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vcmi/client/mapRenderer/MapViewController.cpp

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/*
* MapViewController.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 "MapViewController.h"
#include "MapRendererContext.h"
#include "MapViewModel.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/spells/ViewSpellInt.h"
void MapViewController::setViewCenter(const int3 & position)
{
assert(context->isInMap(position));
setViewCenter(Point(position) * model->getSingleTileSize(), position.z);
}
void MapViewController::setViewCenter(const Point & position, int level)
{
Point betterPosition = {
vstd::clamp(position.x, 0, context->getMapSize().x * model->getSingleTileSize().x),
vstd::clamp(position.y, 0, context->getMapSize().y * model->getSingleTileSize().y)
};
model->setViewCenter(betterPosition);
model->setLevel(vstd::clamp(level, 0, context->getMapSize().z));
}
void MapViewController::setTileSize(const Point & tileSize)
{
model->setTileSize(tileSize);
}
MapViewController::MapViewController(std::shared_ptr<MapViewModel> model)
: context(new MapRendererContext())
, model(std::move(model))
{
}
std::shared_ptr<const IMapRendererContext> MapViewController::getContext() const
{
return context;
}
void MapViewController::update(uint32_t timeDelta)
{
// confirmed to match H3 for
// - hero embarking on boat (500 ms)
// - hero disembarking from boat (500 ms)
// - TODO: picking up resources
// - TODO: killing mosters
// - teleporting ( 250 ms)
static const double fadeOutDuration = 500;
static const double fadeInDuration = 500;
static const double heroTeleportDuration = 250;
//FIXME: remove code duplication?
if(context->movementAnimation)
{
// TODO: enemyMoveTime
double heroMoveTime = settings["adventure"]["heroMoveTime"].Float();
context->movementAnimation->progress += timeDelta / heroMoveTime;
Point positionFrom = Point(context->movementAnimation->tileFrom) * model->getSingleTileSize();
Point positionDest = Point(context->movementAnimation->tileDest) * model->getSingleTileSize();
Point positionCurr = vstd::lerp(positionFrom, positionDest, context->movementAnimation->progress);
setViewCenter(positionCurr, context->movementAnimation->tileDest.z);
if(context->movementAnimation->progress >= 1.0)
{
setViewCenter(context->movementAnimation->tileDest);
context->removeObject(context->getObject(context->movementAnimation->target));
context->addObject(context->getObject(context->movementAnimation->target));
context->movementAnimation.reset();
}
}
if(context->teleportAnimation)
{
context->teleportAnimation->progress += timeDelta / heroTeleportDuration;
if(context->teleportAnimation->progress >= 1.0)
context->teleportAnimation.reset();
}
if(context->fadeOutAnimation)
{
context->fadeOutAnimation->progress += timeDelta / fadeOutDuration;
if(context->fadeOutAnimation->progress >= 1.0)
{
context->removeObject(context->getObject(context->fadeOutAnimation->target));
context->fadeOutAnimation.reset();
}
}
if(context->fadeInAnimation)
{
context->fadeInAnimation->progress += timeDelta / fadeInDuration;
if(context->fadeInAnimation->progress >= 1.0)
context->fadeInAnimation.reset();
}
context->animationTime += timeDelta;
context->worldViewModeActive = model->getSingleTileSize() != Point(32,32);
2023-02-22 13:14:11 +02:00
context->settingsSessionSpectate = settings["session"]["spectate"].Bool();
context->settingsAdventureObjectAnimation = settings["adventure"]["objectAnimation"].Bool();
context->settingsAdventureTerrainAnimation = settings["adventure"]["terrainAnimation"].Bool();
context->settingsSessionShowGrid = settings["gameTweaks"]["showGrid"].Bool();
context->settingsSessionShowVisitable = settings["session"]["showVisitable"].Bool();
context->settingsSessionShowBlockable = settings["session"]["showBlockable"].Bool();
}
void MapViewController::onObjectFadeIn(const CGObjectInstance * obj)
{
assert(!context->fadeInAnimation);
context->fadeInAnimation = FadingAnimationState{obj->id, 0.0};
context->addObject(obj);
}
void MapViewController::onObjectFadeOut(const CGObjectInstance * obj)
{
assert(!context->fadeOutAnimation);
context->fadeOutAnimation = FadingAnimationState{obj->id, 0.0};
}
void MapViewController::onObjectInstantAdd(const CGObjectInstance * obj)
{
context->addObject(obj);
};
void MapViewController::onObjectInstantRemove(const CGObjectInstance * obj)
{
context->removeObject(obj);
};
void MapViewController::onHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
assert(!context->teleportAnimation);
context->teleportAnimation = HeroAnimationState{obj->id, from, dest, 0.0};
}
void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
assert(!context->movementAnimation);
const CGObjectInstance * movingObject = obj;
if(obj->boat)
movingObject = obj->boat;
context->removeObject(movingObject);
if(settings["adventure"]["heroMoveTime"].Float() > 1)
{
context->addMovingObject(movingObject, from, dest);
context->movementAnimation = HeroAnimationState{movingObject->id, from, dest, 0.0};
}
else
{
// instant movement
context->addObject(movingObject);
}
}
void MapViewController::onHeroRotated(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
//TODO
}
bool MapViewController::hasOngoingAnimations()
{
if(context->movementAnimation)
return true;
if(context->teleportAnimation)
return true;
if(context->fadeOutAnimation)
return true;
if(context->fadeInAnimation)
return true;
return false;
}
void MapViewController::setTerrainVisibility(bool showAllTerrain)
{
context->showAllTerrain = showAllTerrain;
}
void MapViewController::setOverlayVisibility(const std::vector<ObjectPosInfo> & objectPositions)
{
context->additionalOverlayIcons = objectPositions;
}