/* * StackQueue.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 "StackQueue.h" #include "BattleInterface.h" #include "BattleSiegeController.h" #include "BattleStacksController.h" #include "../GameEngine.h" #include "../gui/WindowHandler.h" #include "../render/Canvas.h" #include "../render/IFont.h" #include "../render/IRenderHandler.h" #include "../widgets/GraphicalPrimitiveCanvas.h" #include "../widgets/Images.h" #include "../widgets/TextControls.h" #include "../windows/CCreatureWindow.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CStack.h" #include "../../lib/battle/CPlayerBattleCallback.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/texts/TextOperations.h" StackQueue::StackQueue(bool Embedded, BattleInterface & owner) : owner(owner) , embedded(Embedded) { OBJECT_CONSTRUCTION; uint32_t queueSize = QUEUE_SIZE_BIG; if(embedded) { int32_t queueSmallOutsideYOffset = 65; bool queueSmallOutside = settings["battle"]["queueSmallOutside"].Bool() && (pos.y - queueSmallOutsideYOffset) >= 0; queueSize = std::clamp(static_cast(settings["battle"]["queueSmallSlots"].Float()), 1, queueSmallOutside ? ENGINE->screenDimensions().x / 41 : 19); pos.w = queueSize * 41; pos.h = 49; pos.x += parent->pos.w/2 - pos.w/2; pos.y += queueSmallOutside ? -queueSmallOutsideYOffset : 10; } else { pos.w = 800; pos.h = 85; pos.x += 0; pos.y -= pos.h; background = std::make_shared(ImagePath::builtin("DIBOXBCK"), Rect(0, 0, pos.w, pos.h)); } stackBoxes.resize(queueSize); for (int i = 0; i < stackBoxes.size(); i++) { stackBoxes[i] = std::make_shared(this); stackBoxes[i]->moveBy(Point(1 + (embedded ? 41 : 80) * i, 0)); } } void StackQueue::show(Canvas & to) { if(embedded) showAll(to); CIntObject::show(to); } void StackQueue::update() { std::vector queueData; owner.getBattle()->battleGetTurnOrder(queueData, stackBoxes.size(), 0); size_t boxIndex = 0; ui32 tmpTurn = -1; for(size_t turn = 0; turn < queueData.size() && boxIndex < stackBoxes.size(); turn++) { for(size_t unitIndex = 0; unitIndex < queueData[turn].size() && boxIndex < stackBoxes.size(); boxIndex++, unitIndex++) { ui32 currentTurn = owner.round + turn; stackBoxes[boxIndex]->setUnit(queueData[turn][unitIndex], turn, tmpTurn != currentTurn && owner.round != 0 && (!embedded || tmpTurn != -1) ? (std::optional)currentTurn : std::nullopt); tmpTurn = currentTurn; } } for(; boxIndex < stackBoxes.size(); boxIndex++) stackBoxes[boxIndex]->setUnit(nullptr); } int32_t StackQueue::getSiegeShooterIconID() const { return owner.siegeController->getSiegedTown()->getFactionID().getNum(); } std::optional StackQueue::getHoveredUnitIdIfAny() const { for(const auto & stackBox : stackBoxes) { if(stackBox->isHovered()) { return stackBox->getBoundUnitID(); } } return std::nullopt; } StackQueue::StackBox::StackBox(StackQueue * owner) : CIntObject(SHOW_POPUP | HOVER) , owner(owner) { OBJECT_CONSTRUCTION; background = std::make_shared(ImagePath::builtin(owner->embedded ? "StackQueueSmall" : "StackQueueLarge")); pos.w = background->pos.w; pos.h = background->pos.h; if(owner->embedded) { icon = std::make_shared(AnimationPath::builtin("CPRSMALL"), 0, 0, 5, 2); amount = std::make_shared(pos.w/2, pos.h - 7, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); roundRect = std::make_shared(Rect(0, 0, 2, 48), ColorRGBA(0, 0, 0, 255), ColorRGBA(0, 255, 0, 255)); } else { icon = std::make_shared(AnimationPath::builtin("TWCRPORT"), 0, 0, 9, 1); amount = std::make_shared(pos.w/2, pos.h - 8, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE); roundRect = std::make_shared(Rect(0, 0, 15, 18), ColorRGBA(0, 0, 0, 255), ColorRGBA(241, 216, 120, 255)); round = std::make_shared(6, 9, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); Point iconPos(pos.w - 16, pos.h - 16); defendIcon = std::make_shared(ImagePath::builtin("battle/QueueDefend"), iconPos); waitIcon = std::make_shared(ImagePath::builtin("battle/QueueWait"), iconPos); defendIcon->setEnabled(false); waitIcon->setEnabled(false); } roundRect->disable(); } void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn, std::optional currentTurn) { if(unit) { boundUnitID = unit->unitId(); background->setPlayerColor(unit->unitOwner()); icon->visible = true; // temporary code for mod compatibility: // first, set icon that should definitely exist (arrow tower icon in base vcmi mod) // second, try to switch to icon that should be provided by mod // if mod is not up to date and does have arrow tower icon yet - second setFrame call will fail and retain previously set image // for 1.2 release & later next line should be moved into 'else' block icon->setFrame(unit->creatureIconIndex(), 0); if(unit->unitType()->getId() == CreatureID::ARROW_TOWERS) icon->setFrame(owner->getSiegeShooterIconID(), 1); roundRect->setEnabled(currentTurn.has_value()); if(!owner->embedded) round->setEnabled(currentTurn.has_value()); amount->setText(TextOperations::formatMetric(unit->getCount(), 4)); if(currentTurn && !owner->embedded) { std::string tmp = std::to_string(*currentTurn); const auto & font = ENGINE->renderHandler().loadFont(FONT_SMALL); int len = font->getStringWidth(tmp); roundRect->pos.w = len + 6; round->pos = Rect(roundRect->pos.center().x, roundRect->pos.center().y, 0, 0); round->setText(tmp); } if(!owner->embedded) { bool defended = unit->defended(turn) || (turn > 0 && unit->defended(turn - 1)); bool waited = unit->waited(turn) && !defended; defendIcon->setEnabled(defended); waitIcon->setEnabled(waited); } } else { boundUnitID = std::nullopt; background->setPlayerColor(PlayerColor::NEUTRAL); icon->visible = false; icon->setFrame(0); amount->setText(""); if(!owner->embedded) { defendIcon->setEnabled(false); waitIcon->setEnabled(false); } } } std::optional StackQueue::StackBox::getBoundUnitID() const { return boundUnitID; } bool StackQueue::StackBox::isBoundUnitHighlighted() const { auto unitIdsToHighlight = owner->owner.stacksController->getHoveredStacksUnitIds(); return vstd::contains(unitIdsToHighlight, getBoundUnitID()); } void StackQueue::StackBox::showAll(Canvas & to) { CIntObject::showAll(to); if(isBoundUnitHighlighted()) to.drawBorder(background->pos, Colors::CYAN, 2); } void StackQueue::StackBox::show(Canvas & to) { CIntObject::show(to); if(isBoundUnitHighlighted()) to.drawBorder(background->pos, Colors::CYAN, 2); } void StackQueue::StackBox::showPopupWindow(const Point & cursorPosition) { auto stacks = owner->owner.getBattle()->battleGetAllStacks(); for(const CStack * stack : stacks) if(boundUnitID.has_value() && stack->unitId() == *boundUnitID) ENGINE->windows().createAndPushWindow(stack, true); }