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78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
/*
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* CMinimap.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../gui/CIntObject.h"
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#include "../../lib/GameConstants.h"
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struct SDL_Color;
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class CMinimap;
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class CMinimapInstance : public CIntObject
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{
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CMinimap * parent;
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SDL_Surface * minimap;
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int level;
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//get color of selected tile on minimap
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const SDL_Color & getTileColor(const int3 & pos);
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void blitTileWithColor(const SDL_Color & color, const int3 & pos, SDL_Surface * to, int x, int y);
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//draw minimap already scaled.
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//result is not antialiased. Will result in "missing" pixels on huge maps (>144)
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void drawScaled(int level);
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public:
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CMinimapInstance(CMinimap * parent, int level);
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~CMinimapInstance();
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void showAll(SDL_Surface * to) override;
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void tileToPixels (const int3 & tile, int & x, int & y, int toX = 0, int toY = 0);
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void refreshTile(const int3 & pos);
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};
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/// Minimap which is displayed at the right upper corner of adventure map
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class CMinimap : public CIntObject
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{
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protected:
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std::shared_ptr<CPicture> aiShield; //the graphic displayed during AI turn
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std::shared_ptr<CMinimapInstance> minimap;
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int level;
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//to initialize colors
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std::map<TerrainId, std::pair<SDL_Color, SDL_Color> > loadColors();
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover (bool on) override;
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void mouseMoved (const Point & cursorPosition) override;
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void moveAdvMapSelection();
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public:
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// terrainID -> (normal color, blocked color)
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const std::map<TerrainId, std::pair<SDL_Color, SDL_Color> > colors;
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CMinimap(const Rect & position);
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//should be called to invalidate whole map - different player or level
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int3 translateMousePosition();
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void update();
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void setLevel(int level);
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void setAIRadar(bool on);
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void showAll(SDL_Surface * to) override;
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void hideTile(const int3 &pos); //puts FoW
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void showTile(const int3 &pos); //removes FoW
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};
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