mirror of
https://github.com/vcmi/vcmi.git
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1aa391fdf8
All text processing code is now located in lib/texts. No changes other than code being moved around and adjustment of includes Moved without changes: Languages.h -> texts/Languages.h MetaString.* -> texts/MetaString.* TextOperations.* -> texts/TextOperations.* Split into parts: CGeneralTextHandler.* -> texts/CGeneralTextHandler.* -> texts/CLegacyConfigParser.* -> texts/TextLocalizationContainer.* -> texts/TextIdentifier.h
241 lines
6.6 KiB
C++
241 lines
6.6 KiB
C++
/*
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* CWindowObject.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 "CWindowObject.h"
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#include "../widgets/MiscWidgets.h"
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#include "../widgets/Images.h"
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#include "../widgets/TextControls.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CursorHandler.h"
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#include "../battle/BattleInterface.h"
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#include "../battle/BattleInterfaceClasses.h"
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#include "../windows/CMessage.h"
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#include "../renderSDL/SDL_PixelAccess.h"
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#include "../render/IImage.h"
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#include "../render/IRenderHandler.h"
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#include "../render/Canvas.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/texts/CGeneralTextHandler.h" //for Unicode related stuff
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#include <SDL_surface.h>
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CWindowObject::CWindowObject(int options_, const ImagePath & imageName, Point centerAt):
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WindowBase(0, Point()),
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options(options_),
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background(createBg(imageName, options & PLAYER_COLORED))
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{
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if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet)
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assert(parent == nullptr); //Safe to remove, but windows should not have parent
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defActions = 255-DISPOSE;
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if (options & RCLICK_POPUP)
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CCS->curh->hide();
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if (background)
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pos = background->center(centerAt);
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else
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center(centerAt);
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if (!(options & SHADOW_DISABLED))
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setShadow(true);
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}
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CWindowObject::CWindowObject(int options_, const ImagePath & imageName):
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WindowBase(0, Point()),
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options(options_),
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background(createBg(imageName, options_ & PLAYER_COLORED))
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{
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if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet)
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assert(parent == nullptr); //Safe to remove, but windows should not have parent
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defActions = 255-DISPOSE;
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if(options & RCLICK_POPUP)
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CCS->curh->hide();
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if(background)
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pos = background->center();
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else
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center(GH.screenDimensions() / 2);
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if(!(options & SHADOW_DISABLED))
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setShadow(true);
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}
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CWindowObject::~CWindowObject()
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{
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if(options & RCLICK_POPUP)
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CCS->curh->show();
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}
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std::shared_ptr<CPicture> CWindowObject::createBg(const ImagePath & imageName, bool playerColored)
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{
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OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
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if(imageName.empty())
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return nullptr;
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auto image = std::make_shared<CPicture>(imageName);
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image->getSurface()->setBlitMode(EImageBlitMode::OPAQUE);
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if(playerColored)
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image->setPlayerColor(LOCPLINT->playerID);
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return image;
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}
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void CWindowObject::setBackground(const ImagePath & filename)
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{
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OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
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background = createBg(filename, options & PLAYER_COLORED);
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if(background)
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pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y));
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updateShadow();
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}
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void CWindowObject::updateShadow()
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{
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setShadow(false);
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if (!(options & SHADOW_DISABLED))
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setShadow(true);
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}
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void CWindowObject::setShadow(bool on)
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{
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//size of shadow
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static const int size = 8;
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if(on == !shadowParts.empty())
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return;
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shadowParts.clear();
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//object too small to cast shadow
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if(pos.h <= size || pos.w <= size)
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return;
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if(on)
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{
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//helper to set last row
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auto blitAlphaRow = [](SDL_Surface *surf, size_t row)
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{
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uint8_t * ptr = (uint8_t*)surf->pixels + surf->pitch * (row);
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for (size_t i=0; i< surf->w; i++)
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{
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Channels::px<4>::a.set(ptr, 128);
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ptr+=4;
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}
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};
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// helper to set last column
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auto blitAlphaCol = [](SDL_Surface *surf, size_t col)
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{
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uint8_t * ptr = (uint8_t*)surf->pixels + 4 * (col);
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for (size_t i=0; i< surf->h; i++)
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{
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Channels::px<4>::a.set(ptr, 128);
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ptr+= surf->pitch;
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}
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};
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static SDL_Surface * shadowCornerTempl = nullptr;
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static SDL_Surface * shadowBottomTempl = nullptr;
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static SDL_Surface * shadowRightTempl = nullptr;
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//one-time initialization
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if(!shadowCornerTempl)
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{
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//create "template" surfaces
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shadowCornerTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, size);
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shadowBottomTempl = CSDL_Ext::createSurfaceWithBpp<4>(1, size);
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shadowRightTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, 1);
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//fill with shadow body color
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CSDL_Ext::fillSurface(shadowCornerTempl, { 0, 0, 0, 192 } );
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CSDL_Ext::fillSurface(shadowBottomTempl, { 0, 0, 0, 192 } );
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CSDL_Ext::fillSurface(shadowRightTempl, { 0, 0, 0, 192 } );
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//fill last row and column with more transparent color
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blitAlphaCol(shadowRightTempl , size-1);
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blitAlphaCol(shadowCornerTempl, size-1);
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blitAlphaRow(shadowBottomTempl, size-1);
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blitAlphaRow(shadowCornerTempl, size-1);
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}
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//FIXME: do something with this points
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Point shadowStart;
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if (options & BORDERED)
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shadowStart = Point(size - 14, size - 14);
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else
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shadowStart = Point(size, size);
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Point shadowPos;
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if (options & BORDERED)
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shadowPos = Point(pos.w + 14, pos.h + 14);
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else
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shadowPos = Point(pos.w, pos.h);
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Point fullsize;
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if (options & BORDERED)
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fullsize = Point(pos.w + 28, pos.h + 29);
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else
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fullsize = Point(pos.w, pos.h);
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//create base 8x8 piece of shadow
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SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);
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SDL_Surface * shadowBottom = CSDL_Ext::scaleSurface(shadowBottomTempl, fullsize.x - size, size);
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SDL_Surface * shadowRight = CSDL_Ext::scaleSurface(shadowRightTempl, size, fullsize.y - size);
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blitAlphaCol(shadowBottom, 0);
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blitAlphaRow(shadowRight, 0);
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//generate "shadow" object with these 3 pieces in it
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{
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OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
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shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowCorner), Point(shadowPos.x, shadowPos.y)));
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shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowRight ), Point(shadowPos.x, shadowStart.y)));
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shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowBottom), Point(shadowStart.x, shadowPos.y)));
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}
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SDL_FreeSurface(shadowCorner);
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SDL_FreeSurface(shadowBottom);
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SDL_FreeSurface(shadowRight);
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}
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}
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void CWindowObject::showAll(Canvas & to)
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{
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auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);
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if(settings["session"]["spectate"].Bool())
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color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors
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CIntObject::showAll(to);
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if ((options & BORDERED) && (pos.dimensions() != GH.screenDimensions()))
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CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
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}
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bool CWindowObject::isPopupWindow() const
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{
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return options & RCLICK_POPUP;
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}
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