/* * 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 "../widgets/MiscWidgets.h" #include "../widgets/Images.h" #include "../widgets/TextControls.h" #include "../gui/CGuiHandler.h" #include "../gui/CursorHandler.h" #include "../battle/BattleInterface.h" #include "../battle/BattleInterfaceClasses.h" #include "../windows/CMessage.h" #include "../renderSDL/SDL_PixelAccess.h" #include "../render/IImage.h" #include "../render/IScreenHandler.h" #include "../render/IRenderHandler.h" #include "../render/Canvas.h" #include "../render/CanvasImage.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/texts/CGeneralTextHandler.h" //for Unicode related stuff #include CWindowObject::CWindowObject(int options_, const ImagePath & imageName, Point centerAt): WindowBase(0, Point()), options(options_), background(createBg(imageName, options & PLAYER_COLORED)) { if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet) assert(parent == nullptr); //Safe to remove, but windows should not have parent 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_, const ImagePath & imageName): WindowBase(0, Point()), options(options_), background(createBg(imageName, options_ & PLAYER_COLORED)) { if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet) assert(parent == nullptr); //Safe to remove, but windows should not have parent if(options & RCLICK_POPUP) CCS->curh->hide(); if(background) pos = background->center(); else center(GH.screenDimensions() / 2); if(!(options & SHADOW_DISABLED)) setShadow(true); } CWindowObject::~CWindowObject() { if(options & RCLICK_POPUP) CCS->curh->show(); } std::shared_ptr CWindowObject::createBg(const ImagePath & imageName, bool playerColored) { OBJECT_CONSTRUCTION; if(imageName.empty()) return nullptr; auto image = std::make_shared(imageName, Point(0,0), EImageBlitMode::OPAQUE); if(playerColored) image->setPlayerColor(LOCPLINT->playerID); return image; } void CWindowObject::setBackground(const ImagePath & filename) { OBJECT_CONSTRUCTION; background = createBg(filename, options & PLAYER_COLORED); if(background) pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y)); updateShadow(); } void CWindowObject::updateShadow() { setShadow(false); if (!(options & SHADOW_DISABLED)) setShadow(true); } void CWindowObject::setShadow(bool on) { //size of shadow 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) { //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); Point sizeCorner(size, size); Point sizeRight(fullsize.x - size, size); Point sizeBottom(size, fullsize.y - size); //create base 8x8 piece of shadow auto imageCorner = GH.renderHandler().createImage(sizeCorner, CanvasScalingPolicy::AUTO); auto imageRight = GH.renderHandler().createImage(sizeRight, CanvasScalingPolicy::AUTO); auto imageBottom = GH.renderHandler().createImage(sizeBottom, CanvasScalingPolicy::AUTO); Canvas canvasCorner = imageCorner->getCanvas(); Canvas canvasRight = imageRight->getCanvas(); Canvas canvasBottom = imageBottom->getCanvas(); canvasCorner.drawColor(Rect(Point(0,0), sizeCorner), { 0, 0, 0, 128 }); canvasRight.drawColor(Rect(Point(0,0), sizeRight), { 0, 0, 0, 128 }); canvasBottom.drawColor(Rect(Point(0,0), sizeBottom), { 0, 0, 0, 128 }); canvasCorner.drawColor(Rect(Point(0,0), sizeCorner - Point(1,1)), { 0, 0, 0, 192 }); canvasRight.drawColor(Rect(Point(0,0), sizeRight - Point(0,1)), { 0, 0, 0, 192 }); canvasBottom.drawColor(Rect(Point(0,0), sizeBottom - Point(1,0)), { 0, 0, 0, 192 }); //generate "shadow" object with these 3 pieces in it { OBJECT_CONSTRUCTION; shadowParts.push_back(std::make_shared( imageCorner, Point(shadowPos.x, shadowPos.y))); shadowParts.push_back(std::make_shared( imageRight, Point(shadowStart.x, shadowPos.y))); shadowParts.push_back(std::make_shared( imageBottom, Point(shadowPos.x, shadowStart.y))); } } } void CWindowObject::showAll(Canvas & 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.dimensions() != GH.screenDimensions())) CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15); } bool CWindowObject::isPopupWindow() const { return options & RCLICK_POPUP; }