/* * BattleInterfaceClasses.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 "BattleInterfaceClasses.h" #include "BattleInterface.h" #include "BattleActionsController.h" #include "BattleRenderer.h" #include "BattleSiegeController.h" #include "BattleFieldController.h" #include "BattleStacksController.h" #include "BattleWindow.h" #include "../CGameInfo.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../CVideoHandler.h" #include "../gui/CursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/Shortcut.h" #include "../render/Canvas.h" #include "../render/IImage.h" #include "../widgets/Buttons.h" #include "../widgets/Images.h" #include "../widgets/TextControls.h" #include "../windows/CMessage.h" #include "../windows/CSpellWindow.h" #include "../render/CAnimation.h" #include "../adventureMap/CInGameConsole.h" #include "../renderSDL/SDL_Extensions.h" #include "../../CCallback.h" #include "../../lib/CStack.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CCreatureHandler.h" #include "../../lib/CGameState.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/NetPacks.h" #include "../../lib/StartInfo.h" #include "../../lib/CondSh.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/TextOperations.h" void BattleConsole::showAll(SDL_Surface * to) { CIntObject::showAll(to); Point line1 (pos.x + pos.w/2, pos.y + 8); Point line2 (pos.x + pos.w/2, pos.y + 24); auto visibleText = getVisibleText(); if(visibleText.size() > 0) graphics->fonts[FONT_SMALL]->renderTextCenter(to, visibleText[0], Colors::WHITE, line1); if(visibleText.size() > 1) graphics->fonts[FONT_SMALL]->renderTextCenter(to, visibleText[1], Colors::WHITE, line2); } std::vector BattleConsole::getVisibleText() { // high priority texts that hide battle log entries for(const auto & text : {consoleText, hoverText}) { if (text.empty()) continue; auto result = CMessage::breakText(text, pos.w, FONT_SMALL); if(result.size() > 2) result.resize(2); return result; } // log is small enough to fit entirely - display it as such if (logEntries.size() < 3) return logEntries; return { logEntries[scrollPosition - 1], logEntries[scrollPosition] }; } std::vector BattleConsole::splitText(const std::string &text) { std::vector lines; std::vector output; boost::split(lines, text, boost::is_any_of("\n")); for(const auto & line : lines) { if (graphics->fonts[FONT_SMALL]->getStringWidth(text) < pos.w) { output.push_back(line); } else { std::vector substrings = CMessage::breakText(line, pos.w, FONT_SMALL); output.insert(output.end(), substrings.begin(), substrings.end()); } } return output; } bool BattleConsole::addText(const std::string & text) { logGlobal->trace("CBattleConsole message: %s", text); auto newLines = splitText(text); logEntries.insert(logEntries.end(), newLines.begin(), newLines.end()); scrollPosition = (int)logEntries.size()-1; redraw(); return true; } void BattleConsole::scrollUp(ui32 by) { if(scrollPosition > static_cast(by)) scrollPosition -= by; redraw(); } void BattleConsole::scrollDown(ui32 by) { if(scrollPosition + by < logEntries.size()) scrollPosition += by; redraw(); } BattleConsole::BattleConsole(std::shared_ptr backgroundSource, const Point & objectPos, const Point & imagePos, const Point &size) : scrollPosition(-1) , enteringText(false) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; pos += objectPos; pos.w = size.x; pos.h = size.y; background = std::make_shared(backgroundSource->getSurface(), Rect(imagePos, size), 0, 0 ); } void BattleConsole::deactivate() { if (enteringText) LOCPLINT->cingconsole->endEnteringText(false); CIntObject::deactivate(); } void BattleConsole::setEnteringMode(bool on) { consoleText.clear(); if (on) { assert(enteringText == false); GH.startTextInput(pos); } else { assert(enteringText == true); GH.stopTextInput(); } enteringText = on; redraw(); } void BattleConsole::setEnteredText(const std::string & text) { assert(enteringText == true); consoleText = text; redraw(); } void BattleConsole::write(const std::string & Text) { hoverText = Text; redraw(); } void BattleConsole::clearIfMatching(const std::string & Text) { if (hoverText == Text) clear(); } void BattleConsole::clear() { write({}); } const CGHeroInstance * BattleHero::instance() { return hero; } void BattleHero::render(Canvas & canvas) { size_t groupIndex = static_cast(phase); auto flagFrame = flagAnimation->getImage(flagCurrentFrame, 0, true); auto heroFrame = animation->getImage(currentFrame, groupIndex, true); Point heroPosition = pos.center() - parent->pos.topLeft() - heroFrame->dimensions() / 2; Point flagPosition = pos.center() - parent->pos.topLeft() - flagFrame->dimensions() / 2; if(defender) flagPosition += Point(-4, -41); else flagPosition += Point(4, -41); canvas.draw(flagFrame, flagPosition); canvas.draw(heroFrame, heroPosition); float timePassed = float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000.f; flagCurrentFrame += currentSpeed * timePassed; currentFrame += currentSpeed * timePassed; if(flagCurrentFrame >= flagAnimation->size(0)) flagCurrentFrame -= flagAnimation->size(0); if(currentFrame >= animation->size(groupIndex)) { currentFrame -= animation->size(groupIndex); switchToNextPhase(); } } void BattleHero::pause() { currentSpeed = 0.f; } void BattleHero::play() { //H3 speed: 10 fps ( 100 ms per frame) currentSpeed = 10.f; } float BattleHero::getFrame() const { return currentFrame; } void BattleHero::collectRenderableObjects(BattleRenderer & renderer) { auto hex = defender ? BattleHex(GameConstants::BFIELD_WIDTH-1) : BattleHex(0); renderer.insert(EBattleFieldLayer::HEROES, hex, [this](BattleRenderer::RendererRef canvas) { render(canvas); }); } void BattleHero::onPhaseFinished(const std::function & callback) { phaseFinishedCallback = callback; } void BattleHero::setPhase(EHeroAnimType newPhase) { nextPhase = newPhase; switchToNextPhase(); //immediately switch to next phase and then restore idling phase nextPhase = EHeroAnimType::HOLDING; } void BattleHero::heroLeftClicked() { if(owner.actionsController->spellcastingModeActive()) //we are casting a spell return; if(!hero || !owner.makingTurn()) return; if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions { CCS->curh->set(Cursor::Map::POINTER); GH.pushIntT(hero, owner.getCurrentPlayerInterface()); } } void BattleHero::heroRightClicked() { Point windowPosition; windowPosition.x = (!defender) ? owner.fieldController->pos.left() + 1 : owner.fieldController->pos.right() - 79; windowPosition.y = owner.fieldController->pos.y + 135; InfoAboutHero targetHero; if(owner.makingTurn() || settings["session"]["spectate"].Bool()) { auto h = defender ? owner.defendingHeroInstance : owner.attackingHeroInstance; targetHero.initFromHero(h, InfoAboutHero::EInfoLevel::INBATTLE); GH.pushIntT(targetHero, &windowPosition); } } void BattleHero::switchToNextPhase() { phase = nextPhase; currentFrame = 0.f; auto copy = phaseFinishedCallback; phaseFinishedCallback.clear(); copy(); } BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * hero, bool defender): defender(defender), hero(hero), owner(owner), phase(EHeroAnimType::HOLDING), nextPhase(EHeroAnimType::HOLDING), currentSpeed(0.f), currentFrame(0.f), flagCurrentFrame(0.f) { std::string animationPath; if(!hero->type->battleImage.empty()) animationPath = hero->type->battleImage; else if(hero->gender == EHeroGender::FEMALE) animationPath = hero->type->heroClass->imageBattleFemale; else animationPath = hero->type->heroClass->imageBattleMale; animation = std::make_shared(animationPath); animation->preload(); pos.w = 64; pos.h = 136; pos.x = owner.fieldController->pos.x + (defender ? (owner.fieldController->pos.w - pos.w) : 0); pos.y = owner.fieldController->pos.y; if(defender) animation->verticalFlip(); if(defender) flagAnimation = std::make_shared("CMFLAGR"); else flagAnimation = std::make_shared("CMFLAGL"); flagAnimation->preload(); flagAnimation->playerColored(hero->tempOwner); switchToNextPhase(); play(); } HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position) : CWindowObject(RCLICK_POPUP | SHADOW_DISABLED, "CHRPOP") { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); if (position != nullptr) moveTo(*position); background->colorize(hero.owner); //maybe add this functionality to base class? auto attack = hero.details->primskills[0]; auto defense = hero.details->primskills[1]; auto power = hero.details->primskills[2]; auto knowledge = hero.details->primskills[3]; auto morale = hero.details->morale; auto luck = hero.details->luck; auto currentSpellPoints = hero.details->mana; auto maxSpellPoints = hero.details->manaLimit; icons.push_back(std::make_shared("PortraitsLarge", hero.portrait, 0, 10, 6)); //primary stats labels.push_back(std::make_shared(9, 75, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[380] + ":")); labels.push_back(std::make_shared(9, 87, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[381] + ":")); labels.push_back(std::make_shared(9, 99, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[382] + ":")); labels.push_back(std::make_shared(9, 111, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[383] + ":")); labels.push_back(std::make_shared(69, 87, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(attack))); labels.push_back(std::make_shared(69, 99, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(defense))); labels.push_back(std::make_shared(69, 111, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(power))); labels.push_back(std::make_shared(69, 123, EFonts::FONT_TINY, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(knowledge))); //morale+luck labels.push_back(std::make_shared(9, 131, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[384] + ":")); labels.push_back(std::make_shared(9, 143, EFonts::FONT_TINY, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[385] + ":")); icons.push_back(std::make_shared("IMRL22", morale + 3, 0, 47, 131)); icons.push_back(std::make_shared("ILCK22", luck + 3, 0, 47, 143)); //spell points labels.push_back(std::make_shared(39, 174, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[387])); labels.push_back(std::make_shared(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints))); } BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay) : owner(_owner) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); background = std::make_shared("CPRESULT"); background->colorize(owner.playerID); pos = center(background->pos); exit = std::make_shared(Point(384, 505), "iok6432.def", std::make_pair("", ""), [&](){ bExitf();}, EShortcut::GLOBAL_ACCEPT); exit->setBorderColor(Colors::METALLIC_GOLD); if(allowReplay) { repeat = std::make_shared(Point(24, 505), "icn6432.def", std::make_pair("", ""), [&](){ bRepeatf();}, EShortcut::GLOBAL_CANCEL); repeat->setBorderColor(Colors::METALLIC_GOLD); labels.push_back(std::make_shared(232, 520, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->translate("vcmi.battleResultsWindow.applyResultsLabel"))); } if(br.winner == 0) //attacker won { labels.push_back(std::make_shared(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410])); } else { labels.push_back(std::make_shared(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[411])); } if(br.winner == 1) { labels.push_back(std::make_shared(412, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410])); } else { labels.push_back(std::make_shared(408, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[411])); } labels.push_back(std::make_shared(232, 302, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[407])); labels.push_back(std::make_shared(232, 332, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[408])); labels.push_back(std::make_shared(232, 428, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[409])); std::string sideNames[2] = {"N/A", "N/A"}; for(int i = 0; i < 2; i++) { auto heroInfo = owner.cb->battleGetHeroInfo(i); const int xs[] = {21, 392}; if(heroInfo.portrait >= 0) //attacking hero { icons.push_back(std::make_shared("PortraitsLarge", heroInfo.portrait, 0, xs[i], 38)); sideNames[i] = heroInfo.name; } else { auto stacks = owner.cb->battleGetAllStacks(); vstd::erase_if(stacks, [i](const CStack * stack) //erase stack of other side and not coming from garrison { return stack->unitSide() != i || !stack->base; }); auto best = vstd::maxElementByFun(stacks, [](const CStack * stack) { return stack->unitType()->getAIValue(); }); if(best != stacks.end()) //should be always but to be safe... { icons.push_back(std::make_shared("TWCRPORT", (*best)->unitType()->getIconIndex(), 0, xs[i], 38)); sideNames[i] = (*best)->unitType()->getNamePluralTranslated(); } } } //printing attacker and defender's names labels.push_back(std::make_shared(89, 37, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, sideNames[0])); labels.push_back(std::make_shared(381, 53, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, sideNames[1])); //printing casualties for(int step = 0; step < 2; ++step) { if(br.casualties[step].size()==0) { labels.push_back(std::make_shared(235, 360 + 97 * step, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[523])); } else { int xPos = 235 - ((int)br.casualties[step].size()*32 + ((int)br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture int yPos = 344 + step * 97; for(auto & elem : br.casualties[step]) { auto creature = CGI->creatures()->getByIndex(elem.first); if (creature->getId() == CreatureID::ARROW_TOWERS ) continue; // do not show destroyed towers in battle results icons.push_back(std::make_shared("CPRSMALL", creature->getIconIndex(), 0, xPos, yPos)); std::ostringstream amount; amount<(xPos + 16, yPos + 42, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, amount.str())); xPos += 42; } } } //printing result description bool weAreAttacker = !(owner.cb->battleGetMySide()); if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won { int text = 304; switch(br.result) { case BattleResult::NORMAL: break; case BattleResult::ESCAPE: text = 303; break; case BattleResult::SURRENDER: text = 302; break; default: logGlobal->error("Invalid battle result code %d. Assumed normal.", static_cast(br.result)); break; } CCS->musich->playMusic("Music/Win Battle", false, true); CCS->videoh->open("WIN3.BIK"); std::string str = CGI->generaltexth->allTexts[text]; const CGHeroInstance * ourHero = owner.cb->battleGetMyHero(); if (ourHero) { str += CGI->generaltexth->allTexts[305]; boost::algorithm::replace_first(str, "%s", ourHero->getNameTranslated()); boost::algorithm::replace_first(str, "%d", std::to_string(br.exp[weAreAttacker ? 0 : 1])); } description = std::make_shared(str, Rect(69, 203, 330, 68), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); } else // we lose { int text = 311; std::string musicName = "Music/LoseCombat"; std::string videoName = "LBSTART.BIK"; switch(br.result) { case BattleResult::NORMAL: break; case BattleResult::ESCAPE: musicName = "Music/Retreat Battle"; videoName = "RTSTART.BIK"; text = 310; break; case BattleResult::SURRENDER: musicName = "Music/Surrender Battle"; videoName = "SURRENDER.BIK"; text = 309; break; default: logGlobal->error("Invalid battle result code %d. Assumed normal.", static_cast(br.result)); break; } CCS->musich->playMusic(musicName, false, true); CCS->videoh->open(videoName); labels.push_back(std::make_shared(235, 235, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[text])); } } void BattleResultWindow::activate() { owner.showingDialog->set(true); CIntObject::activate(); } void BattleResultWindow::show(SDL_Surface * to) { CIntObject::show(to); CCS->videoh->update(pos.x + 107, pos.y + 70, to, true, false); } void BattleResultWindow::buttonPressed(int button) { resultCallback(button); CPlayerInterface &intTmp = owner; //copy reference because "this" will be destructed soon close(); if(dynamic_cast(GH.topInt().get())) GH.popInts(1); //pop battle interface if present //Result window and battle interface are gone. We requested all dialogs to be closed before opening the battle, //so we can be sure that there is no dialogs left on GUI stack. intTmp.showingDialog->setn(false); CCS->videoh->close(); } void BattleResultWindow::bExitf() { buttonPressed(0); } void BattleResultWindow::bRepeatf() { buttonPressed(1); } StackQueue::StackQueue(bool Embedded, BattleInterface & owner) : embedded(Embedded), owner(owner) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); if(embedded) { pos.w = QUEUE_SIZE * 41; pos.h = 49; pos.x += parent->pos.w/2 - pos.w/2; pos.y += 10; icons = std::make_shared("CPRSMALL"); stateIcons = std::make_shared("VCMI/BATTLEQUEUE/STATESSMALL"); } else { pos.w = 800; pos.h = 85; pos.x += 0; pos.y -= pos.h; background = std::make_shared("DIBOXBCK", Rect(0, 0, pos.w, pos.h)); icons = std::make_shared("TWCRPORT"); stateIcons = std::make_shared("VCMI/BATTLEQUEUE/STATESSMALL"); //TODO: where use big icons? //stateIcons = std::make_shared("VCMI/BATTLEQUEUE/STATESBIG"); } stateIcons->preload(); stackBoxes.resize(QUEUE_SIZE); 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(SDL_Surface * to) { auto unitIdsToHighlight = owner.stacksController->getHoveredStacksUnitIds(); for(auto & stackBox : stackBoxes) { bool isBoundUnitCurrentlyHovered = vstd::contains(unitIdsToHighlight, stackBox->getBoundUnitID()); stackBox->toggleHighlight(isBoundUnitCurrentlyHovered); } if (embedded) showAll(to); CIntObject::show(to); } void StackQueue::update() { std::vector queueData; owner.getCurrentPlayerInterface()->cb->battleGetTurnOrder(queueData, stackBoxes.size(), 0); size_t boxIndex = 0; 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++) stackBoxes[boxIndex]->setUnit(queueData[turn][unitIndex], turn); } for(; boxIndex < stackBoxes.size(); boxIndex++) stackBoxes[boxIndex]->setUnit(nullptr); } int32_t StackQueue::getSiegeShooterIconID() { return owner.siegeController->getSiegedTown()->town->faction->getIndex(); } std::optional StackQueue::getHoveredUnitIdIfAny() const { for(const auto & stackBox : stackBoxes) { if(stackBox->hovered || stackBox->mouseState(MouseButton::RIGHT)) { return stackBox->getBoundUnitID(); } } return std::nullopt; } StackQueue::StackBox::StackBox(StackQueue * owner): CIntObject(RCLICK | HOVER), owner(owner) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); background = std::make_shared(owner->embedded ? "StackQueueSmall" : "StackQueueLarge"); pos.w = background->pos.w; pos.h = background->pos.h; if(owner->embedded) { icon = std::make_shared(owner->icons, 0, 0, 5, 2); amount = std::make_shared(pos.w/2, pos.h - 7, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); } else { icon = std::make_shared(owner->icons, 0, 0, 9, 1); amount = std::make_shared(pos.w/2, pos.h - 8, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE); int icon_x = pos.w - 17; int icon_y = pos.h - 18; stateIcon = std::make_shared(owner->stateIcons, 0, 0, icon_x, icon_y); stateIcon->visible = false; } } void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn) { if(unit) { boundUnitID = unit->unitId(); background->colorize(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); amount->setText(TextOperations::formatMetric(unit->getCount(), 4)); if(stateIcon) { if(unit->defended((int)turn) || (turn > 0 && unit->defended((int)turn - 1))) { stateIcon->setFrame(0, 0); stateIcon->visible = true; } else if(unit->waited((int)turn)) { stateIcon->setFrame(1, 0); stateIcon->visible = true; } else { stateIcon->visible = false; } } } else { boundUnitID = std::nullopt; background->colorize(PlayerColor::NEUTRAL); icon->visible = false; icon->setFrame(0); amount->setText(""); if(stateIcon) stateIcon->visible = false; } } std::optional StackQueue::StackBox::getBoundUnitID() const { return boundUnitID; } void StackQueue::StackBox::toggleHighlight(bool value) { highlighted = value; } void StackQueue::StackBox::show(SDL_Surface *to) { if(highlighted) CSDL_Ext::drawBorder(to, background->pos.x, background->pos.y, background->pos.w, background->pos.h, { 0, 255, 255, 255 }, 2); CIntObject::show(to); }