mirror of
https://github.com/vcmi/vcmi.git
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319 lines
8.0 KiB
C++
319 lines
8.0 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 "CAdvMapInt.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 "../render/Colors.h"
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#include "../renderSDL/SDL_PixelAccess.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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#include <SDL_surface.h>
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const SDL_Color & CMinimapInstance::getTileColor(const int3 & pos)
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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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//heroes will be blitted later
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switch (obj->ID)
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{
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case Obj::HERO:
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case Obj::PRISON:
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continue;
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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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else
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if (player < PlayerColor::PLAYER_LIMIT)
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return graphics->playerColors[player.getNum()];
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}
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// else - use terrain color (blocked version or normal)
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const auto & colorPair = parent->colors.find(tile->terType->getId())->second;
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if (tile->blocked && (!tile->visitable))
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return colorPair.second;
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else
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return colorPair.first;
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}
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void CMinimapInstance::tileToPixels (const int3 &tile, int &x, int &y, int toX, int toY)
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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double stepX = double(pos.w) / mapSizes.x;
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double stepY = double(pos.h) / mapSizes.y;
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x = static_cast<int>(toX + stepX * tile.x);
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y = static_cast<int>(toY + stepY * tile.y);
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}
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void CMinimapInstance::blitTileWithColor(const SDL_Color &color, const int3 &tile, SDL_Surface *to, int toX, int toY)
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{
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//coordinates of rectangle on minimap representing this tile
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// begin - first to blit, end - first NOT to blit
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int xBegin, yBegin, xEnd, yEnd;
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tileToPixels (tile, xBegin, yBegin, toX, toY);
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tileToPixels (int3 (tile.x + 1, tile.y + 1, tile.z), xEnd, yEnd, toX, toY);
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for (int y=yBegin; y<yEnd; y++)
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{
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uint8_t *ptr = (uint8_t*)to->pixels + y * to->pitch + xBegin * minimap->format->BytesPerPixel;
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for (int x=xBegin; x<xEnd; x++)
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ColorPutter<4, 1>::PutColor(ptr, color);
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}
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}
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void CMinimapInstance::refreshTile(const int3 &tile)
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{
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blitTileWithColor(getTileColor(int3(tile.x, tile.y, level)), tile, minimap, 0, 0);
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}
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void CMinimapInstance::drawScaled(int level)
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{
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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//size of one map tile on our minimap
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double stepX = double(pos.w) / mapSizes.x;
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double stepY = double(pos.h) / mapSizes.y;
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double currY = 0;
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for (int y=0; y<mapSizes.y; y++, currY += stepY)
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{
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double currX = 0;
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for (int x=0; x<mapSizes.x; x++, currX += stepX)
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{
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const SDL_Color &color = getTileColor(int3(x,y,level));
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//coordinates of rectangle on minimap representing this tile
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// begin - first to blit, end - first NOT to blit
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int xBegin = static_cast<int>(currX);
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int yBegin = static_cast<int>(currY);
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int xEnd = static_cast<int>(currX + stepX);
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int yEnd = static_cast<int>(currY + stepY);
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for (int y=yBegin; y<yEnd; y++)
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{
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uint8_t *ptr = (uint8_t*)minimap->pixels + y * minimap->pitch + xBegin * minimap->format->BytesPerPixel;
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for (int x=xBegin; x<xEnd; x++)
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ColorPutter<4, 1>::PutColor(ptr, color);
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}
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}
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}
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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(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
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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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drawScaled(level);
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}
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CMinimapInstance::~CMinimapInstance()
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{
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SDL_FreeSurface(minimap);
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}
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void CMinimapInstance::showAll(SDL_Surface * to)
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{
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blitAtLoc(minimap, 0, 0, to);
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//draw heroes
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std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false); //TODO: do we really need separate function for drawing heroes?
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for(auto & hero : heroes)
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{
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int3 position = hero->visitablePos();
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if(position.z == level)
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{
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const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];
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blitTileWithColor(color, position, to, pos.x, pos.y);
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}
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}
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}
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std::map<TerrainId, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors()
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{
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std::map<TerrainId, std::pair<SDL_Color, SDL_Color> > ret;
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for(const auto & terrain : CGI->terrainTypeHandler->objects)
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{
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SDL_Color normal = CSDL_Ext::toSDL(terrain->minimapUnblocked);
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SDL_Color blocked = CSDL_Ext::toSDL(terrain->minimapBlocked);
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ret[terrain->getId()] = std::make_pair(normal, blocked);
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}
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return ret;
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}
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CMinimap::CMinimap(const Rect & position)
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: CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
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level(0),
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colors(loadColors())
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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pos.w = position.w;
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pos.h = position.h;
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aiShield = std::make_shared<CPicture>("AIShield");
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aiShield->disable();
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}
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int3 CMinimap::translateMousePosition()
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{
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// 0 = top-left corner, 1 = bottom-right corner
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double dx = double(GH.getCursorPosition().x - pos.x) / pos.w;
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double dy = double(GH.getCursorPosition().y - pos.y) / pos.h;
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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int3 tile ((si32)(mapSizes.x * dx), (si32)(mapSizes.y * dy), level);
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return tile;
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}
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void CMinimap::moveAdvMapSelection()
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{
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int3 newLocation = translateMousePosition();
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adventureInt->centerOn(newLocation);
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if (!(adventureInt->active & GENERAL))
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GH.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::clickLeft(tribool down, bool previousState)
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{
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if(down)
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moveAdvMapSelection();
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}
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void CMinimap::clickRight(tribool down, bool previousState)
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{
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adventureInt->handleRightClick(CGI->generaltexth->zelp[291].second, down);
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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::mouseMoved(const Point & cursorPosition)
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{
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if(mouseState(MouseButton::LEFT))
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moveAdvMapSelection();
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}
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void CMinimap::showAll(SDL_Surface * to)
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{
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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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int3 tileCountOnScreen = adventureInt->terrain.tileCountOnScreen();
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//draw radar
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Rect oldClip;
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Rect radar =
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{
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si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),
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si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),
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ui16(tileCountOnScreen.x * pos.w / mapSizes.x),
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ui16(tileCountOnScreen.y * pos.h / mapSizes.y)
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};
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if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
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{
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// adjusts radar so that it doesn't go out of map in world view mode (since there's no frame)
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radar.x = std::min<int>(std::max(pos.x, radar.x), pos.x + pos.w - radar.w);
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radar.y = std::min<int>(std::max(pos.y, radar.y), pos.y + pos.h - radar.h);
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if(radar.x < pos.x && radar.y < pos.y)
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return; // whole map is visible at once, no point in redrawing border
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}
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CSDL_Ext::getClipRect(to, oldClip);
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CSDL_Ext::setClipRect(to, pos);
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CSDL_Ext::drawDashedBorder(to, radar, Colors::PURPLE);
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CSDL_Ext::setClipRect(to, oldClip);
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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::setLevel(int newLevel)
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{
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level = newLevel;
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update();
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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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// this my happen during AI turn when this interface is inactive
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// force redraw in order to properly update interface
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GH.totalRedraw();
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}
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void CMinimap::hideTile(const int3 &pos)
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{
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if(minimap)
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minimap->refreshTile(pos);
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}
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void CMinimap::showTile(const int3 &pos)
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{
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if(minimap)
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minimap->refreshTile(pos);
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}
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