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vcmi/client/adventureMap/CMinimap.cpp
Ivan Savenko 6d8e447ff3 Added new right-click popup to teleporters
Whirlpool, Subterranean Gates, and all Monoliths now show custom popup
on right-click that show all linked objects (exits and entrances).

Only revealed objects are visible, rest are hidden behind fow.

Exits, entrances, and bidirectional objects have different icon that
indicates direction.
2024-12-21 12:01:33 +00:00

252 lines
6.2 KiB
C++

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