseAspectRatio)`. The conditional is unnecessary — the subtraction is commutative so splitting on whether `currentAspectRatio > baseAspectRatio` produces the same arithmetic expression in both arms.

```suggestion
	aspectRatioScale = fabs(1.0f + currentAspectRatio - baseAspectRatio);
```

How can I resolve this? If you propose a fix, please make it concise.

Reviews (12): Last reviewed commit: "fix(view): Adjust default camera height ..." | Re-trigger Greptile

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10 files reviewed, 4 comments

Edit Code Review Agent Settings | 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

Suggested change
void ScriptActions::doCameraSetDefault(Real pitch, Real angle, Real heighScale)
void ScriptActions::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/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

Suggested change
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.

@Mauller Mauller force-pushed the fix-default-camera-height branch from a0b7db7 to 22e6c6b Compare January 28, 2026 18:25
@Mauller Mauller force-pushed the fix-default-camera-height branch from 22e6c6b to 6ea3918 Compare February 9, 2026 17:57
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10 files reviewed, 1 comment

Edit Code Review Agent Settings | Greptile

@Mauller Mauller force-pushed the fix-default-camera-height branch from 6ea3918 to 09d7a25 Compare February 12, 2026 17:58
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10 files reviewed, 2 comments

Edit Code Review Agent Settings | Greptile

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.

Suggested change
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: 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();

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.

Suggested change
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.

Comment on lines +4607 to +4608
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.

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Mauller commented Mar 10, 2026

This is only updating at times since i use this PR for the Legi build

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seacat17 commented Apr 7, 2026

How far are we from having this in the main build? I want to try all the new things...

@Mauller Mauller force-pushed the fix-default-camera-height branch 2 times, most recently from 5b9c231 to 5617740 Compare April 9, 2026 18:06
@Mauller Mauller force-pushed the fix-default-camera-height branch from 5617740 to a076193 Compare April 11, 2026 19:00
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Bug Something is not working right, typically is user facing Enhancement Is new feature or request Gen Relates to Generals Major Severity: Minor < Major < Critical < Blocker ZH Relates to Zero Hour

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Camera height does not scale properly along with aspect ratio of game resolution

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