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vcmi/client/CMessage.cpp
Arseniy Shestakov 18161d3688 Client: implement spectator mode via command-line options
If running with --spectate/-s CPlayerInterface will appear even without human players.
Following command-line options also available:
 --spectate-ignore-hero
 --spectate-hero-speed=N
 --spectate-battle-speed=N
 --spectate-skip-battle
 --spectate-skip-battle-result
Boolean options can also be changed in runtime via client console:
 set spectate-ignore-hero on / off
Spectator mode also:
 - Work with --onlyAI option when starting game or loading saves.
 - Allow to use any cheat codes.
 - Give recon on towns and heroes.
2017-06-06 07:30:16 +03:00

497 lines
13 KiB
C++

/*
* CMessage.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 "CMessage.h"
#include "CGameInfo.h"
#include "gui/SDL_Extensions.h"
#include "../lib/CGeneralTextHandler.h"
#include "CBitmapHandler.h"
#include "gui/CAnimation.h"
#include "widgets/CComponent.h"
#include "windows/InfoWindows.h"
#include "widgets/Buttons.h"
#include "widgets/TextControls.h"
const int BETWEEN_COMPS_ROWS = 10;
const int BEFORE_COMPONENTS = 30;
const int BETWEEN_COMPS = 30;
const int SIDE_MARGIN = 30;
template <typename T, typename U> std::pair<T,U> max(const std::pair<T,U> &x, const std::pair<T,U> &y)
{
std::pair<T,U> ret;
ret.first = std::max(x.first,y.first);
ret.second = std::max(x.second,y.second);
return ret;
}
//One image component + subtitles below it
class ComponentResolved : public CIntObject
{
public:
CComponent *comp;
//blit component with image centered at this position
void showAll(SDL_Surface * to) override;
//ComponentResolved(); //c-tor
ComponentResolved(CComponent *Comp); //c-tor
~ComponentResolved(); //d-tor
};
// Full set of components for blitting on dialog box
struct ComponentsToBlit
{
std::vector< std::vector<ComponentResolved*> > comps;
int w, h;
void blitCompsOnSur(bool blitOr, int inter, int &curh, SDL_Surface *ret);
ComponentsToBlit(std::vector<CComponent*> & SComps, int maxw, bool blitOr); //c-tor
~ComponentsToBlit(); //d-tor
};
namespace
{
std::array<std::unique_ptr<CAnimation>, PlayerColor::PLAYER_LIMIT_I> dialogBorders;
std::array<std::vector<const IImage*>, PlayerColor::PLAYER_LIMIT_I> piecesOfBox;
SDL_Surface * background = nullptr;//todo: should be CFilledTexture
}
void CMessage::init()
{
for(int i=0; i<PlayerColor::PLAYER_LIMIT_I; i++)
{
dialogBorders[i] = make_unique<CAnimation>("DIALGBOX");
dialogBorders[i]->preload();
for(int j=0; j < dialogBorders[i]->size(0); j++)
{
IImage * image = dialogBorders[i]->getImage(j, 0);
//assume blue color initially
if(i != 1)
image->playerColored(PlayerColor(i));
piecesOfBox[i].push_back(image);
}
}
background = BitmapHandler::loadBitmap("DIBOXBCK.BMP");
}
void CMessage::dispose()
{
for(auto & item : dialogBorders)
item.reset();
SDL_FreeSurface(background);
}
SDL_Surface * CMessage::drawDialogBox(int w, int h, PlayerColor playerColor)
{
//prepare surface
SDL_Surface * ret = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask);
for (int i=0; i<w; i+=background->w)//background
{
for (int j=0; j<h; j+=background->h)
{
Rect srcR(0,0,background->w, background->h);
Rect dstR(i,j,w,h);
CSDL_Ext::blitSurface(background, &srcR, ret, &dstR);
}
}
drawBorder(playerColor, ret, w, h);
return ret;
}
std::vector<std::string> CMessage::breakText( std::string text, size_t maxLineWidth, EFonts font )
{
std::vector<std::string> ret;
boost::algorithm::trim_right_if(text,boost::algorithm::is_any_of(std::string(" ")));
// each iteration generates one output line
while (text.length())
{
ui32 lineWidth = 0; //in characters or given char metric
ui32 wordBreak = -1; //last position for line break (last space character)
ui32 currPos = 0; //current position in text
bool opened = false; //set to true when opening brace is found
size_t symbolSize = 0; // width of character, in bytes
size_t glyphWidth = 0; // width of printable glyph, pixels
// loops till line is full or end of text reached
while(currPos < text.length() && text[currPos] != 0x0a && lineWidth < maxLineWidth)
{
symbolSize = Unicode::getCharacterSize(text[currPos]);
glyphWidth = graphics->fonts[font]->getGlyphWidth(text.data() + currPos);
// candidate for line break
if (ui8(text[currPos]) <= ui8(' '))
wordBreak = currPos;
/* We don't count braces in string length. */
if (text[currPos] == '{')
opened=true;
else if (text[currPos]=='}')
opened=false;
else
lineWidth += glyphWidth;
currPos += symbolSize;
}
// long line, create line break
if (currPos < text.length() && (text[currPos] != 0x0a))
{
if (wordBreak != ui32(-1))
currPos = wordBreak;
else
currPos -= symbolSize;
}
//non-blank line
if(currPos != 0)
{
ret.push_back(text.substr(0, currPos));
if (opened)
/* Close the brace for the current line. */
ret.back() += '}';
text.erase(0, currPos);
}
else if(text[currPos] == 0x0a)
{
ret.push_back(""); //add empty string, no extra actions needed
}
if (text.length() != 0 && text[0] == 0x0a)
{
/* Remove LF */
text.erase(0, 1);
}
else
{
// trim only if line does not starts with LF
// FIXME: necessary? All lines will be trimmed before returning anyway
boost::algorithm::trim_left_if(text,boost::algorithm::is_any_of(std::string(" ")));
}
if (opened)
{
/* Add an opening brace for the next line. */
if (text.length() != 0)
text.insert(0, "{");
}
}
/* Trim whitespaces of every line. */
for (auto & elem : ret)
boost::algorithm::trim(elem);
return ret;
}
void CMessage::drawIWindow(CInfoWindow * ret, std::string text, PlayerColor player)
{
bool blitOr = false;
if(dynamic_cast<CSelWindow*>(ret)) //it's selection window, so we'll blit "or" between components
blitOr = true;
const int sizes[][2] = {{400, 125}, {500, 150}, {600, 200}, {480, 400}};
for(int i = 0;
i < ARRAY_COUNT(sizes)
&& sizes[i][0] < screen->w - 150
&& sizes[i][1] < screen->h - 150
&& ret->text->slider;
i++)
{
ret->text->resize(Point(sizes[i][0], sizes[i][1]));
}
if(ret->text->slider)
{
ret->text->slider->addUsedEvents(CIntObject::WHEEL | CIntObject::KEYBOARD);
}
else
{
ret->text->resize(ret->text->label->textSize + Point(10, 10));
}
std::pair<int,int> winSize(ret->text->pos.w, ret->text->pos.h); //start with text size
ComponentsToBlit comps(ret->components,500, blitOr);
if (ret->components.size())
winSize.second += 10 + comps.h; //space to first component
int bw = 0;
if (ret->buttons.size())
{
int bh = 0;
// Compute total width of buttons
bw = 20*(ret->buttons.size()-1); // space between all buttons
for(auto & elem : ret->buttons) //and add buttons width
{
bw+=elem->pos.w;
vstd::amax(bh, elem->pos.h);
}
winSize.second += 20 + bh;//before button + button
}
// Clip window size
vstd::amax(winSize.second, 50);
vstd::amax(winSize.first, 80);
vstd::amax(winSize.first, comps.w);
vstd::amax(winSize.first, bw);
vstd::amin(winSize.first, screen->w - 150);
ret->bitmap = drawDialogBox (winSize.first + 2*SIDE_MARGIN, winSize.second + 2*SIDE_MARGIN, player);
ret->pos.h=ret->bitmap->h;
ret->pos.w=ret->bitmap->w;
ret->center();
int curh = SIDE_MARGIN;
int xOffset = (ret->pos.w - ret->text->pos.w)/2;
if(!ret->buttons.size() && !ret->components.size()) //improvement for very small text only popups -> center text vertically
{
if(ret->bitmap->h > ret->text->pos.h + 2*SIDE_MARGIN)
curh = (ret->bitmap->h - ret->text->pos.h)/2;
}
ret->text->moveBy(Point(xOffset, curh));
curh += ret->text->pos.h;
if (ret->components.size())
{
curh += BEFORE_COMPONENTS;
comps.blitCompsOnSur (blitOr, BETWEEN_COMPS, curh, ret->bitmap);
}
if(ret->buttons.size())
{
// Position the buttons at the bottom of the window
bw = (ret->bitmap->w/2) - (bw/2);
curh = ret->bitmap->h - SIDE_MARGIN - ret->buttons[0]->pos.h;
for(auto & elem : ret->buttons)
{
elem->moveBy(Point(bw, curh));
bw += elem->pos.w + 20;
}
}
for(size_t i=0; i<ret->components.size(); i++)
ret->components[i]->moveBy(Point(ret->pos.x, ret->pos.y));
}
void CMessage::drawBorder(PlayerColor playerColor, SDL_Surface * ret, int w, int h, int x, int y)
{
if(playerColor.isSpectator())
playerColor = PlayerColor(1);
std::vector<const IImage*> &box = piecesOfBox.at(playerColor.getNum());
// Note: this code assumes that the corner dimensions are all the same.
// Horizontal borders
int start_x = x + box[0]->width();
const int stop_x = x + w - box[1]->width();
const int bottom_y = y+h-box[7]->height()+1;
while (start_x < stop_x) {
int cur_w = stop_x - start_x;
if (cur_w > box[6]->width())
cur_w = box[6]->width();
// Top border
Rect srcR(0, 0, cur_w, box[6]->height());
Rect dstR(start_x, y, 0, 0);
box[6]->draw(ret, &dstR, &srcR);
// Bottom border
dstR.y = bottom_y;
box[7]->draw(ret, &dstR, &srcR);
start_x += cur_w;
}
// Vertical borders
int start_y = y + box[0]->height();
const int stop_y = y + h - box[2]->height()+1;
const int right_x = x+w-box[5]->width();
while (start_y < stop_y) {
int cur_h = stop_y - start_y;
if (cur_h > box[4]->height())
cur_h = box[4]->height();
// Left border
Rect srcR(0, 0, box[4]->width(), cur_h);
Rect dstR(x, start_y, 0, 0);
box[4]->draw(ret, &dstR, &srcR);
// Right border
dstR.x = right_x;
box[5]->draw(ret, &dstR, &srcR);
start_y += cur_h;
}
//corners
Rect dstR(x, y, box[0]->width(), box[0]->height());
box[0]->draw(ret, &dstR, nullptr);
dstR=Rect(x+w-box[1]->width(), y, box[1]->width(), box[1]->height());
box[1]->draw(ret, &dstR, nullptr);
dstR=Rect(x, y+h-box[2]->height()+1, box[2]->width(), box[2]->height());
box[2]->draw(ret, &dstR, nullptr);
dstR=Rect(x+w-box[3]->width(), y+h-box[3]->height()+1, box[3]->width(), box[3]->height());
box[3]->draw(ret, &dstR, nullptr);
}
ComponentResolved::ComponentResolved( CComponent *Comp ):
comp(Comp)
{
//Temporary assign ownership on comp
if (parent)
parent->removeChild(this);
if (comp->parent)
{
comp->parent->addChild(this);
comp->parent->removeChild(comp);
}
addChild(comp);
defActions = 255 - DISPOSE;
pos.x = pos.y = 0;
pos.w = comp->pos.w;
pos.h = comp->pos.h;
}
ComponentResolved::~ComponentResolved()
{
if (parent)
{
removeChild(comp);
parent->addChild(comp);
}
}
void ComponentResolved::showAll(SDL_Surface *to)
{
CIntObject::showAll(to);
comp->showAll(to);
}
ComponentsToBlit::~ComponentsToBlit()
{
for(auto & elem : comps)
for(size_t j = 0; j < elem.size(); j++)
delete elem[j];
}
ComponentsToBlit::ComponentsToBlit(std::vector<CComponent*> & SComps, int maxw, bool blitOr)
{
int orWidth = graphics->fonts[FONT_MEDIUM]->getStringWidth(CGI->generaltexth->allTexts[4]);
w = h = 0;
if(SComps.empty())
return;
comps.resize(1);
int curw = 0;
int curr = 0; //current row
for(auto & SComp : SComps)
{
auto cur = new ComponentResolved(SComp);
int toadd = (cur->pos.w + BETWEEN_COMPS + (blitOr ? orWidth : 0));
if (curw + toadd > maxw)
{
curr++;
vstd::amax(w,curw);
curw = cur->pos.w;
comps.resize(curr+1);
}
else
{
curw += toadd;
vstd::amax(w,curw);
}
comps[curr].push_back(cur);
}
for(auto & elem : comps)
{
int maxHeight = 0;
for(size_t j=0;j<elem.size();j++)
vstd::amax(maxHeight, elem[j]->pos.h);
h += maxHeight + BETWEEN_COMPS_ROWS;
}
}
void ComponentsToBlit::blitCompsOnSur( bool blitOr, int inter, int &curh, SDL_Surface *ret )
{
int orWidth = graphics->fonts[FONT_MEDIUM]->getStringWidth(CGI->generaltexth->allTexts[4]);
for (auto & elem : comps)//for each row
{
int totalw=0, maxHeight=0;
for(size_t j=0;j<elem.size();j++)//find max height & total width in this row
{
ComponentResolved *cur = elem[j];
totalw += cur->pos.w;
vstd::amax(maxHeight, cur->pos.h);
}
//add space between comps in this row
if(blitOr)
totalw += (inter*2+orWidth) * (elem.size() - 1);
else
totalw += (inter) * (elem.size() - 1);
int middleh = curh + maxHeight/2;//axis for image aligment
int curw = ret->w/2 - totalw/2;
for(size_t j=0;j<elem.size();j++)
{
ComponentResolved *cur = elem[j];
cur->moveTo(Point(curw, curh));
//blit component
cur->showAll(ret);
curw += cur->pos.w;
//if there is subsequent component blit "or"
if(j<(elem.size()-1))
{
if(blitOr)
{
curw+=inter;
graphics->fonts[FONT_MEDIUM]->renderTextLeft(ret, CGI->generaltexth->allTexts[4], Colors::WHITE,
Point(curw,middleh-(graphics->fonts[FONT_MEDIUM]->getLineHeight()/2)));
curw+=orWidth;
}
curw+=inter;
}
}
curh += maxHeight + BETWEEN_COMPS_ROWS;
}
}