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vcmi/client/windows/CWindowObject.cpp

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/*
* CWindowObject.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CWindowObject.h"
#include "../widgets/MiscWidgets.h"
#include "../gui/SDL_Pixels.h"
#include "../gui/SDL_Extensions.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CCursorHandler.h"
#include "../battle/CBattleInterface.h"
#include "../battle/CBattleInterfaceClasses.h"
#include "../CBitmapHandler.h"
#include "../Graphics.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
#include "../windows/CAdvmapInterface.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff
CWindowObject::CWindowObject(int options_, std::string imageName, Point centerAt)
: CIntObject(getUsedEvents(options_), Point()), shadow(nullptr), options(options_), background(createBg(imageName, options & PLAYER_COLORED))
{
assert(parent == nullptr); //Safe to remove, but windows should not have parent
if(options & RCLICK_POPUP)
CCS->curh->hide();
if(background)
pos = background->center(centerAt);
else
center(centerAt);
if(!(options & SHADOW_DISABLED))
setShadow(true);
}
CWindowObject::CWindowObject(int options_, std::string imageName)
: CIntObject(getUsedEvents(options_), Point()), shadow(nullptr), options(options_), background(createBg(imageName, options & PLAYER_COLORED))
{
assert(parent == nullptr); //Safe to remove, but windows should not have parent
if(options & RCLICK_POPUP)
CCS->curh->hide();
if(background)
pos = background->center();
else
center(Point(screen->w / 2, screen->h / 2));
if(!(options & SHADOW_DISABLED))
setShadow(true);
}
CWindowObject::~CWindowObject()
{
setShadow(false);
}
CPicture * CWindowObject::createBg(std::string imageName, bool playerColored)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
if(imageName.empty())
return nullptr;
auto image = new CPicture(imageName);
if(playerColored)
image->colorize(LOCPLINT->playerID);
return image;
}
void CWindowObject::setBackground(std::string filename)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
delete background;
background = createBg(filename, options & PLAYER_COLORED);
if(background)
pos = background->center(Point(pos.w / 2 + pos.x, pos.h / 2 + pos.y));
updateShadow();
}
int CWindowObject::getUsedEvents(int options)
{
if(options & RCLICK_POPUP)
return RCLICK;
return 0;
}
void CWindowObject::updateShadow()
{
setShadow(false);
if(!(options & SHADOW_DISABLED))
setShadow(true);
}
void CWindowObject::setShadow(bool on)
{
//size of shadow
static const int size = 8;
if(on == bool(shadow))
return;
vstd::clear_pointer(shadow);
//object too small to cast shadow
if(pos.h <= size || pos.w <= size)
return;
if(on)
{
//helper to set last row
auto blitAlphaRow = [](SDL_Surface * surf, size_t row)
{
Uint8 * ptr = (Uint8 *)surf->pixels + surf->pitch * (row);
for(size_t i = 0; i < surf->w; i++)
{
Channels::px<4>::a.set(ptr, 128);
ptr += 4;
}
};
// helper to set last column
auto blitAlphaCol = [](SDL_Surface * surf, size_t col)
{
Uint8 * ptr = (Uint8 *)surf->pixels + 4 * (col);
for(size_t i = 0; i < surf->h; i++)
{
Channels::px<4>::a.set(ptr, 128);
ptr += surf->pitch;
}
};
static SDL_Surface * shadowCornerTempl = nullptr;
static SDL_Surface * shadowBottomTempl = nullptr;
static SDL_Surface * shadowRightTempl = nullptr;
//one-time initialization
if(!shadowCornerTempl)
{
//create "template" surfaces
shadowCornerTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, size);
shadowBottomTempl = CSDL_Ext::createSurfaceWithBpp<4>(1, size);
shadowRightTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, 1);
Uint32 shadowColor = SDL_MapRGBA(shadowCornerTempl->format, 0, 0, 0, 192);
//fill with shadow body color
SDL_FillRect(shadowCornerTempl, nullptr, shadowColor);
SDL_FillRect(shadowBottomTempl, nullptr, shadowColor);
SDL_FillRect(shadowRightTempl, nullptr, shadowColor);
//fill last row and column with more transparent color
blitAlphaCol(shadowRightTempl, size - 1);
blitAlphaCol(shadowCornerTempl, size - 1);
blitAlphaRow(shadowBottomTempl, size - 1);
blitAlphaRow(shadowCornerTempl, size - 1);
}
OBJ_CONSTRUCTION_CAPTURING_ALL;
//FIXME: do something with this points
Point shadowStart;
if(options & BORDERED)
shadowStart = Point(size - 14, size - 14);
else
shadowStart = Point(size, size);
Point shadowPos;
if(options & BORDERED)
shadowPos = Point(pos.w + 14, pos.h + 14);
else
shadowPos = Point(pos.w, pos.h);
Point fullsize;
if(options & BORDERED)
fullsize = Point(pos.w + 28, pos.h + 29);
else
fullsize = Point(pos.w, pos.h);
//create base 8x8 piece of shadow
SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);
SDL_Surface * shadowBottom = CSDL_Ext::scaleSurfaceFast(shadowBottomTempl, fullsize.x - size, size);
SDL_Surface * shadowRight = CSDL_Ext::scaleSurfaceFast(shadowRightTempl, size, fullsize.y - size);
blitAlphaCol(shadowBottom, 0);
blitAlphaRow(shadowRight, 0);
//generate "shadow" object with these 3 pieces in it
shadow = new CIntObject();
shadow->addChild(new CPicture(shadowCorner, shadowPos.x, shadowPos.y));
shadow->addChild(new CPicture(shadowRight, shadowPos.x, shadowStart.y));
shadow->addChild(new CPicture(shadowBottom, shadowStart.x, shadowPos.y));
}
}
void CWindowObject::showAll(SDL_Surface * to)
{
auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);
if(settings["session"]["spectate"].Bool())
color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors
CIntObject::showAll(to);
if((options & BORDERED) && (pos.h != to->h || pos.w != to->w))
CMessage::drawBorder(color, to, pos.w + 28, pos.h + 29, pos.x - 14, pos.y - 15);
}
void CWindowObject::close()
{
GH.popIntTotally(this);
}
void CWindowObject::clickRight(tribool down, bool previousState)
{
close();
CCS->curh->show();
}