/* * CPuzzleWindow.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 "CPuzzleWindow.h" #include "../CGameInfo.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../adventureMap/CResDataBar.h" #include "../gui/CGuiHandler.h" #include "../gui/TextAlignment.h" #include "../gui/Shortcut.h" #include "../mapView/MapView.h" #include "../widgets/Buttons.h" #include "../widgets/Images.h" #include "../widgets/TextControls.h" #include "../../CCallback.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/StartInfo.h" CPuzzleWindow::CPuzzleWindow(const int3 & GrailPos, double discoveredRatio) : CWindowObject(PLAYER_COLORED | BORDERED, ImagePath::builtin("PUZZLE")), grailPos(GrailPos), currentAlpha(ColorRGBA::ALPHA_OPAQUE) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); CCS->soundh->playSound(soundBase::OBELISK); quitb = std::make_shared(Point(670, 538), AnimationPath::builtin("IOK6432.DEF"), CButton::tooltip(CGI->generaltexth->allTexts[599]), std::bind(&CPuzzleWindow::close, this), EShortcut::GLOBAL_RETURN); quitb->setBorderColor(Colors::METALLIC_GOLD); mapView = std::make_shared(Point(8,9), Point(591, 544), grailPos); logo = std::make_shared(ImagePath::builtin("PUZZLOGO"), 607, 3); title = std::make_shared(700, 95, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[463]); resDataBar = std::make_shared(ImagePath("ARESBAR.bmp"), 3, 575, 32, 2, 85, 85); int faction = LOCPLINT->cb->getStartInfo()->playerInfos.find(LOCPLINT->playerID)->second.castle; auto & puzzleMap = (*CGI->townh)[faction]->puzzleMap; for(auto & elem : puzzleMap) { const SPuzzleInfo & info = elem; auto piece = std::make_shared(info.filename, info.x, info.y); //piece that will slowly disappear if(info.whenUncovered <= GameConstants::PUZZLE_MAP_PIECES * discoveredRatio) { piecesToRemove.push_back(piece); piece->needRefresh = true; piece->recActions = piece->recActions & ~SHOWALL; } else { visiblePieces.push_back(piece); } } } void CPuzzleWindow::showAll(Canvas & to) { CWindowObject::showAll(to); } void CPuzzleWindow::show(Canvas & to) { static int animSpeed = 2; if(currentAlpha < animSpeed) { piecesToRemove.clear(); } else { //update disappearing puzzles for(auto & piece : piecesToRemove) piece->setAlpha(currentAlpha); currentAlpha -= animSpeed; } CWindowObject::show(to); }