#pragma once #include #include "World.hpp" // Arbitrary value. Higher scale up values lead to less scale up events (which can cause stuttering), but leads to larger numbers overall, which can cause a tiny bit of lag and increased memory usage #define CANVAS_SCALE_UP_STEP WorldScalar("100000000000000000000000000000000000000000000000000") WorldScalar get_canvas_scale_up_amount(uint32_t newGridSize, uint32_t oldGridSize); template void canvas_scale_up_check(T& obj, World& world, const std::shared_ptr& c) { if(c) { auto clientData = world.netObjMan.get_obj_temporary_ref_from_id(NetworkingObjects::NetObjID(c->customID)); if(clientData->get_grid_size() < world.ownClientData->get_grid_size()) obj.scale_up(get_canvas_scale_up_amount(world.ownClientData->get_grid_size(), clientData->get_grid_size())); } }