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vcmi/client/windows/CWindowObject.cpp
2024-09-17 23:58:56 +02:00

239 lines
6.7 KiB
C++

/*
* CWindowObject.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 "CWindowObject.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CursorHandler.h"
#include "../battle/BattleInterface.h"
#include "../battle/BattleInterfaceClasses.h"
#include "../windows/CMessage.h"
#include "../renderSDL/SDL_PixelAccess.h"
#include "../render/IImage.h"
#include "../render/IScreenHandler.h"
#include "../render/IRenderHandler.h"
#include "../render/Canvas.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/texts/CGeneralTextHandler.h" //for Unicode related stuff
#include <SDL_surface.h>
CWindowObject::CWindowObject(int options_, const ImagePath & imageName, Point centerAt):
WindowBase(0, Point()),
options(options_),
background(createBg(imageName, options & PLAYER_COLORED))
{
if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet)
assert(parent == nullptr); //Safe to remove, but windows should not have parent
if (options & RCLICK_POPUP)
CCS->curh->hide();
if (background)
pos = background->center(centerAt);
else
center(centerAt);
if (!(options & SHADOW_DISABLED))
setShadow(true);
}
CWindowObject::CWindowObject(int options_, const ImagePath & imageName):
WindowBase(0, Point()),
options(options_),
background(createBg(imageName, options_ & PLAYER_COLORED))
{
if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet)
assert(parent == nullptr); //Safe to remove, but windows should not have parent
if(options & RCLICK_POPUP)
CCS->curh->hide();
if(background)
pos = background->center();
else
center(GH.screenDimensions() / 2);
if(!(options & SHADOW_DISABLED))
setShadow(true);
}
CWindowObject::~CWindowObject()
{
if(options & RCLICK_POPUP)
CCS->curh->show();
}
std::shared_ptr<CPicture> CWindowObject::createBg(const ImagePath & imageName, bool playerColored)
{
OBJECT_CONSTRUCTION;
if(imageName.empty())
return nullptr;
auto image = std::make_shared<CPicture>(imageName);
image->getSurface()->setBlitMode(EImageBlitMode::OPAQUE);
if(playerColored)
image->setPlayerColor(LOCPLINT->playerID);
return image;
}
void CWindowObject::setBackground(const ImagePath & filename)
{
OBJECT_CONSTRUCTION;
background = createBg(filename, options & PLAYER_COLORED);
if(background)
pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y));
updateShadow();
}
void CWindowObject::updateShadow()
{
setShadow(false);
if (!(options & SHADOW_DISABLED))
setShadow(true);
}
void CWindowObject::setShadow(bool on)
{
//size of shadow
int sizeOriginal = 8;
int size = sizeOriginal * GH.screenHandler().getScalingFactor();
if(on == !shadowParts.empty())
return;
shadowParts.clear();
//object too small to cast shadow
if(pos.h <= size || pos.w <= size)
return;
if(on)
{
//helper to set last row
auto blitAlphaRow = [](SDL_Surface *surf, size_t row)
{
uint8_t * ptr = (uint8_t*)surf->pixels + surf->pitch * (row);
for (size_t i=0; i< surf->w; i++)
{
Channels::px<4>::a.set(ptr, 128);
ptr+=4;
}
};
// helper to set last column
auto blitAlphaCol = [](SDL_Surface *surf, size_t col)
{
uint8_t * ptr = (uint8_t*)surf->pixels + 4 * (col);
for (size_t i=0; i< surf->h; i++)
{
Channels::px<4>::a.set(ptr, 128);
ptr+= surf->pitch;
}
};
static SDL_Surface * shadowCornerTempl = nullptr;
static SDL_Surface * shadowBottomTempl = nullptr;
static SDL_Surface * shadowRightTempl = nullptr;
//one-time initialization
if(!shadowCornerTempl)
{
//create "template" surfaces
shadowCornerTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, size);
shadowBottomTempl = CSDL_Ext::createSurfaceWithBpp<4>(1, size);
shadowRightTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, 1);
//fill with shadow body color
CSDL_Ext::fillSurface(shadowCornerTempl, { 0, 0, 0, 192 } );
CSDL_Ext::fillSurface(shadowBottomTempl, { 0, 0, 0, 192 } );
CSDL_Ext::fillSurface(shadowRightTempl, { 0, 0, 0, 192 } );
//fill last row and column with more transparent color
blitAlphaCol(shadowRightTempl , size-1);
blitAlphaCol(shadowCornerTempl, size-1);
blitAlphaRow(shadowBottomTempl, size-1);
blitAlphaRow(shadowCornerTempl, size-1);
}
//FIXME: do something with this points
Point shadowStart;
if (options & BORDERED)
shadowStart = Point(sizeOriginal - 14, sizeOriginal - 14);
else
shadowStart = Point(sizeOriginal, sizeOriginal);
Point shadowPos;
if (options & BORDERED)
shadowPos = Point(pos.w + 14, pos.h + 14);
else
shadowPos = Point(pos.w, pos.h);
Point fullsize;
if (options & BORDERED)
fullsize = Point(pos.w + 28, pos.h + 29);
else
fullsize = Point(pos.w, pos.h);
//create base 8x8 piece of shadow
SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);
SDL_Surface * shadowBottom = CSDL_Ext::scaleSurface(shadowBottomTempl, (fullsize.x - sizeOriginal) * GH.screenHandler().getScalingFactor(), size);
SDL_Surface * shadowRight = CSDL_Ext::scaleSurface(shadowRightTempl, size, (fullsize.y - sizeOriginal) * GH.screenHandler().getScalingFactor());
blitAlphaCol(shadowBottom, 0);
blitAlphaRow(shadowRight, 0);
//generate "shadow" object with these 3 pieces in it
{
OBJECT_CONSTRUCTION;
shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowCorner), Point(shadowPos.x, shadowPos.y)));
shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowRight ), Point(shadowPos.x, shadowStart.y)));
shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowBottom), Point(shadowStart.x, shadowPos.y)));
}
SDL_FreeSurface(shadowCorner);
SDL_FreeSurface(shadowBottom);
SDL_FreeSurface(shadowRight);
}
}
void CWindowObject::showAll(Canvas & to)
{
auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);
if(settings["session"]["spectate"].Bool())
color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors
CIntObject::showAll(to);
if ((options & BORDERED) && (pos.dimensions() != GH.screenDimensions()))
CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
}
bool CWindowObject::isPopupWindow() const
{
return options & RCLICK_POPUP;
}