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91 lines
2.1 KiB
C++
91 lines
2.1 KiB
C++
/*
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* MapView.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 "MapView.h"
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#include "MapViewModel.h"
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#include "MapViewCache.h"
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#include "MapViewController.h"
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#include "mapHandler.h"
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#include "../adventureMap/CAdvMapInt.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/CAnimation.h"
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#include "../render/Canvas.h"
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#include "../render/IImage.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapping/CMap.h"
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MapView::~MapView() = default;
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std::shared_ptr<MapViewModel> MapView::createModel(const Point & dimensions) const
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{
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auto result = std::make_shared<MapViewModel>();
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result->setLevel(0);
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result->setTileSize(Point(32, 32));
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result->setViewCenter(Point(0, 0));
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result->setViewDimensions(dimensions);
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return result;
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}
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MapView::MapView(const Point & offset, const Point & dimensions)
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: model(createModel(dimensions))
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, controller(new MapViewController(model))
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, tilesCache(new MapViewCache(model))
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{
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pos += offset;
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pos.w = dimensions.x;
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pos.h = dimensions.y;
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}
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void MapView::render(Canvas & target, bool fullUpdate)
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{
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Canvas targetClipped(target, pos);
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controller->update(GH.mainFPSmng->getElapsedMilliseconds());
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tilesCache->update(controller->getContext());
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tilesCache->render(controller->getContext(), targetClipped, fullUpdate);
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}
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void MapView::show(SDL_Surface * to)
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{
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Canvas target(to);
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CSDL_Ext::CClipRectGuard guard(to, pos);
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render(target, false);
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}
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void MapView::showAll(SDL_Surface * to)
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{
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Canvas target(to);
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CSDL_Ext::CClipRectGuard guard(to, pos);
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render(target, true);
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}
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std::shared_ptr<const MapViewModel> MapView::getModel() const
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{
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return model;
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}
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std::shared_ptr<MapViewController> MapView::getController()
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{
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return controller;
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}
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