/* * 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 "CAdvmapInterface.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 "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff CWindowObject::CWindowObject(int options_, std::string imageName, Point centerAt): WindowBase(getUsedEvents(options_), Point()), options(options_), background(createBg(imageName, options & PLAYER_COLORED)) { assert(parent == nullptr); //Safe to remove, but windows should not have parent defActions = 255-DISPOSE; 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): WindowBase(getUsedEvents(options_), Point()), options(options_), background(createBg(imageName, options_ & PLAYER_COLORED)) { assert(parent == nullptr); //Safe to remove, but windows should not have parent defActions = 255-DISPOSE; 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() = default; std::shared_ptr CWindowObject::createBg(std::string imageName, bool playerColored) { OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); if(imageName.empty()) return nullptr; auto image = std::make_shared(imageName); if(playerColored) image->colorize(LOCPLINT->playerID); return image; } void CWindowObject::setBackground(std::string filename) { OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); 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 == !shadowParts.empty()) return; shadowParts.clear(); //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); } //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 { OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); shadowParts.push_back(std::make_shared(shadowCorner, shadowPos.x, shadowPos.y)); shadowParts.push_back(std::make_shared(shadowRight, shadowPos.x, shadowStart.y)); shadowParts.push_back(std::make_shared(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::clickRight(tribool down, bool previousState) { close(); CCS->curh->show(); } CStatusbarWindow::CStatusbarWindow(int options, std::string imageName, Point centerAt) : CWindowObject(options, imageName, centerAt) { } CStatusbarWindow::CStatusbarWindow(int options, std::string imageName) : CWindowObject(options, imageName) { } void CStatusbarWindow::activate() { CIntObject::activate(); GH.statusbar = statusbar; }