mirror of
https://github.com/vcmi/vcmi.git
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250 lines
6.1 KiB
C++
250 lines
6.1 KiB
C++
/*
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* CMinimap.cpp, 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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#include "StdInc.h"
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#include "CMinimap.h"
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#include "AdventureMapInterface.h"
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#include "../widgets/Images.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/MouseButton.h"
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#include "../gui/WindowHandler.h"
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#include "../render/Colors.h"
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#include "../render/Canvas.h"
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#include "../render/Graphics.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../windows/InfoWindows.h"
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#include "../../CCallback.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapping/CMapDefines.h"
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ColorRGBA CMinimapInstance::getTileColor(const int3 & pos) const
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{
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const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
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// if tile is not visible it will be black on minimap
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if(!tile)
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return Colors::BLACK;
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// if object at tile is owned - it will be colored as its owner
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for (const CGObjectInstance *obj : tile->blockingObjects)
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{
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PlayerColor player = obj->getOwner();
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if(player == PlayerColor::NEUTRAL)
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return graphics->neutralColor;
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if (player.isValidPlayer())
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return graphics->playerColors[player.getNum()];
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}
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if (tile->blocked && (!tile->visitable))
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return tile->terType->minimapBlocked;
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else
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return tile->terType->minimapUnblocked;
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}
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void CMinimapInstance::refreshTile(const int3 &tile)
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{
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if (level == tile.z)
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minimap->drawPoint(Point(tile.x, tile.y), getTileColor(tile));
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}
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void CMinimapInstance::redrawMinimap()
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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for (int y = 0; y < mapSizes.y; ++y)
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for (int x = 0; x < mapSizes.x; ++x)
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minimap->drawPoint(Point(x, y), getTileColor(int3(x, y, level)));
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}
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CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
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parent(Parent),
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minimap(new Canvas(Point(LOCPLINT->cb->getMapSize().x, LOCPLINT->cb->getMapSize().y))),
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level(Level)
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{
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pos.w = parent->pos.w;
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pos.h = parent->pos.h;
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redrawMinimap();
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}
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void CMinimapInstance::showAll(Canvas & to)
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{
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to.drawScaled(*minimap, pos.topLeft(), pos.dimensions());
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}
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CMinimap::CMinimap(const Rect & position)
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: CIntObject(LCLICK | SHOW_POPUP | DRAG | MOVE | GESTURE, position.topLeft()),
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level(0)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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double maxSideLenghtSrc = std::max(LOCPLINT->cb->getMapSize().x, LOCPLINT->cb->getMapSize().y);
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double maxSideLenghtDst = std::max(position.w, position.h);
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double resize = maxSideLenghtSrc / maxSideLenghtDst;
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Point newMinimapSize = Point(LOCPLINT->cb->getMapSize().x/ resize, LOCPLINT->cb->getMapSize().y / resize);
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Point offset = Point((std::max(newMinimapSize.x, newMinimapSize.y) - newMinimapSize.x) / 2, (std::max(newMinimapSize.x, newMinimapSize.y) - newMinimapSize.y) / 2);
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pos.x += offset.x;
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pos.y += offset.y;
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pos.w = newMinimapSize.x;
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pos.h = newMinimapSize.y;
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aiShield = std::make_shared<CPicture>(ImagePath::builtin("AIShield"), -offset);
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aiShield->disable();
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}
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int3 CMinimap::pixelToTile(const Point & cursorPos) const
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{
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// 0 = top-left corner, 1 = bottom-right corner
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double dx = static_cast<double>(cursorPos.x) / pos.w;
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double dy = static_cast<double>(cursorPos.y) / pos.h;
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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int tileX(std::round(mapSizes.x * dx));
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int tileY(std::round(mapSizes.y * dy));
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return int3(tileX, tileY, level);
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}
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Point CMinimap::tileToPixels(const int3 &tile) const
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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double stepX = static_cast<double>(pos.w) / mapSizes.x;
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double stepY = static_cast<double>(pos.h) / mapSizes.y;
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int x = static_cast<int>(stepX * tile.x);
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int y = static_cast<int>(stepY * tile.y);
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return Point(x,y);
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}
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void CMinimap::moveAdvMapSelection(const Point & positionGlobal)
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{
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int3 newLocation = pixelToTile(positionGlobal - pos.topLeft());
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adventureInt->centerOnTile(newLocation);
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if (!(adventureInt->isActive()))
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GH.windows().totalRedraw(); //redraw this as well as inactive adventure map
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else
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redraw();//redraw only this
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}
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void CMinimap::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
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{
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if (pos.isInside(currentPosition))
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moveAdvMapSelection(currentPosition);
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}
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void CMinimap::clickPressed(const Point & cursorPosition)
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{
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moveAdvMapSelection(cursorPosition);
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}
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void CMinimap::showPopupWindow(const Point & cursorPosition)
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{
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CRClickPopup::createAndPush(CGI->generaltexth->zelp[291].second);
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}
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void CMinimap::hover(bool on)
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{
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if(on)
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GH.statusbar()->write(CGI->generaltexth->zelp[291].first);
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else
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GH.statusbar()->clear();
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}
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void CMinimap::mouseDragged(const Point & cursorPosition, const Point & lastUpdateDistance)
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{
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moveAdvMapSelection(cursorPosition);
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}
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void CMinimap::showAll(Canvas & to)
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{
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CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), aiShield->pos);
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CIntObject::showAll(to);
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if(minimap)
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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//draw radar
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Rect radar =
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{
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screenArea.x * pos.w / mapSizes.x,
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screenArea.y * pos.h / mapSizes.y,
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screenArea.w * pos.w / mapSizes.x - 1,
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screenArea.h * pos.h / mapSizes.y - 1
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};
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Canvas clippedTarget(to, pos);
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clippedTarget.drawBorderDashed(radar, Colors::PURPLE);
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}
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}
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void CMinimap::update()
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{
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if(aiShield->recActions & UPDATE) //AI turn is going on. There is no need to update minimap
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return;
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OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
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minimap = std::make_shared<CMinimapInstance>(this, level);
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redraw();
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}
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void CMinimap::onMapViewMoved(const Rect & visibleArea, int mapLevel)
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{
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if (screenArea == visibleArea && level == mapLevel)
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return;
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screenArea = visibleArea;
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if(level != mapLevel)
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{
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level = mapLevel;
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update();
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}
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else
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redraw();
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}
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void CMinimap::setAIRadar(bool on)
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{
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if(on)
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{
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aiShield->enable();
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minimap.reset();
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}
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else
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{
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aiShield->disable();
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update();
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}
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redraw();
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}
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void CMinimap::updateTiles(const std::unordered_set<int3> & positions)
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{
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if(minimap)
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{
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for (auto const & tile : positions)
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minimap->refreshTile(tile);
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}
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redraw();
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}
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