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vcmi/client/adventureMap/TurnTimerWidget.cpp

197 lines
5.9 KiB
C++

/*
* TurnTimerWidget.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 "TurnTimerWidget.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../battle/BattleInterface.h"
#include "../battle/BattleStacksController.h"
#include "../gui/CGuiHandler.h"
#include "../render/Graphics.h"
#include "../widgets/Images.h"
#include "../widgets/GraphicalPrimitiveCanvas.h"
#include "../widgets/TextControls.h"
#include "../../CCallback.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/CStack.h"
#include "../../lib/StartInfo.h"
TurnTimerWidget::TurnTimerWidget(const Point & position)
: TurnTimerWidget(position, PlayerColor::NEUTRAL)
{}
TurnTimerWidget::TurnTimerWidget(const Point & position, PlayerColor player)
: CIntObject(TIME)
, lastSoundCheckSeconds(0)
, isBattleMode(player.isValidPlayer())
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
pos += position;
pos.w = 0;
pos.h = 0;
recActions &= ~DEACTIVATE;
const auto & timers = LOCPLINT->cb->getStartInfo()->turnTimerInfo;
backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DiBoxBck"), pos); // 1 px smaller on all sides
if (isBattleMode)
backgroundBorder = std::make_shared<TransparentFilledRectangle>(pos, ColorRGBA(0, 0, 0, 128), Colors::BRIGHT_YELLOW);
else
backgroundBorder = std::make_shared<TransparentFilledRectangle>(pos, ColorRGBA(0, 0, 0, 128), Colors::BLACK);
if (isBattleMode)
{
pos.w = 76;
pos.h += 20;
playerLabelsMain[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player], "");
if (timers.battleTimer != 0)
{
pos.h += 20;
playerLabelsBattle[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player], "");
}
if (!timers.accumulatingUnitTimer && timers.unitTimer != 0)
{
pos.h += 20;
playerLabelsUnit[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player], "");
}
updateTextLabel(player, LOCPLINT->cb->getPlayerTurnTime(player));
}
else
{
if (!timers.accumulatingTurnTimer && timers.baseTimer != 0)
pos.w = 120;
else
pos.w = 60;
for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
{
if (LOCPLINT->cb->getStartInfo()->playerInfos.count(player) == 0)
continue;
if (!LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman())
continue;
pos.h += 20;
playerLabelsMain[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player], "");
updateTextLabel(player, LOCPLINT->cb->getPlayerTurnTime(player));
}
}
backgroundTexture->pos = Rect::createAround(pos, -1);
backgroundBorder->pos = pos;
}
void TurnTimerWidget::show(Canvas & to)
{
showAll(to);
}
void TurnTimerWidget::updateNotifications(PlayerColor player, int timeMs)
{
if(player != LOCPLINT->playerID)
return;
int newTimeSeconds = timeMs / 1000;
if (newTimeSeconds != lastSoundCheckSeconds && notificationThresholds.count(newTimeSeconds))
CCS->soundh->playSound(AudioPath::builtin("WE5"));
lastSoundCheckSeconds = newTimeSeconds;
}
static std::string msToString(int timeMs)
{
int timeSeconds = timeMs / 1000;
std::ostringstream oss;
oss << timeSeconds / 60 << ":" << std::setw(2) << std::setfill('0') << timeSeconds % 60;
return oss.str();
}
void TurnTimerWidget::updateTextLabel(PlayerColor player, const TurnTimerInfo & timer)
{
const auto & timerSettings = LOCPLINT->cb->getStartInfo()->turnTimerInfo;
auto mainLabel = playerLabelsMain[player];
if (isBattleMode)
{
mainLabel->setText(msToString(timer.baseTimer + timer.turnTimer));
if (timerSettings.battleTimer != 0)
{
auto battleLabel = playerLabelsBattle[player];
if (timer.battleTimer != 0)
{
if (timerSettings.accumulatingUnitTimer)
battleLabel->setText("+" + msToString(timer.battleTimer + timer.unitTimer));
else
battleLabel->setText("+" + msToString(timer.battleTimer));
}
else
battleLabel->setText("");
}
if (!timerSettings.accumulatingUnitTimer && timerSettings.unitTimer != 0)
{
auto unitLabel = playerLabelsUnit[player];
if (timer.unitTimer != 0)
unitLabel->setText("+" + msToString(timer.unitTimer));
else
unitLabel->setText("");
}
}
else
{
if (!timerSettings.accumulatingTurnTimer && timerSettings.baseTimer != 0)
mainLabel->setText(msToString(timer.baseTimer) + "+" + msToString(timer.turnTimer));
else
mainLabel->setText(msToString(timer.baseTimer + timer.turnTimer));
}
}
void TurnTimerWidget::updateTimer(PlayerColor player, uint32_t msPassed)
{
const auto & gamestateTimer = LOCPLINT->cb->getPlayerTurnTime(player);
updateNotifications(player, gamestateTimer.valueMs());
updateTextLabel(player, gamestateTimer);
}
void TurnTimerWidget::tick(uint32_t msPassed)
{
for(const auto & player : playerLabelsMain)
{
if (LOCPLINT->battleInt)
{
const auto & battle = LOCPLINT->battleInt->getBattle();
bool isDefender = battle->sideToPlayer(BattleSide::DEFENDER) == player.first;
bool isAttacker = battle->sideToPlayer(BattleSide::ATTACKER) == player.first;
bool isMakingUnitTurn = battle->battleActiveUnit() && battle->battleActiveUnit()->unitOwner() == player.first;
bool isEngagedInBattle = isDefender || isAttacker;
// Due to way our network message queue works during battle animation
// client actually does not receives updates from server as to which timer is active when game has battle animations playing
// so during battle skip updating timer unless game is waiting for player to select action
if (isEngagedInBattle && !isMakingUnitTurn)
continue;
}
updateTimer(player.first, msPassed);
}
}