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https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Renamed CGuiHandler to GameEngine
- class CGuiHandler is now called GameEngine to better describe its functionality - renamed global GH to more clear ENGINE - GH/ENGINE is now unique_ptr to make construction / deconstruction order more clear and to allow interface / implementation split - CGuiHandler.cpp/h is now called GameEngine.cpp/h and located in root directory of client dir
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@@ -10,7 +10,7 @@
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#include "StdInc.h"
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#include "AssetGenerator.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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#include "../render/IImage.h"
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#include "../render/IImageLoader.h"
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#include "../render/Canvas.h"
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@@ -81,9 +81,9 @@ AssetGenerator::CanvasPtr AssetGenerator::createAdventureOptionsCleanBackground(
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{
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auto locator = ImageLocator(ImagePath::builtin("ADVOPTBK"), EImageBlitMode::OPAQUE);
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std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
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std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
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auto image = GH.renderHandler().createImage(Point(575, 585), CanvasScalingPolicy::IGNORE);
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auto image = ENGINE->renderHandler().createImage(Point(575, 585), CanvasScalingPolicy::IGNORE);
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Canvas canvas = image->getCanvas();
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canvas.draw(img, Point(0, 0), Rect(0, 0, 575, 585));
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@@ -101,8 +101,8 @@ AssetGenerator::CanvasPtr AssetGenerator::createBigSpellBook() const
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{
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auto locator = ImageLocator(ImagePath::builtin("SpelBack"), EImageBlitMode::OPAQUE);
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std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
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auto image = GH.renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
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std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
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auto image = ENGINE->renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
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Canvas canvas = image->getCanvas();
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// edges
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canvas.draw(img, Point(0, 0), Rect(15, 38, 90, 45));
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@@ -153,7 +153,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createPlayerColoredBackground(const Pl
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{
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auto locator = ImageLocator(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE);
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std::shared_ptr<IImage> texture = GH.renderHandler().loadImage(locator);
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std::shared_ptr<IImage> texture = ENGINE->renderHandler().loadImage(locator);
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// transform to make color of brown DIBOX.PCX texture match color of specified player
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auto filterSettings = VLC->settingsHandler->getFullConfig()["interface"]["playerColoredBackground"];
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@@ -174,7 +174,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createPlayerColoredBackground(const Pl
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texture->adjustPalette(filters[player.getNum()], 0);
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auto image = GH.renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
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auto image = ENGINE->renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
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Canvas canvas = image->getCanvas();
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canvas.draw(texture, Point(0,0));
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@@ -186,7 +186,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createCombatUnitNumberWindow(float mul
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auto locator = ImageLocator(ImagePath::builtin("CMNUMWIN"), EImageBlitMode::OPAQUE);
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locator.layer = EImageBlitMode::OPAQUE;
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std::shared_ptr<IImage> texture = GH.renderHandler().loadImage(locator);
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std::shared_ptr<IImage> texture = ENGINE->renderHandler().loadImage(locator);
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const auto shifter= ColorFilter::genRangeShifter(0.f, 0.f, 0.f, multR, multG, multB);
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@@ -195,7 +195,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createCombatUnitNumberWindow(float mul
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texture->adjustPalette(shifter, ignoredMask);
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auto image = GH.renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
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auto image = ENGINE->renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
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Canvas canvas = image->getCanvas();
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canvas.draw(texture, Point(0,0));
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@@ -206,8 +206,8 @@ AssetGenerator::CanvasPtr AssetGenerator::createCampaignBackground() const
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{
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auto locator = ImageLocator(ImagePath::builtin("CAMPBACK"), EImageBlitMode::OPAQUE);
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std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
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auto image = GH.renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
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std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
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auto image = ENGINE->renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
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Canvas canvas = image->getCanvas();
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canvas.draw(img, Point(0, 0), Rect(0, 0, 800, 600));
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@@ -235,7 +235,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createCampaignBackground() const
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// skull
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auto locatorSkull = ImageLocator(ImagePath::builtin("CAMPNOSC"), EImageBlitMode::OPAQUE);
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std::shared_ptr<IImage> imgSkull = GH.renderHandler().loadImage(locatorSkull);
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std::shared_ptr<IImage> imgSkull = ENGINE->renderHandler().loadImage(locatorSkull);
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canvas.draw(imgSkull, Point(562, 509), Rect(178, 108, 43, 19));
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return image;
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@@ -246,8 +246,8 @@ AssetGenerator::CanvasPtr AssetGenerator::createChroniclesCampaignImages(int chr
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auto imgPathBg = ImagePath::builtin("chronicles_" + std::to_string(chronicle) + "/GamSelBk");
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auto locator = ImageLocator(imgPathBg, EImageBlitMode::OPAQUE);
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std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
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auto image = GH.renderHandler().createImage(Point(200, 116), CanvasScalingPolicy::IGNORE);
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std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
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auto image = ENGINE->renderHandler().createImage(Point(200, 116), CanvasScalingPolicy::IGNORE);
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Canvas canvas = image->getCanvas();
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std::array sourceRect = {
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@@ -267,7 +267,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createChroniclesCampaignImages(int chr
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{
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//skull
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auto locatorSkull = ImageLocator(ImagePath::builtin("CampSP1"), EImageBlitMode::OPAQUE);
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std::shared_ptr<IImage> imgSkull = GH.renderHandler().loadImage(locatorSkull);
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std::shared_ptr<IImage> imgSkull = ENGINE->renderHandler().loadImage(locatorSkull);
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canvas.draw(imgSkull, Point(162, 94), Rect(162, 94, 41, 22));
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canvas.draw(img, Point(162, 94), Rect(424, 304, 14, 4));
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canvas.draw(img, Point(162, 98), Rect(424, 308, 10, 4));
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@@ -309,7 +309,7 @@ void AssetGenerator::generatePaletteShiftedAnimation(const AnimationPath & sprit
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{
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AnimationLayoutMap layout;
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auto animation = GH.renderHandler().loadAnimation(sprite, EImageBlitMode::COLORKEY);
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auto animation = ENGINE->renderHandler().loadAnimation(sprite, EImageBlitMode::COLORKEY);
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int paletteTransformLength = 1;
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for (const auto & transform : paletteAnimations)
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@@ -334,15 +334,15 @@ void AssetGenerator::generatePaletteShiftedAnimation(const AnimationPath & sprit
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AssetGenerator::CanvasPtr AssetGenerator::createPaletteShiftedImage(const AnimationPath & source, const std::vector<PaletteAnimation> & palette, int frameIndex, int paletteShiftCounter) const
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{
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auto animation = GH.renderHandler().loadAnimation(source, EImageBlitMode::COLORKEY);
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auto animation = ENGINE->renderHandler().loadAnimation(source, EImageBlitMode::COLORKEY);
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auto imgLoc = animation->getImageLocator(frameIndex, 0);
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auto img = GH.renderHandler().loadImage(imgLoc);
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auto img = ENGINE->renderHandler().loadImage(imgLoc);
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for(const auto & element : palette)
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img->shiftPalette(element.start, element.length, paletteShiftCounter % element.length);
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auto image = GH.renderHandler().createImage(Point(32, 32), CanvasScalingPolicy::IGNORE);
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auto image = ENGINE->renderHandler().createImage(Point(32, 32), CanvasScalingPolicy::IGNORE);
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Canvas canvas = image->getCanvas();
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canvas.draw(img, Point((32 - img->dimensions().x) / 2, (32 - img->dimensions().y) / 2));
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