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vcmi/client/adventureMap/CMinimap.cpp

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/*
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* CMinimap.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 "CMinimap.h"
#include "CAdvMapInt.h"
#include "CTerrainRect.h"
#include "../widgets/Images.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../render/Colors.h"
#include "../renderSDL/SDL_PixelAccess.h"
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#include "../windows/InfoWindows.h"
#include "../../CCallback.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapping/CMapDefines.h"
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ColorRGBA CMinimapInstance::getTileColor(const int3 & pos) const
{
const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
// if tile is not visible it will be black on minimap
if(!tile)
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return CSDL_Ext::fromSDL(Colors::BLACK);
// if object at tile is owned - it will be colored as its owner
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for (const CGObjectInstance *obj : tile->blockingObjects)
{
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PlayerColor player = obj->getOwner();
if(player == PlayerColor::NEUTRAL)
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return CSDL_Ext::fromSDL(*graphics->neutralColor);
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if (player < PlayerColor::PLAYER_LIMIT)
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return CSDL_Ext::fromSDL(graphics->playerColors[player.getNum()]);
}
if (tile->blocked && (!tile->visitable))
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return tile->terType->minimapBlocked;
else
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return tile->terType->minimapUnblocked;
}
void CMinimapInstance::refreshTile(const int3 &tile)
{
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if (level == tile.z)
minimap->drawPoint(Point(tile.x, tile.y), getTileColor(tile));
}
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void CMinimapInstance::redrawMinimap()
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
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for (int y = 0; y < mapSizes.y; ++y)
for (int x = 0; x < mapSizes.x; ++x)
minimap->drawPoint(Point(x, y), getTileColor(int3(x, y, level)));
}
CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
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parent(Parent),
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minimap(new Canvas(Point(LOCPLINT->cb->getMapSize().x, LOCPLINT->cb->getMapSize().y))),
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level(Level)
{
pos.w = parent->pos.w;
pos.h = parent->pos.h;
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redrawMinimap();
}
void CMinimapInstance::showAll(SDL_Surface * to)
{
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Canvas target(to);
target.draw(*minimap, pos.topLeft(), pos.dimensions());
}
CMinimap::CMinimap(const Rect & position)
: CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
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level(0)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
pos.w = position.w;
pos.h = position.h;
aiShield = std::make_shared<CPicture>("AIShield");
aiShield->disable();
}
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int3 CMinimap::pixelToTile(const Point & cursorPos) const
{
// 0 = top-left corner, 1 = bottom-right corner
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double dx = static_cast<double>(cursorPos.x) / pos.w;
double dy = static_cast<double>(cursorPos.y) / pos.h;
int3 mapSizes = LOCPLINT->cb->getMapSize();
int tileX(std::round(mapSizes.x * dx));
int tileY(std::round(mapSizes.y * dy));
return int3(tileX, tileY, level);
}
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Point CMinimap::tileToPixels(const int3 &tile) const
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
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double stepX = static_cast<double>(pos.w) / mapSizes.x;
double stepY = static_cast<double>(pos.h) / mapSizes.y;
int x = static_cast<int>(stepX * tile.x);
int y = static_cast<int>(stepY * tile.y);
return Point(x,y);
}
void CMinimap::moveAdvMapSelection()
{
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int3 newLocation = pixelToTile(GH.getCursorPosition() - pos.topLeft());
adventureInt->centerOn(newLocation);
if (!(adventureInt->active & GENERAL))
GH.totalRedraw(); //redraw this as well as inactive adventure map
else
redraw();//redraw only this
}
void CMinimap::clickLeft(tribool down, bool previousState)
{
if(down)
moveAdvMapSelection();
}
void CMinimap::clickRight(tribool down, bool previousState)
{
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if (down)
CRClickPopup::createAndPush(CGI->generaltexth->zelp[291].second);
}
void CMinimap::hover(bool on)
{
if(on)
GH.statusbar->write(CGI->generaltexth->zelp[291].first);
else
GH.statusbar->clear();
}
void CMinimap::mouseMoved(const Point & cursorPosition)
{
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if(mouseState(MouseButton::LEFT))
moveAdvMapSelection();
}
void CMinimap::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
if(minimap)
{
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Canvas target(to);
int3 mapSizes = LOCPLINT->cb->getMapSize();
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Rect screenArea = adventureInt->terrainAreaTiles();
//draw radar
Rect radar =
{
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screenArea.x * pos.w / mapSizes.x,
screenArea.y * pos.h / mapSizes.y,
screenArea.w * pos.w / mapSizes.x - 1,
screenArea.h * pos.h / mapSizes.y - 1
};
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Canvas clippedTarget(target, pos);
clippedTarget.drawBorderDashed(radar, CSDL_Ext::fromSDL(Colors::PURPLE));
}
}
void CMinimap::update()
{
if(aiShield->recActions & UPDATE) //AI turn is going on. There is no need to update minimap
return;
OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
minimap = std::make_shared<CMinimapInstance>(this, level);
redraw();
}
void CMinimap::setLevel(int newLevel)
{
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if (level == newLevel)
return;
level = newLevel;
update();
}
void CMinimap::setAIRadar(bool on)
{
if(on)
{
aiShield->enable();
minimap.reset();
}
else
{
aiShield->disable();
update();
}
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// this may happen during AI turn when this interface is inactive
// force redraw in order to properly update interface
GH.totalRedraw();
}
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void CMinimap::updateTile(const int3 &pos)
{
if(minimap)
minimap->refreshTile(pos);
}