mirror of
https://github.com/wesnoth/wesnoth
synced 2025-04-27 01:32:00 +00:00
2173 lines
56 KiB
C++
2173 lines
56 KiB
C++
/*
|
|
Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
|
|
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; either version 2 of the License, or
|
|
(at your option) any later version.
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY.
|
|
|
|
See the COPYING file for more details.
|
|
*/
|
|
|
|
/**
|
|
* @file
|
|
* Routines to set up the display, scroll and zoom the map.
|
|
*/
|
|
|
|
#include "display.hpp"
|
|
|
|
#include "arrow.hpp"
|
|
#include "color.hpp"
|
|
#include "cursor.hpp"
|
|
#include "fake_unit_manager.hpp"
|
|
#include "floating_label.hpp"
|
|
#include "font/marked-up_text.hpp"
|
|
#include "font/sdl_ttf.hpp"
|
|
#include "font/text.hpp"
|
|
#include "gettext.hpp"
|
|
#include "gui/dialogs/loading_screen.hpp"
|
|
#include "halo.hpp"
|
|
#include "hotkey/command_executor.hpp"
|
|
#include "language.hpp"
|
|
#include "log.hpp"
|
|
#include "map/label.hpp"
|
|
#include "map/map.hpp"
|
|
#include "minimap.hpp"
|
|
#include "overlay.hpp"
|
|
#include "preferences/game.hpp"
|
|
#include "resources.hpp"
|
|
#include "sdl/render_utils.hpp"
|
|
#include "synced_context.hpp"
|
|
#include "team.hpp"
|
|
#include "terrain/builder.hpp"
|
|
#include "time_of_day.hpp"
|
|
#include "tod_manager.hpp"
|
|
#include "tooltips.hpp"
|
|
#include "units/animation_component.hpp"
|
|
#include "units/drawer.hpp"
|
|
#include "units/unit.hpp"
|
|
#include "whiteboard/manager.hpp"
|
|
|
|
#include <array>
|
|
#include <cmath>
|
|
#include <iomanip>
|
|
#include <utility>
|
|
|
|
static lg::log_domain log_display("display");
|
|
#define ERR_DP LOG_STREAM(err, log_display)
|
|
#define LOG_DP LOG_STREAM(info, log_display)
|
|
#define DBG_DP LOG_STREAM(debug, log_display)
|
|
|
|
// These are macros instead of proper constants so that they auto-update if the game config is reloaded.
|
|
#define zoom_levels (game_config::zoom_levels)
|
|
#define final_zoom_index (static_cast<int>(zoom_levels.size()) - 1)
|
|
#define DefaultZoom (game_config::tile_size)
|
|
#define SmallZoom (DefaultZoom / 2)
|
|
#define MinZoom (zoom_levels.front())
|
|
#define MaxZoom (zoom_levels.back())
|
|
|
|
namespace
|
|
{
|
|
bool benchmark = false;
|
|
bool debug_foreground = false;
|
|
|
|
int prevLabel = 0;
|
|
|
|
// frametime is in milliseconds
|
|
static unsigned calculate_fps(unsigned frametime)
|
|
{
|
|
return frametime != 0u ? 1000u / frametime : 999u;
|
|
}
|
|
|
|
} // end anon namespace
|
|
|
|
unsigned int display::zoom_ = DefaultZoom;
|
|
unsigned int display::last_zoom_ = SmallZoom;
|
|
|
|
display::display(const display_context* dc,
|
|
std::weak_ptr<wb::manager> wb,
|
|
const config& theme_cfg,
|
|
const config& level,
|
|
bool auto_join)
|
|
: events::sdl_handler(auto_join)
|
|
, dc_(dc)
|
|
, halo_man_(new halo::manager())
|
|
, wb_(wb)
|
|
, exclusive_unit_draw_requests_()
|
|
, video_(CVideo::get_singleton())
|
|
, currentTeam_(0)
|
|
, dont_show_all_(false)
|
|
, xpos_(0)
|
|
, ypos_(0)
|
|
, view_locked_(false)
|
|
, theme_(theme_cfg, video().screen_area())
|
|
, zoom_index_(0)
|
|
, fake_unit_man_(new fake_unit_manager(*this))
|
|
, builder_(new terrain_builder(level, (dc_ ? &dc_->map() : nullptr), theme_.border().tile_image, theme_.border().show_border))
|
|
, minimap_(nullptr)
|
|
, minimap_location_(sdl::empty_rect)
|
|
, redrawMinimap_(false)
|
|
, grid_(false)
|
|
, diagnostic_label_(0)
|
|
, turbo_speed_(2)
|
|
, turbo_(false)
|
|
, map_labels_(new map_labels(nullptr))
|
|
, scroll_event_("scrolled")
|
|
, complete_redraw_event_("completely_redrawn")
|
|
, fps_counter_()
|
|
, fps_start_()
|
|
, fps_actual_()
|
|
, mouseover_hex_overlay_(nullptr)
|
|
, tod_hex_mask1(nullptr)
|
|
, tod_hex_mask2(nullptr)
|
|
, fog_images_()
|
|
, shroud_images_()
|
|
, selectedHex_()
|
|
, mouseoverHex_()
|
|
, keys_()
|
|
, animate_map_(true)
|
|
, animate_water_(true)
|
|
, flags_()
|
|
, activeTeam_(0)
|
|
, map_screenshot_(false)
|
|
, reach_map_()
|
|
, overlays_(nullptr)
|
|
, fps_handle_(0)
|
|
, drawn_hexes_(0)
|
|
, idle_anim_(preferences::idle_anim())
|
|
, idle_anim_rate_(1.0)
|
|
, draw_coordinates_(false)
|
|
, draw_terrain_codes_(false)
|
|
, draw_num_of_bitmaps_(false)
|
|
, arrows_map_()
|
|
, color_adjust_()
|
|
{
|
|
assert(singleton_ == nullptr);
|
|
singleton_ = this;
|
|
|
|
resources::fake_units = fake_unit_man_.get();
|
|
|
|
blindfold_ctr_ = 0;
|
|
|
|
read(level.child_or_empty("display"));
|
|
|
|
if(video_.non_interactive() && video_.faked()) {
|
|
video_.lock_updates(true);
|
|
}
|
|
|
|
fill_images_list(game_config::fog_prefix, fog_images_);
|
|
fill_images_list(game_config::shroud_prefix, shroud_images_);
|
|
|
|
set_idle_anim_rate(preferences::idle_anim_rate());
|
|
|
|
zoom_index_ = std::distance(zoom_levels.begin(), std::find(zoom_levels.begin(), zoom_levels.end(), zoom_));
|
|
|
|
image::set_zoom(zoom_);
|
|
|
|
init_flags();
|
|
|
|
rebuild_all();
|
|
assert(builder_);
|
|
// builder_->rebuild_cache_all();
|
|
}
|
|
|
|
display::~display()
|
|
{
|
|
singleton_ = nullptr;
|
|
resources::fake_units = nullptr;
|
|
}
|
|
|
|
void display::set_theme(config theme_cfg)
|
|
{
|
|
theme_ = theme(theme_cfg, video_.screen_area());
|
|
}
|
|
|
|
void display::init_flags()
|
|
{
|
|
flags_.clear();
|
|
|
|
if(!dc_) {
|
|
return;
|
|
}
|
|
|
|
flags_.resize(dc_->teams().size());
|
|
|
|
std::vector<std::string> side_colors;
|
|
side_colors.reserve(dc_->teams().size());
|
|
|
|
for(const team& t : dc_->teams()) {
|
|
std::string side_color = t.color();
|
|
side_colors.push_back(side_color);
|
|
|
|
init_flags_for_side_internal(t.side() - 1, side_color);
|
|
}
|
|
|
|
image::set_team_colors(&side_colors);
|
|
}
|
|
|
|
void display::reinit_flags_for_side(std::size_t side)
|
|
{
|
|
if(!dc_ || side >= dc_->teams().size()) {
|
|
ERR_DP << "Cannot rebuild flags for nonexistent or unconfigured side " << side << '\n';
|
|
return;
|
|
}
|
|
|
|
init_flags_for_side_internal(side, dc_->teams()[side].color());
|
|
}
|
|
|
|
void display::init_flags_for_side_internal(std::size_t n, const std::string& side_color)
|
|
{
|
|
assert(dc_ != nullptr);
|
|
assert(n < dc_->teams().size());
|
|
assert(n < flags_.size());
|
|
|
|
std::string flag = dc_->teams()[n].flag();
|
|
std::string old_rgb = game_config::flag_rgb;
|
|
std::string new_rgb = side_color;
|
|
|
|
if(flag.empty()) {
|
|
flag = game_config::images::flag;
|
|
}
|
|
|
|
LOG_DP << "Adding flag for team " << n << " from animation " << flag << "\n";
|
|
|
|
// Must recolor flag image
|
|
animated<image::locator> temp_anim;
|
|
|
|
std::vector<std::string> items = utils::square_parenthetical_split(flag);
|
|
|
|
for(const std::string& item : items) {
|
|
const std::vector<std::string>& sub_items = utils::split(item, ':');
|
|
std::string str = item;
|
|
int time = 100;
|
|
|
|
if(sub_items.size() > 1) {
|
|
str = sub_items.front();
|
|
try {
|
|
time = std::max<int>(1, std::stoi(sub_items.back()));
|
|
} catch(std::invalid_argument&) {
|
|
ERR_DP << "Invalid time value found when constructing flag for side " << n << ": " << sub_items.back() << "\n";
|
|
}
|
|
}
|
|
|
|
std::stringstream temp;
|
|
temp << str << "~RC(" << old_rgb << ">" << new_rgb << ")";
|
|
image::locator flag_image(temp.str());
|
|
|
|
temp_anim.add_frame(time, flag_image);
|
|
}
|
|
|
|
animated<image::locator>& f = flags_[n];
|
|
f = temp_anim;
|
|
auto time = f.get_end_time();
|
|
if(time > 0) {
|
|
f.start_animation(randomness::rng::default_instance().get_random_int(0, time - 1), true);
|
|
} else {
|
|
// this can happen if both flag and game_config::images::flag are empty.
|
|
ERR_DP << "missing flag for team" << n << "\n";
|
|
}
|
|
}
|
|
|
|
void display::set_team(std::size_t teamindex, bool show_everything)
|
|
{
|
|
assert(teamindex < dc_->teams().size());
|
|
currentTeam_ = teamindex;
|
|
|
|
if(!show_everything) {
|
|
labels().set_team(&dc_->teams()[teamindex]);
|
|
dont_show_all_ = true;
|
|
} else {
|
|
labels().set_team(nullptr);
|
|
dont_show_all_ = false;
|
|
}
|
|
|
|
labels().recalculate_labels();
|
|
|
|
if(std::shared_ptr<wb::manager> w = wb_.lock()) {
|
|
w->on_viewer_change(teamindex);
|
|
}
|
|
}
|
|
|
|
void display::set_playing_team(std::size_t teamindex)
|
|
{
|
|
assert(teamindex < dc_->teams().size());
|
|
activeTeam_ = teamindex;
|
|
}
|
|
|
|
void display::add_overlay(const map_location& loc,
|
|
const std::string& img,
|
|
const std::string& halo,
|
|
const std::string& team_name,
|
|
const std::string& item_id,
|
|
bool visible_under_fog)
|
|
{
|
|
if(halo_man_) {
|
|
const halo::handle halo_handle = halo_man_->add(
|
|
get_location_x(loc) + hex_size() / 2,
|
|
get_location_y(loc) + hex_size() / 2, halo, loc
|
|
);
|
|
|
|
overlays_->emplace(loc, overlay(img, halo, halo_handle, team_name, item_id, visible_under_fog));
|
|
}
|
|
}
|
|
|
|
void display::remove_overlay(const map_location& loc)
|
|
{
|
|
overlays_->erase(loc);
|
|
}
|
|
|
|
void display::remove_single_overlay(const map_location& loc, const std::string& toDelete)
|
|
{
|
|
// Iterate through the values with key of loc
|
|
auto itors = overlays_->equal_range(loc);
|
|
|
|
while(itors.first != itors.second) {
|
|
const overlay& o = itors.first->second;
|
|
|
|
if(o.image == toDelete || o.halo == toDelete || o.id == toDelete) {
|
|
overlays_->erase(itors.first++);
|
|
} else {
|
|
++itors.first;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool display::add_exclusive_draw(const map_location& loc, unit& unit)
|
|
{
|
|
if(loc.valid() && exclusive_unit_draw_requests_.find(loc) == exclusive_unit_draw_requests_.end()) {
|
|
exclusive_unit_draw_requests_[loc] = unit.id();
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
std::string display::remove_exclusive_draw(const map_location& loc)
|
|
{
|
|
std::string id = "";
|
|
if(loc.valid()) {
|
|
id = exclusive_unit_draw_requests_[loc];
|
|
// id will be set to the default "" string by the [] operator if the map doesn't have anything for that loc.
|
|
exclusive_unit_draw_requests_.erase(loc);
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
const time_of_day& display::get_time_of_day(const map_location& /*loc*/) const
|
|
{
|
|
static time_of_day tod;
|
|
return tod;
|
|
}
|
|
|
|
void display::update_tod(const time_of_day* tod_override)
|
|
{
|
|
const time_of_day* tod = tod_override;
|
|
if(tod == nullptr) {
|
|
tod = &get_time_of_day();
|
|
}
|
|
|
|
const tod_color col = color_adjust_ + tod->color;
|
|
image::set_color_adjustment(col.r, col.g, col.b);
|
|
}
|
|
|
|
void display::adjust_color_overlay(int r, int g, int b)
|
|
{
|
|
color_adjust_ = tod_color(r, g, b);
|
|
update_tod();
|
|
}
|
|
|
|
void display::fill_images_list(const std::string& prefix, std::vector<std::string>& images)
|
|
{
|
|
if(prefix == "") {
|
|
return;
|
|
}
|
|
|
|
// search prefix.png, prefix1.png, prefix2.png ...
|
|
for(int i = 0;; ++i) {
|
|
std::ostringstream s;
|
|
s << prefix;
|
|
|
|
if(i != 0) {
|
|
s << i;
|
|
}
|
|
|
|
s << ".png";
|
|
|
|
if(image::exists(s.str())) {
|
|
images.push_back(s.str());
|
|
} else if(i > 0) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(images.empty()) {
|
|
images.emplace_back();
|
|
}
|
|
}
|
|
|
|
const std::string& display::get_variant(const std::vector<std::string>& variants, const map_location& loc) const
|
|
{
|
|
// TODO use better noise function
|
|
return variants[std::abs(loc.x + loc.y) % variants.size()];
|
|
}
|
|
|
|
void display::rebuild_all()
|
|
{
|
|
builder_->rebuild_all();
|
|
}
|
|
|
|
void display::reload_map()
|
|
{
|
|
builder_->reload_map();
|
|
}
|
|
|
|
void display::change_display_context(const display_context* dc)
|
|
{
|
|
dc_ = dc;
|
|
builder_->change_map(&dc_->map()); // TODO: Should display_context own and initialize the builder object?
|
|
}
|
|
|
|
void display::reset_halo_manager()
|
|
{
|
|
halo_man_.reset(new halo::manager());
|
|
}
|
|
|
|
void display::reset_halo_manager(halo::manager& halo_man)
|
|
{
|
|
halo_man_.reset(&halo_man);
|
|
}
|
|
|
|
void display::blindfold(bool value)
|
|
{
|
|
if(value == true) {
|
|
++blindfold_ctr_;
|
|
} else {
|
|
--blindfold_ctr_;
|
|
}
|
|
}
|
|
|
|
bool display::is_blindfolded() const
|
|
{
|
|
return blindfold_ctr_ > 0;
|
|
}
|
|
|
|
const SDL_Rect& display::max_map_area() const
|
|
{
|
|
static SDL_Rect max_area {0, 0, 0, 0};
|
|
|
|
// hex_size() is always a multiple of 4 and hex_width() a multiple of 3,
|
|
// so there shouldn't be off-by-one-errors due to rounding.
|
|
// To display a hex fully on screen, a little bit extra space is needed.
|
|
// Also added the border two times.
|
|
max_area.w = static_cast<int>((get_map().w() + 2 * theme_.border().size + 1.0 / 3.0) * hex_width());
|
|
max_area.h = static_cast<int>((get_map().h() + 2 * theme_.border().size + 0.5) * hex_size());
|
|
|
|
return max_area;
|
|
}
|
|
|
|
const SDL_Rect& display::map_area() const
|
|
{
|
|
static SDL_Rect max_area;
|
|
max_area = max_map_area();
|
|
|
|
// if it's for map_screenshot, maximize and don't recenter
|
|
if(map_screenshot_) {
|
|
return max_area;
|
|
}
|
|
|
|
static SDL_Rect res;
|
|
res = map_outside_area();
|
|
|
|
// map is smaller, center
|
|
if(max_area.w < res.w) {
|
|
res.x += (res.w - max_area.w) / 2;
|
|
res.w = max_area.w;
|
|
}
|
|
|
|
// map is smaller, center
|
|
if(max_area.h < res.h) {
|
|
res.y += (res.h - max_area.h) / 2;
|
|
res.h = max_area.h;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
bool display::outside_area(const SDL_Rect& area, const int x, const int y)
|
|
{
|
|
const int x_thresh = hex_size();
|
|
const int y_thresh = hex_size();
|
|
return (x < area.x || x > area.x + area.w - x_thresh || y < area.y || y > area.y + area.h - y_thresh);
|
|
}
|
|
|
|
// This function uses the screen as reference
|
|
const map_location display::hex_clicked_on(int xclick, int yclick) const
|
|
{
|
|
const SDL_Rect& rect = map_area();
|
|
if(sdl::point_in_rect(xclick, yclick, rect) == false) {
|
|
return map_location();
|
|
}
|
|
|
|
xclick -= rect.x;
|
|
yclick -= rect.y;
|
|
|
|
return pixel_position_to_hex(xpos_ + xclick, ypos_ + yclick);
|
|
}
|
|
|
|
// This function uses the rect of map_area as reference
|
|
const map_location display::pixel_position_to_hex(int x, int y) const
|
|
{
|
|
// adjust for the border
|
|
x -= static_cast<int>(theme_.border().size * hex_width());
|
|
y -= static_cast<int>(theme_.border().size * hex_size());
|
|
|
|
// The editor can modify the border and this will result in a negative y
|
|
// value. Instead of adding extra cases we just shift the hex. Since the
|
|
// editor doesn't use the direction this is no problem.
|
|
const int offset = y < 0 ? 1 : 0;
|
|
if(offset) {
|
|
x += hex_width();
|
|
y += hex_size();
|
|
}
|
|
|
|
const int s = hex_size();
|
|
const int tesselation_x_size = hex_width() * 2;
|
|
const int tesselation_y_size = s;
|
|
const int x_base = x / tesselation_x_size * 2;
|
|
const int x_mod = x % tesselation_x_size;
|
|
const int y_base = y / tesselation_y_size;
|
|
const int y_mod = y % tesselation_y_size;
|
|
|
|
int x_modifier = 0;
|
|
int y_modifier = 0;
|
|
|
|
if(y_mod < tesselation_y_size / 2) {
|
|
if((x_mod * 2 + y_mod) < (s / 2)) {
|
|
x_modifier = -1;
|
|
y_modifier = -1;
|
|
} else if((x_mod * 2 - y_mod) < (s * 3 / 2)) {
|
|
x_modifier = 0;
|
|
y_modifier = 0;
|
|
} else {
|
|
x_modifier = 1;
|
|
y_modifier = -1;
|
|
}
|
|
} else {
|
|
if((x_mod * 2 - (y_mod - s / 2)) < 0) {
|
|
x_modifier = -1;
|
|
y_modifier = 0;
|
|
} else if((x_mod * 2 + (y_mod - s / 2)) < s * 2) {
|
|
x_modifier = 0;
|
|
y_modifier = 0;
|
|
} else {
|
|
x_modifier = 1;
|
|
y_modifier = 0;
|
|
}
|
|
}
|
|
|
|
return map_location(x_base + x_modifier - offset, y_base + y_modifier - offset);
|
|
}
|
|
|
|
display::rect_of_hexes::iterator& display::rect_of_hexes::iterator::operator++()
|
|
{
|
|
if(loc_.y < rect_.bottom[loc_.x & 1])
|
|
++loc_.y;
|
|
else {
|
|
++loc_.x;
|
|
loc_.y = rect_.top[loc_.x & 1];
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
// begin is top left, and end is after bottom right
|
|
display::rect_of_hexes::iterator display::rect_of_hexes::begin() const
|
|
{
|
|
return iterator(map_location(left, top[left & 1]), *this);
|
|
}
|
|
|
|
display::rect_of_hexes::iterator display::rect_of_hexes::end() const
|
|
{
|
|
return iterator(map_location(right + 1, top[(right + 1) & 1]), *this);
|
|
}
|
|
|
|
const display::rect_of_hexes display::hexes_under_rect(const SDL_Rect& r) const
|
|
{
|
|
rect_of_hexes res;
|
|
|
|
if(r.w <= 0 || r.h <= 0) {
|
|
// empty rect, return dummy values giving begin=end
|
|
res.left = 0;
|
|
res.right = -1; // end is right + 1
|
|
res.top[0] = 0;
|
|
res.top[1] = 0;
|
|
res.bottom[0] = 0;
|
|
res.bottom[1] = 0;
|
|
return res;
|
|
}
|
|
|
|
SDL_Rect map_rect = map_area();
|
|
|
|
// translate rect coordinates from screen-based to map_area-based
|
|
int x = xpos_ - map_rect.x + r.x;
|
|
int y = ypos_ - map_rect.y + r.y;
|
|
|
|
// we use the "double" type to avoid important rounding error (size of an hex!)
|
|
// we will also need to use std::floor to avoid bad rounding at border (negative values)
|
|
double tile_width = hex_width();
|
|
double tile_size = hex_size();
|
|
double border = theme_.border().size;
|
|
|
|
// we minus "0.(3)", for horizontal imbrication.
|
|
// reason is: two adjacent hexes each overlap 1/4 of their width, so for
|
|
// grid calculation 3/4 of tile width is used, which by default gives
|
|
// 18/54=0.(3). Note that, while tile_width is zoom dependent, 0.(3) is not.
|
|
res.left = static_cast<int>(std::floor(-border + x / tile_width - 0.3333333));
|
|
|
|
// we remove 1 pixel of the rectangle dimensions
|
|
// (the rounded division take one pixel more than needed)
|
|
res.right = static_cast<int>(std::floor(-border + (x + r.w - 1) / tile_width));
|
|
|
|
// for odd x, we must shift up one half-hex. Since x will vary along the edge,
|
|
// we store here the y values for even and odd x, respectively
|
|
res.top[0] = static_cast<int>(std::floor(-border + y / tile_size));
|
|
res.top[1] = static_cast<int>(std::floor(-border + y / tile_size - 0.5));
|
|
res.bottom[0] = static_cast<int>(std::floor(-border + (y + r.h - 1) / tile_size));
|
|
res.bottom[1] = static_cast<int>(std::floor(-border + (y + r.h - 1) / tile_size - 0.5));
|
|
|
|
// TODO: in some rare cases (1/16), a corner of the big rect is on a tile
|
|
// (the 72x72 rectangle containing the hex) but not on the hex itself
|
|
// Can maybe be optimized by using pixel_position_to_hex
|
|
|
|
return res;
|
|
}
|
|
|
|
bool display::team_valid() const
|
|
{
|
|
return currentTeam_ < dc_->teams().size();
|
|
}
|
|
|
|
bool display::shrouded(const map_location& loc) const
|
|
{
|
|
return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].shrouded(loc));
|
|
}
|
|
|
|
bool display::fogged(const map_location& loc) const
|
|
{
|
|
return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].fogged(loc));
|
|
}
|
|
|
|
int display::get_location_x(const map_location& loc) const
|
|
{
|
|
return static_cast<int>(map_area().x + (loc.x + theme_.border().size) * hex_width() - xpos_);
|
|
}
|
|
|
|
int display::get_location_y(const map_location& loc) const
|
|
{
|
|
return static_cast<int>(map_area().y + (loc.y + theme_.border().size) * zoom_ - ypos_ + (is_odd(loc.x) ? zoom_/2 : 0));
|
|
}
|
|
|
|
SDL_Point display::get_loc_drawing_origin(const map_location& loc) const
|
|
{
|
|
return {
|
|
get_location_x(loc),
|
|
get_location_y(loc)
|
|
};
|
|
}
|
|
|
|
map_location display::minimap_location_on(int x, int y)
|
|
{
|
|
// TODO: don't return location for this,
|
|
// instead directly scroll to the clicked pixel position
|
|
|
|
if(!sdl::point_in_rect(x, y, minimap_area())) {
|
|
return map_location();
|
|
}
|
|
|
|
// we transform the coordinates from minimap to the full map image
|
|
// probably more adjustments to do (border, minimap shift...)
|
|
// but the mouse and human capacity to evaluate the rectangle center
|
|
// is not pixel precise.
|
|
int px = (x - minimap_location_.x) * get_map().w() * hex_width() / std::max(minimap_location_.w, 1);
|
|
int py = (y - minimap_location_.y) * get_map().h() * hex_size() / std::max(minimap_location_.h, 1);
|
|
|
|
map_location loc = pixel_position_to_hex(px, py);
|
|
loc.x = utils::clamp(loc.x, 0, get_map().w() - 1);
|
|
loc.y = utils::clamp(loc.x, 0, get_map().h() - 1);
|
|
|
|
return loc;
|
|
}
|
|
|
|
surface display::screenshot(bool map_screenshot)
|
|
{
|
|
if(!map_screenshot) {
|
|
// Use make_neutral_surface() to copy surface content
|
|
// TODO: convert to texture handling
|
|
return make_neutral_surface(video_.getSurface());
|
|
}
|
|
|
|
if(get_map().empty()) {
|
|
ERR_DP << "No map loaded, cannot create a map screenshot.\n";
|
|
return nullptr;
|
|
}
|
|
|
|
const SDL_Rect area = max_map_area();
|
|
surface res = create_neutral_surface(area.w, area.h);
|
|
|
|
// Memory problem?
|
|
if(res == nullptr) {
|
|
ERR_DP << "Could not create screenshot surface, try zooming out.\n";
|
|
return nullptr;
|
|
}
|
|
|
|
// Back up the current map viewport position and move to top-left.
|
|
const int old_xpos = xpos_;
|
|
const int old_ypos = ypos_;
|
|
xpos_ = 0;
|
|
ypos_ = 0;
|
|
|
|
// Reroute render output to a separate texture .
|
|
texture output_texture(area.w, area.h, SDL_TEXTUREACCESS_TARGET);
|
|
const render_target_setter target_setter(output_texture);
|
|
|
|
map_screenshot_ = true;
|
|
|
|
DBG_DP << "draw() call for map screenshot\n";
|
|
draw();
|
|
|
|
map_screenshot_ = false;
|
|
|
|
// Restore map viewport position
|
|
xpos_ = old_xpos;
|
|
ypos_ = old_ypos;
|
|
|
|
// Copy the texture data to the output surface.
|
|
SDL_RenderReadPixels(video_.get_renderer(), &area, SDL_PIXELFORMAT_ARGB8888, res->pixels, res->pitch);
|
|
return res;
|
|
}
|
|
|
|
std::shared_ptr<gui::button> display::find_action_button(const std::string& /*id*/)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
std::shared_ptr<gui::button> display::find_menu_button(const std::string& /*id*/)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
static const std::string& get_direction(std::size_t n)
|
|
{
|
|
static const std::array<std::string, 6> dirs {{"-n", "-ne", "-se", "-s", "-sw", "-nw"}};
|
|
return dirs[n >= dirs.size() ? 0 : n];
|
|
}
|
|
|
|
void display::draw_fog_shroud_transition_images(const map_location& loc, image::TYPE /*image_type*/)
|
|
{
|
|
std::vector<std::string> names;
|
|
|
|
adjacent_loc_array_t adjacent;
|
|
get_adjacent_tiles(loc, adjacent.data());
|
|
|
|
enum visibility { FOG = 0, SHROUD = 1, CLEAR = 2 };
|
|
visibility tiles[6];
|
|
|
|
const std::string* image_prefix[]{&game_config::fog_prefix, &game_config::shroud_prefix};
|
|
|
|
for(int i = 0; i < 6; ++i) {
|
|
if(shrouded(adjacent[i])) {
|
|
tiles[i] = SHROUD;
|
|
} else if(!fogged(loc) && fogged(adjacent[i])) {
|
|
tiles[i] = FOG;
|
|
} else {
|
|
tiles[i] = CLEAR;
|
|
}
|
|
}
|
|
|
|
for(int v = FOG; v != CLEAR; ++v) {
|
|
// Find somewhere that doesn't have overlap to use as a starting point
|
|
int start;
|
|
for(start = 0; start != 6; ++start) {
|
|
if(tiles[start] != v) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(start == 6) {
|
|
// Completely surrounded by fog or shroud. This might have a special graphic.
|
|
const std::string name = *image_prefix[v] + "-all.png";
|
|
if(image::exists(name)) {
|
|
names.push_back(name);
|
|
// Proceed to the next visibility (fog -> shroud -> clear).
|
|
continue;
|
|
}
|
|
|
|
// No special graphic found. We'll just combine some other images
|
|
// and hope it works out.
|
|
start = 0;
|
|
}
|
|
|
|
// Find all the directions overlap occurs from
|
|
for(int i = (start + 1) % 6, cap1 = 0; i != start && cap1 != 6; ++cap1) {
|
|
if(tiles[i] == v) {
|
|
std::ostringstream stream;
|
|
stream << *image_prefix[v];
|
|
|
|
std::string name;
|
|
for(int cap2 = 0; v == tiles[i] && cap2 != 6; i = (i + 1) % 6, ++cap2) {
|
|
stream << get_direction(i);
|
|
|
|
if(!image::exists(stream.str() + ".png")) {
|
|
// If we don't have any surface at all,
|
|
// then move onto the next overlapped area
|
|
if(name.empty()) {
|
|
i = (i + 1) % 6;
|
|
}
|
|
break;
|
|
} else {
|
|
name = stream.str();
|
|
}
|
|
}
|
|
|
|
if(!name.empty()) {
|
|
names.push_back(name + ".png");
|
|
}
|
|
} else {
|
|
i = (i + 1) % 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now render the images
|
|
for(std::string& name : names) {
|
|
render_scaled_to_zoom(image::get_texture(name), loc); // TODO: image_type
|
|
}
|
|
}
|
|
|
|
void display::toggle_benchmark()
|
|
{
|
|
benchmark = !benchmark;
|
|
}
|
|
|
|
void display::toggle_debug_foreground()
|
|
{
|
|
debug_foreground = !debug_foreground;
|
|
}
|
|
|
|
void display::draw_debugging_aids()
|
|
{
|
|
if(video_.update_locked()) {
|
|
return;
|
|
}
|
|
|
|
if(preferences::show_fps() || benchmark) {
|
|
static int frames = 0;
|
|
++frames;
|
|
|
|
const int sample_freq = 10;
|
|
if(frames == sample_freq) {
|
|
const auto minmax_it = std::minmax_element(frametimes_.begin(), frametimes_.end());
|
|
const unsigned render_avg = std::accumulate(frametimes_.begin(), frametimes_.end(), 0) / frametimes_.size();
|
|
const int avg_fps = calculate_fps(render_avg);
|
|
const int max_fps = calculate_fps(*minmax_it.first);
|
|
const int min_fps = calculate_fps(*minmax_it.second);
|
|
frames = 0;
|
|
|
|
if(fps_handle_ != 0) {
|
|
font::remove_floating_label(fps_handle_);
|
|
fps_handle_ = 0;
|
|
}
|
|
|
|
std::ostringstream stream;
|
|
stream << "<tt> min/avg/max/act</tt>\n";
|
|
stream << "<tt>FPS: " << std::setfill(' ') << std::setw(3) << min_fps << '/'<< std::setw(3) << avg_fps << '/' << std::setw(3) << max_fps << '/' << std::setw(3) << fps_actual_ << "</tt>\n";
|
|
stream << "<tt>Time: " << std::setfill(' ') << std::setw(3) << *minmax_it.first << '/' << std::setw(3) << render_avg << '/' << std::setw(3) << *minmax_it.second << " ms</tt>\n";
|
|
if(game_config::debug) {
|
|
stream << "\nhex: " << drawn_hexes_ * 1.0 / sample_freq;
|
|
}
|
|
|
|
drawn_hexes_ = 0;
|
|
|
|
font::floating_label flabel(stream.str());
|
|
flabel.set_font_size(12);
|
|
flabel.set_color(benchmark ? font::BAD_COLOR : font::NORMAL_COLOR);
|
|
flabel.set_position(10, 100);
|
|
flabel.set_alignment(font::LEFT_ALIGN);
|
|
|
|
fps_handle_ = font::add_floating_label(flabel);
|
|
}
|
|
} else if(fps_handle_ != 0) {
|
|
font::remove_floating_label(fps_handle_);
|
|
fps_handle_ = 0;
|
|
drawn_hexes_ = 0;
|
|
}
|
|
}
|
|
|
|
void display::draw_background()
|
|
{
|
|
const std::string& image = theme_.border().background_image;
|
|
SDL_Rect area = map_outside_area();
|
|
|
|
// No background image, just fill in black.
|
|
if(image.empty()) {
|
|
sdl::fill_rectangle(area, color_t(0, 0, 0));
|
|
return;
|
|
}
|
|
|
|
const texture background(image::get_texture(image));
|
|
if(background.null()) {
|
|
return;
|
|
}
|
|
|
|
// TODO: should probably tile this as before.
|
|
video_.render_copy(background, nullptr, &area);
|
|
}
|
|
|
|
int display::draw_text_in_hex(const map_location& loc,
|
|
const std::string& text,
|
|
std::size_t font_size,
|
|
color_t color,
|
|
int fl_label_id,
|
|
double x_in_hex,
|
|
double y_in_hex)
|
|
{
|
|
if(text.empty()) {
|
|
return fl_label_id;
|
|
}
|
|
|
|
const std::size_t font_sz = static_cast<std::size_t>(font_size * get_zoom_factor());
|
|
|
|
const int x = get_location_x(loc) /*- text_surf->w / 2*/ + static_cast<int>(x_in_hex * hex_size());
|
|
const int y = get_location_y(loc) /*- text_surf->h / 2*/ + static_cast<int>(y_in_hex * hex_size());
|
|
|
|
// We were given a label id, remove it.
|
|
if(fl_label_id != 0) {
|
|
font::remove_floating_label(fl_label_id);
|
|
}
|
|
|
|
font::floating_label flabel(text);
|
|
flabel.set_font_size(font_sz);
|
|
flabel.set_color(color);
|
|
flabel.set_position(x, y);
|
|
flabel.set_alignment(font::CENTER_ALIGN);
|
|
flabel.set_scroll_mode(font::ANCHOR_LABEL_MAP);
|
|
|
|
return font::add_floating_label(flabel);
|
|
}
|
|
|
|
void display::select_hex(map_location hex)
|
|
{
|
|
selectedHex_ = hex;
|
|
recalculate_minimap();
|
|
}
|
|
|
|
void display::highlight_hex(map_location hex)
|
|
{
|
|
mouseoverHex_ = hex;
|
|
}
|
|
|
|
void display::set_diagnostic(const std::string& msg)
|
|
{
|
|
if(diagnostic_label_ != 0) {
|
|
font::remove_floating_label(diagnostic_label_);
|
|
diagnostic_label_ = 0;
|
|
}
|
|
|
|
if(!msg.empty()) {
|
|
font::floating_label flabel(msg);
|
|
flabel.set_font_size(font::SIZE_PLUS);
|
|
flabel.set_color(font::YELLOW_COLOR);
|
|
flabel.set_position(300, 50);
|
|
flabel.set_clip_rect(map_outside_area());
|
|
|
|
diagnostic_label_ = font::add_floating_label(flabel);
|
|
}
|
|
}
|
|
|
|
void display::announce(const std::string& message, const color_t& color, const announce_options& options)
|
|
{
|
|
if(options.discard_previous) {
|
|
font::remove_floating_label(prevLabel);
|
|
}
|
|
|
|
font::floating_label flabel(message);
|
|
flabel.set_font_size(font::SIZE_XLARGE);
|
|
flabel.set_color(color);
|
|
flabel.set_position(map_outside_area().w / 2, map_outside_area().h / 3);
|
|
flabel.set_lifetime(options.lifetime);
|
|
flabel.set_clip_rect(map_outside_area());
|
|
|
|
prevLabel = font::add_floating_label(flabel);
|
|
}
|
|
|
|
void display::draw_minimap()
|
|
{
|
|
const SDL_Rect& area = minimap_area();
|
|
|
|
if(area.w == 0 || area.h == 0) {
|
|
return;
|
|
}
|
|
|
|
if(minimap_ == nullptr || minimap_->w > area.w || minimap_->h > area.h) {
|
|
minimap_ = image::getMinimap(area.w, area.h, get_map(),
|
|
dc_->teams().empty() ? nullptr : &dc_->teams()[currentTeam_],
|
|
(selectedHex_.valid() && !is_blindfolded()) ? &reach_map_ : nullptr);
|
|
if(minimap_ == nullptr) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
color_t back_color {31,31,23,SDL_ALPHA_OPAQUE};
|
|
draw_centered_on_background(minimap_, area, back_color);
|
|
|
|
//update the minimap location for mouse and units functions
|
|
minimap_location_.x = area.x + (area.w - minimap_->w) / 2;
|
|
minimap_location_.y = area.y + (area.h - minimap_->h) / 2;
|
|
minimap_location_.w = minimap_->w;
|
|
minimap_location_.h = minimap_->h;
|
|
|
|
draw_minimap_units();
|
|
|
|
// calculate the visible portion of the map:
|
|
// scaling between minimap and full map images
|
|
double xscaling = 1.0 * minimap_->w / (get_map().w() * hex_width());
|
|
double yscaling = 1.0 *minimap_->h / (get_map().h() * hex_size());
|
|
|
|
// we need to shift with the border size
|
|
// and the 0.25 from the minimap balanced drawing
|
|
// and the possible difference between real map and outside off-map
|
|
SDL_Rect map_rect = map_area();
|
|
SDL_Rect map_out_rect = map_outside_area();
|
|
|
|
double border = theme_.border().size;
|
|
|
|
double shift_x = - border * hex_width() - (map_out_rect.w - map_rect.w) / 2;
|
|
double shift_y = - (border + 0.25) * hex_size() - (map_out_rect.h - map_rect.h) / 2;
|
|
|
|
int view_x = static_cast<int>((xpos_ + shift_x) * xscaling);
|
|
int view_y = static_cast<int>((ypos_ + shift_y) * yscaling);
|
|
int view_w = static_cast<int>(map_out_rect.w * xscaling);
|
|
int view_h = static_cast<int>(map_out_rect.h * yscaling);
|
|
|
|
SDL_Rect outline_rect {
|
|
minimap_location_.x + view_x - 1,
|
|
minimap_location_.y + view_y - 1,
|
|
view_w + 2,
|
|
view_h + 2
|
|
};
|
|
|
|
sdl::draw_rectangle(outline_rect, {255, 255, 255, 255});
|
|
}
|
|
|
|
void display::draw_minimap_units()
|
|
{
|
|
if (!preferences::minimap_draw_units() || is_blindfolded()) return;
|
|
|
|
double xscaling = 1.0 * minimap_location_.w / get_map().w();
|
|
double yscaling = 1.0 * minimap_location_.h / get_map().h();
|
|
|
|
for(const auto& u : dc_->units()) {
|
|
if (fogged(u.get_location()) ||
|
|
(dc_->teams()[currentTeam_].is_enemy(u.side()) &&
|
|
u.invisible(u.get_location(), *dc_)) ||
|
|
u.get_hidden()) {
|
|
continue;
|
|
}
|
|
|
|
int side = u.side();
|
|
color_t col = team::get_minimap_color(side);
|
|
|
|
if (!preferences::minimap_movement_coding()) {
|
|
|
|
if (dc_->teams()[currentTeam_].is_enemy(side)) {
|
|
col = game_config::color_info(preferences::enemy_color()).rep();
|
|
} else {
|
|
|
|
if (currentTeam_ +1 == static_cast<unsigned>(side)) {
|
|
|
|
if (u.movement_left() == u.total_movement())
|
|
col = game_config::color_info(preferences::unmoved_color()).rep();
|
|
else if (u.movement_left() == 0)
|
|
col = game_config::color_info(preferences::moved_color()).rep();
|
|
else
|
|
col = game_config::color_info(preferences::partial_color()).rep();
|
|
|
|
} else
|
|
col = game_config::color_info(preferences::allied_color()).rep();
|
|
}
|
|
}
|
|
|
|
double u_x = u.get_location().x * xscaling;
|
|
double u_y = (u.get_location().y + (is_odd(u.get_location().x) ? 1 : -1)/4.0) * yscaling;
|
|
// use 4/3 to compensate the horizontal hexes imbrication
|
|
double u_w = 4.0 / 3.0 * xscaling;
|
|
double u_h = yscaling;
|
|
|
|
SDL_Rect r {
|
|
minimap_location_.x + round_double(u_x)
|
|
, minimap_location_.y + round_double(u_y)
|
|
, round_double(u_w)
|
|
, round_double(u_h)
|
|
};
|
|
|
|
sdl::fill_rectangle(r, col);
|
|
}
|
|
}
|
|
|
|
bool display::scroll(int xmove, int ymove, bool force)
|
|
{
|
|
if(view_locked_ && !force) {
|
|
return false;
|
|
}
|
|
|
|
// No move offset, do nothing.
|
|
if(xmove == 0 && ymove == 0) {
|
|
return false;
|
|
}
|
|
|
|
int new_x = xpos_ + xmove;
|
|
int new_y = ypos_ + ymove;
|
|
|
|
bounds_check_position(new_x, new_y);
|
|
|
|
// Camera position doesn't change, exit.
|
|
if(xpos_ == new_x && ypos_ == new_y) {
|
|
return false;
|
|
}
|
|
|
|
const int diff_x = xpos_ - new_x;
|
|
const int diff_y = ypos_ - new_y;
|
|
|
|
xpos_ = new_x;
|
|
ypos_ = new_y;
|
|
|
|
/* Adjust floating label positions. This only affects labels whose position is anchored
|
|
* to the map instead of the screen. In order to do that, we want to adjust their drawing
|
|
* coordinates in the opposite direction of the screen scroll.
|
|
*
|
|
* The check a few lines up prevents any scrolling from happening if the camera position
|
|
* doesn't change. Without that, the label still scroll even when the map edge is reached.
|
|
* If that's removed, the following formula should work instead:
|
|
*
|
|
* const int label_[x,y]_adjust = [x,y]pos_ - new_[x,y];
|
|
*/
|
|
font::scroll_floating_labels(diff_x, diff_y);
|
|
|
|
labels().recalculate_shroud();
|
|
|
|
scroll_event_.notify_observers();
|
|
|
|
redrawMinimap_ = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool display::zoom_at_max()
|
|
{
|
|
return zoom_ == MaxZoom;
|
|
}
|
|
|
|
bool display::zoom_at_min()
|
|
{
|
|
return zoom_ == MinZoom;
|
|
}
|
|
|
|
bool display::set_zoom(bool increase)
|
|
{
|
|
// Ensure we don't try to access nonexistent vector indices.
|
|
zoom_index_ = utils::clamp(increase ? zoom_index_ + 1 : zoom_index_ - 1, 0, final_zoom_index);
|
|
|
|
// No validation check is needed in the next step since we've already set the index here and
|
|
// know the new zoom value is indeed valid.
|
|
return set_zoom(zoom_levels[zoom_index_], false);
|
|
}
|
|
|
|
bool display::set_zoom(unsigned int amount, const bool validate_value_and_set_index)
|
|
{
|
|
unsigned int new_zoom = utils::clamp(amount, MinZoom, MaxZoom);
|
|
|
|
LOG_DP << "new_zoom = " << new_zoom << std::endl;
|
|
|
|
if(new_zoom == zoom_) {
|
|
return false;
|
|
}
|
|
|
|
// Confirm this is indeed a valid zoom level.
|
|
if(validate_value_and_set_index) {
|
|
auto iter = std::lower_bound(zoom_levels.begin(), zoom_levels.end(), new_zoom);
|
|
|
|
if(iter == zoom_levels.end()) {
|
|
// This should never happen, since the value was already clamped earlier
|
|
return false;
|
|
} else if(iter != zoom_levels.begin()) {
|
|
float diff = *iter - *(iter - 1);
|
|
float lower = (new_zoom - *(iter - 1)) / diff;
|
|
float upper = (*iter - new_zoom) / diff;
|
|
if(lower < upper) {
|
|
// It's actually closer to the previous element.
|
|
iter--;
|
|
}
|
|
}
|
|
|
|
new_zoom = *iter;
|
|
zoom_index_ = std::distance(zoom_levels.begin(), iter);
|
|
}
|
|
|
|
const SDL_Rect& area = map_area();
|
|
|
|
// Turn the zoom factor to a double in order to avoid rounding errors.
|
|
double zoom_factor = double(new_zoom) / double(zoom_);
|
|
|
|
xpos_ = round_double(((xpos_ + area.w / 2) * zoom_factor) - (area.w / 2));
|
|
ypos_ = round_double(((ypos_ + area.h / 2) * zoom_factor) - (area.h / 2));
|
|
|
|
zoom_ = new_zoom;
|
|
bounds_check_position(xpos_, ypos_);
|
|
if(zoom_ != DefaultZoom) {
|
|
last_zoom_ = zoom_;
|
|
}
|
|
|
|
image::set_zoom(zoom_);
|
|
|
|
labels().recalculate_labels();
|
|
|
|
// Forces a redraw after zooming.
|
|
// This prevents some graphic glitches from occurring.
|
|
// draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
void display::set_default_zoom()
|
|
{
|
|
if(zoom_ != DefaultZoom) {
|
|
last_zoom_ = zoom_;
|
|
set_zoom(DefaultZoom);
|
|
} else {
|
|
// When we are already at the default zoom,
|
|
// switch to the last zoom used
|
|
set_zoom(last_zoom_);
|
|
}
|
|
}
|
|
|
|
bool display::tile_fully_on_screen(const map_location& loc) const
|
|
{
|
|
int x = get_location_x(loc);
|
|
int y = get_location_y(loc);
|
|
return !outside_area(map_area(), x, y);
|
|
}
|
|
|
|
bool display::tile_nearly_on_screen(const map_location& loc) const
|
|
{
|
|
int x = get_location_x(loc);
|
|
int y = get_location_y(loc);
|
|
const SDL_Rect& area = map_area();
|
|
int hw = hex_width(), hs = hex_size();
|
|
return x + hs >= area.x - hw && x < area.x + area.w + hw && y + hs >= area.y - hs && y < area.y + area.h + hs;
|
|
}
|
|
|
|
void display::scroll_to_xy(int screenxpos, int screenypos, SCROLL_TYPE scroll_type, bool force)
|
|
{
|
|
if(!force && (view_locked_ || !preferences::scroll_to_action())) {
|
|
return;
|
|
}
|
|
|
|
if(video_.update_locked()) {
|
|
return;
|
|
}
|
|
|
|
const SDL_Rect area = map_area();
|
|
const int xmove_expected = screenxpos - (area.x + area.w / 2);
|
|
const int ymove_expected = screenypos - (area.y + area.h / 2);
|
|
|
|
int xpos = xpos_ + xmove_expected;
|
|
int ypos = ypos_ + ymove_expected;
|
|
bounds_check_position(xpos, ypos);
|
|
int xmove = xpos - xpos_;
|
|
int ymove = ypos - ypos_;
|
|
|
|
if(scroll_type == WARP || scroll_type == ONSCREEN_WARP || turbo_speed() > 2.0 || preferences::scroll_speed() > 99) {
|
|
scroll(xmove, ymove, true);
|
|
// draw();
|
|
return;
|
|
}
|
|
|
|
// Doing an animated scroll, with acceleration etc.
|
|
|
|
int x_old = 0;
|
|
int y_old = 0;
|
|
|
|
const double dist_total = std::hypot(xmove, ymove);
|
|
double dist_moved = 0.0;
|
|
|
|
int t_prev = SDL_GetTicks();
|
|
|
|
double velocity = 0.0;
|
|
while(dist_moved < dist_total) {
|
|
events::run_event_loop();
|
|
|
|
int t = SDL_GetTicks();
|
|
double dt = (t - t_prev) / 1000.0;
|
|
if(dt > 0.200) {
|
|
// Do not skip too many frames on slow PCs
|
|
dt = 0.200;
|
|
}
|
|
t_prev = t;
|
|
|
|
const double accel_time = 0.3 / turbo_speed(); // seconds until full speed is reached
|
|
const double decel_time = 0.4 / turbo_speed(); // seconds from full speed to stop
|
|
|
|
double velocity_max = preferences::scroll_speed() * 60.0;
|
|
velocity_max *= turbo_speed();
|
|
double accel = velocity_max / accel_time;
|
|
double decel = velocity_max / decel_time;
|
|
|
|
// If we started to decelerate now, where would we stop?
|
|
double stop_time = velocity / decel;
|
|
double dist_stop = dist_moved + velocity * stop_time - 0.5 * decel * stop_time * stop_time;
|
|
|
|
if(dist_stop > dist_total || velocity > velocity_max) {
|
|
velocity -= decel * dt;
|
|
if(velocity < 1.0) {
|
|
velocity = 1.0;
|
|
}
|
|
} else {
|
|
velocity += accel * dt;
|
|
if(velocity > velocity_max) {
|
|
velocity = velocity_max;
|
|
}
|
|
}
|
|
|
|
dist_moved += velocity * dt;
|
|
if(dist_moved > dist_total) {
|
|
dist_moved = dist_total;
|
|
}
|
|
|
|
int x_new = round_double(xmove * dist_moved / dist_total);
|
|
int y_new = round_double(ymove * dist_moved / dist_total);
|
|
|
|
int dx = x_new - x_old;
|
|
int dy = y_new - y_old;
|
|
|
|
scroll(dx, dy, true);
|
|
x_old += dx;
|
|
y_old += dy;
|
|
// draw();
|
|
}
|
|
}
|
|
|
|
void display::scroll_to_tile(const map_location& loc, SCROLL_TYPE scroll_type, bool check_fogged, bool force)
|
|
{
|
|
if(get_map().on_board(loc) == false) {
|
|
ERR_DP << "Tile at " << loc << " isn't on the map, can't scroll to the tile." << std::endl;
|
|
return;
|
|
}
|
|
|
|
std::vector<map_location> locs;
|
|
locs.push_back(loc);
|
|
|
|
scroll_to_tiles(locs, scroll_type, check_fogged, false, 0.0, force);
|
|
}
|
|
|
|
void display::scroll_to_tiles(map_location loc1,
|
|
map_location loc2,
|
|
SCROLL_TYPE scroll_type,
|
|
bool check_fogged,
|
|
double add_spacing,
|
|
bool force)
|
|
{
|
|
std::vector<map_location> locs;
|
|
locs.push_back(loc1);
|
|
locs.push_back(loc2);
|
|
scroll_to_tiles(locs, scroll_type, check_fogged, false, add_spacing, force);
|
|
}
|
|
|
|
void display::scroll_to_tiles(const std::vector<map_location>::const_iterator& begin,
|
|
const std::vector<map_location>::const_iterator& end,
|
|
SCROLL_TYPE scroll_type,
|
|
bool check_fogged,
|
|
bool only_if_possible,
|
|
double add_spacing,
|
|
bool force)
|
|
{
|
|
// basically we calculate the min/max coordinates we want to have on-screen
|
|
int minx = 0;
|
|
int maxx = 0;
|
|
int miny = 0;
|
|
int maxy = 0;
|
|
bool valid = false;
|
|
|
|
for(std::vector<map_location>::const_iterator itor = begin; itor != end; ++itor) {
|
|
if(get_map().on_board(*itor) == false)
|
|
continue;
|
|
if(check_fogged && fogged(*itor))
|
|
continue;
|
|
|
|
int x = get_location_x(*itor);
|
|
int y = get_location_y(*itor);
|
|
|
|
if(!valid) {
|
|
minx = x;
|
|
maxx = x;
|
|
miny = y;
|
|
maxy = y;
|
|
|
|
valid = true;
|
|
} else {
|
|
int minx_new = std::min<int>(minx, x);
|
|
int miny_new = std::min<int>(miny, y);
|
|
int maxx_new = std::max<int>(maxx, x);
|
|
int maxy_new = std::max<int>(maxy, y);
|
|
|
|
SDL_Rect r = map_area();
|
|
r.x = minx_new;
|
|
r.y = miny_new;
|
|
|
|
if(outside_area(r, maxx_new, maxy_new)) {
|
|
// we cannot fit all locations to the screen
|
|
if(only_if_possible) {
|
|
return;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
minx = minx_new;
|
|
miny = miny_new;
|
|
maxx = maxx_new;
|
|
maxy = maxy_new;
|
|
}
|
|
}
|
|
|
|
// if everything is fogged or the location list is empty
|
|
if(!valid) {
|
|
return;
|
|
}
|
|
|
|
if(scroll_type == ONSCREEN || scroll_type == ONSCREEN_WARP) {
|
|
SDL_Rect r = map_area();
|
|
int spacing = round_double(add_spacing * hex_size());
|
|
r.x += spacing;
|
|
r.y += spacing;
|
|
r.w -= 2 * spacing;
|
|
r.h -= 2 * spacing;
|
|
|
|
if(!outside_area(r, minx, miny) && !outside_area(r, maxx, maxy)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// let's do "normal" rectangle math from now on
|
|
SDL_Rect locs_bbox {
|
|
minx,
|
|
miny,
|
|
maxx - minx + hex_size(),
|
|
maxy - miny + hex_size()
|
|
};
|
|
|
|
// target the center
|
|
int target_x = locs_bbox.x + locs_bbox.w / 2;
|
|
int target_y = locs_bbox.y + locs_bbox.h / 2;
|
|
|
|
if(scroll_type == ONSCREEN || scroll_type == ONSCREEN_WARP) {
|
|
// when doing an ONSCREEN scroll we do not center the target unless needed
|
|
SDL_Rect r = map_area();
|
|
int map_center_x = r.x + r.w / 2;
|
|
int map_center_y = r.y + r.h / 2;
|
|
|
|
int h = r.h;
|
|
int w = r.w;
|
|
|
|
// we do not want to be only inside the screen rect, but center a bit more
|
|
double inside_frac = 0.5; // 0.0 = always center the target, 1.0 = scroll the minimum distance
|
|
w = static_cast<int>(w * inside_frac);
|
|
h = static_cast<int>(h * inside_frac);
|
|
|
|
// shrink the rectangle by the size of the locations rectangle we found
|
|
// such that the new task to fit a point into a rectangle instead of rectangle into rectangle
|
|
w -= locs_bbox.w;
|
|
h -= locs_bbox.h;
|
|
|
|
if (w < 1) w = 1;
|
|
if (h < 1) h = 1;
|
|
|
|
r.x = target_x - w / 2;
|
|
r.y = target_y - h / 2;
|
|
r.w = w;
|
|
r.h = h;
|
|
|
|
// now any point within r is a possible target to scroll to
|
|
// we take the one with the minimum distance to map_center
|
|
// which will always be at the border of r
|
|
|
|
if(map_center_x < r.x) {
|
|
target_x = r.x;
|
|
target_y = utils::clamp(map_center_y, r.y, r.y + r.h - 1);
|
|
} else if(map_center_x > r.x + r.w - 1) {
|
|
target_x = r.x + r.w - 1;
|
|
target_y = utils::clamp(map_center_y, r.y, r.y + r.h - 1);
|
|
} else if(map_center_y < r.y) {
|
|
target_y = r.y;
|
|
target_x = utils::clamp(map_center_x, r.x, r.x + r.w - 1);
|
|
} else if(map_center_y > r.y + r.h - 1) {
|
|
target_y = r.y + r.h - 1;
|
|
target_x = utils::clamp(map_center_x, r.x, r.x + r.w - 1);
|
|
} else {
|
|
ERR_DP << "Bug in the scrolling code? Looks like we would not need to scroll after all..." << std::endl;
|
|
// keep the target at the center
|
|
}
|
|
}
|
|
|
|
scroll_to_xy(target_x, target_y, scroll_type, force);
|
|
}
|
|
|
|
void display::bounds_check_position()
|
|
{
|
|
const unsigned int orig_zoom = zoom_;
|
|
|
|
zoom_ = utils::clamp(zoom_, MinZoom, MaxZoom);
|
|
|
|
bounds_check_position(xpos_, ypos_);
|
|
|
|
if(zoom_ != orig_zoom) {
|
|
image::set_zoom(zoom_);
|
|
}
|
|
}
|
|
|
|
void display::bounds_check_position(int& xpos, int& ypos) const
|
|
{
|
|
const int tile_width = hex_width();
|
|
|
|
// Adjust for the border 2 times
|
|
const int xend = static_cast<int>(tile_width * (get_map().w() + 2 * theme_.border().size) + tile_width / 3);
|
|
const int yend = static_cast<int>(zoom_ * (get_map().h() + 2 * theme_.border().size) + zoom_ / 2);
|
|
|
|
xpos = utils::clamp(xpos, 0, xend - map_area().w);
|
|
ypos = utils::clamp(ypos, 0, yend - map_area().h);
|
|
}
|
|
|
|
double display::turbo_speed() const
|
|
{
|
|
bool res = turbo_;
|
|
if(keys_[SDLK_LSHIFT] || keys_[SDLK_RSHIFT]) {
|
|
res = !res;
|
|
}
|
|
|
|
res |= video_.faked();
|
|
if(res) {
|
|
return turbo_speed_;
|
|
}
|
|
|
|
return 1.0;
|
|
}
|
|
|
|
void display::set_idle_anim_rate(int rate)
|
|
{
|
|
idle_anim_rate_ = std::pow(2.0, -rate / 10.0);
|
|
}
|
|
|
|
map_labels& display::labels()
|
|
{
|
|
return *map_labels_;
|
|
}
|
|
|
|
const map_labels& display::labels() const
|
|
{
|
|
return *map_labels_;
|
|
}
|
|
|
|
const SDL_Rect& display::get_clip_rect()
|
|
{
|
|
return map_area();
|
|
}
|
|
|
|
image::TYPE display::get_image_type(const map_location& /*loc*/)
|
|
{
|
|
return image::TOD_COLORED;
|
|
}
|
|
|
|
void display::invalidate_animations()
|
|
{
|
|
new_animation_frame();
|
|
|
|
animate_map_ = preferences::animate_map();
|
|
if(animate_map_) {
|
|
for(const map_location& loc : get_visible_hexes()) {
|
|
if(shrouded(loc)) {
|
|
continue;
|
|
}
|
|
|
|
builder_->update_animation(loc);
|
|
}
|
|
}
|
|
|
|
#ifndef _OPENMP
|
|
for(const unit& u : dc_->units()) {
|
|
u.anim_comp().refresh();
|
|
}
|
|
|
|
for(const unit* u : *fake_unit_man_) {
|
|
u->anim_comp().refresh();
|
|
}
|
|
#else
|
|
std::vector<const unit*> open_mp_list;
|
|
for(const unit& u : dc_->units()) {
|
|
open_mp_list.push_back(&u);
|
|
}
|
|
|
|
// Note that it is an important assumption of the system that the fake units are added to the list
|
|
// after the real units, so that e.g. whiteboard planned moves are drawn over the real units.
|
|
for(const unit* u : *fake_unit_man_) {
|
|
open_mp_list.push_back(u);
|
|
}
|
|
|
|
// openMP can't iterate over std::size_t
|
|
const int omp_iterations = open_mp_list.size();
|
|
// #pragma omp parallel for shared(open_mp_list)
|
|
|
|
// This loop must not be parallelized. Refresh is not thread-safe; for one, unit filters are not thread safe.
|
|
// This is because, adding new "scoped" wml variables is not thread safe. Lua itself is not thread safe.
|
|
// When this loop was parallelized, assertion failures were reported in windows openmp builds.
|
|
for(int i = 0; i < omp_iterations; i++) {
|
|
open_mp_list[i]->anim_comp().refresh();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void display::reset_standing_animations()
|
|
{
|
|
for(const unit& u : dc_->units()) {
|
|
u.anim_comp().set_standing();
|
|
}
|
|
}
|
|
|
|
void display::add_arrow(arrow& arrow)
|
|
{
|
|
for(const map_location& loc : arrow.get_path()) {
|
|
arrows_map_[loc].push_back(&arrow);
|
|
}
|
|
}
|
|
|
|
void display::remove_arrow(arrow& arrow)
|
|
{
|
|
for(const map_location& loc : arrow.get_path()) {
|
|
arrows_map_[loc].remove(&arrow);
|
|
}
|
|
}
|
|
|
|
void display::update_arrow(arrow& arrow)
|
|
{
|
|
for(const map_location& loc : arrow.get_previous_path()) {
|
|
arrows_map_[loc].remove(&arrow);
|
|
}
|
|
|
|
for(const map_location& loc : arrow.get_path()) {
|
|
arrows_map_[loc].push_back(&arrow);
|
|
}
|
|
}
|
|
|
|
map_location display::get_middle_location() const
|
|
{
|
|
const SDL_Rect& rect = map_area();
|
|
return pixel_position_to_hex(xpos_ + rect.x + rect.w / 2, ypos_ + rect.y + rect.h / 2);
|
|
}
|
|
|
|
void display::write(config& cfg) const
|
|
{
|
|
cfg["view_locked"] = view_locked_;
|
|
cfg["color_adjust_red"] = color_adjust_.r;
|
|
cfg["color_adjust_green"] = color_adjust_.g;
|
|
cfg["color_adjust_blue"] = color_adjust_.b;
|
|
|
|
get_middle_location().write(cfg.add_child("location"));
|
|
}
|
|
|
|
void display::read(const config& cfg)
|
|
{
|
|
view_locked_ = cfg["view_locked"].to_bool(false);
|
|
color_adjust_.r = cfg["color_adjust_red"].to_int(0);
|
|
color_adjust_.g = cfg["color_adjust_green"].to_int(0);
|
|
color_adjust_.b = cfg["color_adjust_blue"].to_int(0);
|
|
}
|
|
|
|
//
|
|
// NEW RENDERING CODE =========================================================================
|
|
//
|
|
|
|
void display::draw_hex_overlays()
|
|
{
|
|
// DO NOTHING
|
|
}
|
|
|
|
void display::draw_visible_hexes(const rect_of_hexes& visible_hexes, TERRAIN_TYPE layer)
|
|
{
|
|
assert(builder_);
|
|
|
|
drawn_hexes_ = 0;
|
|
|
|
terrain_builder::TERRAIN_TYPE builder_terrain_type = layer == FOREGROUND
|
|
? terrain_builder::FOREGROUND
|
|
: terrain_builder::BACKGROUND;
|
|
|
|
for(const map_location& loc : visible_hexes) {
|
|
if(shrouded(loc)) {
|
|
continue;
|
|
}
|
|
|
|
//image::TYPE image_type = get_image_type(loc);
|
|
const time_of_day& tod = get_time_of_day(loc);
|
|
|
|
// Get the image list for this location.
|
|
const terrain_builder::imagelist* const terrains = builder_->get_terrain_at(loc, tod.id, builder_terrain_type);
|
|
if(!terrains) {
|
|
continue;
|
|
}
|
|
|
|
#if 0
|
|
image::light_string lt;
|
|
|
|
const time_of_day& tod = get_time_of_day(loc);
|
|
|
|
//get all the light transitions
|
|
map_location adjs[6];
|
|
get_adjacent_tiles(loc,adjs);
|
|
|
|
for(int d=0; d<6; ++d){
|
|
/* concave
|
|
_____
|
|
/ \
|
|
/ atod1 \_____
|
|
\ !tod / \
|
|
\_____/ atod2 \
|
|
/ \__\ !tod /
|
|
/ \_____/
|
|
\ tod /
|
|
\_____/*/
|
|
|
|
const time_of_day& atod1 = get_time_of_day(adjs[d]);
|
|
const time_of_day& atod2 = get_time_of_day(adjs[(d + 1) % 6]);
|
|
|
|
if(atod1.color == tod.color || atod2.color == tod.color || atod1.color != atod2.color)
|
|
continue;
|
|
|
|
if(lt.empty()) {
|
|
//color the full hex before adding transitions
|
|
tod_color col = tod.color + color_adjust_;
|
|
lt = image::get_light_string(0, col.r, col.g, col.b);
|
|
}
|
|
|
|
// add the directional transitions
|
|
tod_color acol = atod1.color + color_adjust_;
|
|
lt += image::get_light_string(d + 1, acol.r, acol.g, acol.b);
|
|
}
|
|
for(int d=0; d<6; ++d){
|
|
/* convex 1
|
|
_____
|
|
/ \
|
|
/ atod1 \_____
|
|
\ !tod / \
|
|
\_____/ atod2 \
|
|
/ \__\ tod /
|
|
/ \_____/
|
|
\ tod /
|
|
\_____/*/
|
|
|
|
const time_of_day& atod1 = get_time_of_day(adjs[d]);
|
|
const time_of_day& atod2 = get_time_of_day(adjs[(d + 1) % 6]);
|
|
|
|
if(atod1.color == tod.color || atod1.color == atod2.color)
|
|
continue;
|
|
|
|
if(lt.empty()) {
|
|
//color the full hex before adding transitions
|
|
tod_color col = tod.color + color_adjust_;
|
|
lt = image::get_light_string(0, col.r, col.g, col.b);
|
|
}
|
|
|
|
// add the directional transitions
|
|
tod_color acol = atod1.color + color_adjust_;
|
|
lt += image::get_light_string(d + 7, acol.r, acol.g, acol.b);
|
|
}
|
|
for(int d=0; d<6; ++d){
|
|
/* convex 2
|
|
_____
|
|
/ \
|
|
/ atod1 \_____
|
|
\ tod / \
|
|
\_____/ atod2 \
|
|
/ \__\ !tod /
|
|
/ \_____/
|
|
\ tod /
|
|
\_____/*/
|
|
|
|
const time_of_day& atod1 = get_time_of_day(adjs[d]);
|
|
const time_of_day& atod2 = get_time_of_day(adjs[(d + 1) % 6]);
|
|
|
|
if(atod2.color == tod.color || atod1.color == atod2.color)
|
|
continue;
|
|
|
|
if(lt.empty()) {
|
|
//color the full hex before adding transitions
|
|
tod_color col = tod.color + color_adjust_;
|
|
lt = image::get_light_string(0, col.r, col.g, col.b);
|
|
}
|
|
|
|
// add the directional transitions
|
|
tod_color acol = atod2.color + color_adjust_;
|
|
lt += image::get_light_string(d + 13, acol.r, acol.g, acol.b);
|
|
}
|
|
|
|
if(lt.empty()){
|
|
tod_color col = tod.color + color_adjust_;
|
|
if(!col.is_zero()){
|
|
// no real lightmap needed but still color the hex
|
|
lt = image::get_light_string(-1, col.r, col.g, col.b);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Cache the offmap name.
|
|
// Since it is themeable it can change, so don't make it static.
|
|
//const std::string off_map_name = "terrain/" + theme_.border().tile_image;
|
|
|
|
for(const auto& terrain : *terrains) {
|
|
const image::locator& image = animate_map_
|
|
? terrain.get_current_frame()
|
|
: terrain.get_first_frame();
|
|
|
|
// We prevent ToD coloring and brightening of off-map tiles,
|
|
// We need to test for the tile to be rendered and
|
|
// not the location, since the transitions are rendered
|
|
// over the offmap-terrain and these need a ToD coloring.
|
|
texture tex = image::get_texture(image, image::HEXED); // TODO: scaled to hex?
|
|
|
|
//const bool off_map = (image.get_filename() == off_map_name || image.get_modifications().find("NO_TOD_SHIFT()") != std::string::npos);
|
|
#if 0
|
|
if(off_map) {
|
|
surf = image::get_image(image, off_map ? image::SCALED_TO_HEX : image_type);
|
|
} else if(lt.empty()) {
|
|
surf = image::get_image(image, image::SCALED_TO_HEX);
|
|
} else {
|
|
surf = image::get_lighted_image(image, lt, image::SCALED_TO_HEX);
|
|
}
|
|
#endif
|
|
if(!tex.null()) {
|
|
render_scaled_to_zoom(tex, loc);
|
|
}
|
|
}
|
|
|
|
++drawn_hexes_;
|
|
}
|
|
}
|
|
|
|
void display::draw_gamemap()
|
|
{
|
|
// Currenty visible hexes.
|
|
const rect_of_hexes& visible_hexes = get_visible_hexes();
|
|
|
|
//
|
|
// Background terrains
|
|
//
|
|
draw_visible_hexes(visible_hexes, BACKGROUND);
|
|
|
|
//
|
|
// On-map overlays, such as [item]s.
|
|
//
|
|
for(const auto& overlay_record : *overlays_) {
|
|
const map_location& o_loc = overlay_record.first;
|
|
|
|
if(shrouded(o_loc)) {
|
|
continue;
|
|
}
|
|
|
|
const overlay& item = overlay_record.second;
|
|
const std::string& current_team_name = dc_->teams()[viewing_team()].team_name();
|
|
|
|
if((item.team_name.empty() || item.team_name.find(current_team_name) != std::string::npos) &&
|
|
(!fogged(o_loc) || item.visible_in_fog))
|
|
{
|
|
const texture tex = item.image.find("~NO_TOD_SHIFT()") == std::string::npos
|
|
? image::get_texture(item.image) // TODO
|
|
: image::get_texture(item.image);
|
|
|
|
// was: SCALED_TO_HEX
|
|
render_scaled_to_zoom(tex, o_loc);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Village flags
|
|
//
|
|
for(const team& t : dc_->teams()) {
|
|
auto& flag = flags_[t.side() - 1];
|
|
flag.update_last_draw_time();
|
|
|
|
for(const map_location& v_loc : t.villages()) {
|
|
if(!fogged(v_loc) || !dc_->get_team(viewing_side()).is_enemy(t.side())) {
|
|
|
|
// TODO: move this if-animated check to a helper function.
|
|
const image::locator& flag_image = animate_map_
|
|
? flag.get_current_frame()
|
|
: flag.get_first_frame();
|
|
|
|
render_scaled_to_zoom(image::get_texture(flag_image), v_loc);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// The grid overlay, if that's been enabled
|
|
//
|
|
if(grid_) {
|
|
for(const map_location& loc : visible_hexes) {
|
|
if(shrouded(loc)) {
|
|
continue;
|
|
}
|
|
|
|
// TODO: split into drawing layers? If not, combine into one image or texture.
|
|
static const texture grid_top = image::get_texture(game_config::images::grid_top);
|
|
render_scaled_to_zoom(grid_top, loc);
|
|
|
|
static const texture grid_bottom = image::get_texture(game_config::images::grid_bottom);
|
|
render_scaled_to_zoom(grid_bottom, loc);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Real (standing) units
|
|
//
|
|
if(!dc_->teams().empty()) {
|
|
unit_drawer drawer = unit_drawer(*this);
|
|
|
|
for(const unit& real_unit : dc_->units()) {
|
|
drawer.redraw_unit(real_unit);
|
|
}
|
|
|
|
// TODO: re-add exclusionary checks for exclusive_unit_draw_requests_ later on, if necessary.
|
|
#if 0
|
|
auto request = exclusive_unit_draw_requests_.find(loc);
|
|
if(request == exclusive_unit_draw_requests_.end() || request->second == u_it->id()) {};
|
|
#endif
|
|
}
|
|
|
|
//
|
|
// Foreground terrains. FIXME! sometimes cut off units...
|
|
//
|
|
draw_visible_hexes(visible_hexes, FOREGROUND);
|
|
|
|
//
|
|
// Fake (moving) units
|
|
//
|
|
if(!dc_->teams().empty()) {
|
|
unit_drawer drawer = unit_drawer(*this); // TODO: don't create this twice per cycle.
|
|
|
|
for(const unit* temp_unit : *fake_unit_man_) {
|
|
drawer.redraw_unit(*temp_unit);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Draws various overlays, such as reach maps, etc.
|
|
//
|
|
draw_hex_overlays();
|
|
|
|
//
|
|
// Hex cursor (TODO: split into layers?)
|
|
//
|
|
draw_hex_cursor(mouseoverHex_);
|
|
|
|
//
|
|
// Shroud and fog
|
|
//
|
|
for(const map_location& loc : visible_hexes) {
|
|
image::TYPE image_type = get_image_type(loc);
|
|
|
|
const bool is_shrouded = shrouded(loc);
|
|
const bool is_fogged = fogged(loc);
|
|
|
|
// Main images.
|
|
if(is_shrouded || is_fogged) {
|
|
|
|
// If is_shrouded is false, is_fogged is true
|
|
const std::string& weather_image = is_shrouded
|
|
? get_variant(shroud_images_, loc)
|
|
: get_variant(fog_images_, loc);
|
|
|
|
// TODO: image type
|
|
render_scaled_to_zoom(image::get_texture(weather_image), loc);
|
|
}
|
|
|
|
// Transitions to main hexes.
|
|
if(!is_shrouded) {
|
|
draw_fog_shroud_transition_images(loc, image_type);
|
|
}
|
|
}
|
|
|
|
// ================================================================================
|
|
// TODO: RE-ADD ALL THIS!
|
|
// ================================================================================
|
|
|
|
#if 0
|
|
|
|
//
|
|
// Mouseover overlays (TODO: delegate to editor)
|
|
//
|
|
if(loc == mouseoverHex_ && (on_map || (in_editor() && get_map().on_board_with_border(loc)))
|
|
&& mouseover_hex_overlay_ != nullptr)
|
|
{
|
|
render_scaled_to_zoom(mouseover_hex_overlay_, xpos, ypos);
|
|
}
|
|
|
|
//
|
|
// Arrows (whiteboard?) TODO:
|
|
//
|
|
auto arrows_in_hex = arrows_map_.find(loc);
|
|
if(arrows_in_hex != arrows_map_.end()) {
|
|
for(arrow* const a : arrows_in_hex->second) {
|
|
a->draw_hex(loc);
|
|
}
|
|
}
|
|
|
|
//
|
|
// ToD Mask
|
|
//
|
|
// Draw the time-of-day mask on top of the terrain in the hex.
|
|
// tod may differ from tod if hex is illuminated.
|
|
const std::string& tod_hex_mask = tod.image_mask;
|
|
if(tod_hex_mask1 != nullptr || tod_hex_mask2 != nullptr) {
|
|
drawing_queue_add(drawing_queue::LAYER_TERRAIN_FG, loc, xpos, ypos, tod_hex_mask1);
|
|
drawing_queue_add(drawing_queue::LAYER_TERRAIN_FG, loc, xpos, ypos, tod_hex_mask2);
|
|
} else if(!tod_hex_mask.empty()) {
|
|
drawing_queue_add(drawing_queue::LAYER_TERRAIN_FG, loc, xpos, ypos,
|
|
image::get_image(tod_hex_mask,image::SCALED_TO_HEX));
|
|
}
|
|
|
|
//
|
|
// Debugging output - coordinates, etc.
|
|
//
|
|
if(on_map) {
|
|
if(draw_coordinates_) {
|
|
int off_x = xpos + hex_size()/2;
|
|
int off_y = ypos + hex_size()/2;
|
|
surface text = font::get_rendered_text(lexical_cast<std::string>(loc), font::SIZE_SMALL, font::NORMAL_COLOR);
|
|
surface bg = create_neutral_surface(text->w, text->h);
|
|
SDL_Rect bg_rect {0, 0, text->w, text->h};
|
|
sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
|
|
off_x -= text->w / 2;
|
|
off_y -= text->h / 2;
|
|
if (draw_terrain_codes_) {
|
|
off_y -= text->h / 2;
|
|
}
|
|
if (draw_num_of_bitmaps_) {
|
|
off_y -= text->h / 2;
|
|
}
|
|
drawing_queue_add(drawing_queue::LAYER_FOG_SHROUD, loc, off_x, off_y, bg);
|
|
drawing_queue_add(drawing_queue::LAYER_FOG_SHROUD, loc, off_x, off_y, text);
|
|
}
|
|
|
|
if(draw_terrain_codes_ && (game_config::debug || !shrouded(loc))) {
|
|
int off_x = xpos + hex_size()/2;
|
|
int off_y = ypos + hex_size()/2;
|
|
surface text = font::get_rendered_text(lexical_cast<std::string>(get_map().get_terrain(loc)), font::SIZE_SMALL, font::NORMAL_COLOR);
|
|
surface bg = create_neutral_surface(text->w, text->h);
|
|
SDL_Rect bg_rect {0, 0, text->w, text->h};
|
|
sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
|
|
off_x -= text->w / 2;
|
|
off_y -= text->h / 2;
|
|
if (draw_coordinates_ && !draw_num_of_bitmaps_) {
|
|
off_y += text->h / 2;
|
|
} else if (draw_num_of_bitmaps_ && !draw_coordinates_) {
|
|
off_y -= text->h / 2;
|
|
}
|
|
drawing_queue_add(drawing_queue::LAYER_FOG_SHROUD, loc, off_x, off_y, bg);
|
|
drawing_queue_add(drawing_queue::LAYER_FOG_SHROUD, loc, off_x, off_y, text);
|
|
}
|
|
|
|
if(draw_num_of_bitmaps_) {
|
|
int off_x = xpos + hex_size()/2;
|
|
int off_y = ypos + hex_size()/2;
|
|
surface text = font::get_rendered_text(lexical_cast<std::string>(num_images_bg + num_images_fg), font::SIZE_SMALL, font::NORMAL_COLOR);
|
|
surface bg = create_neutral_surface(text->w, text->h);
|
|
SDL_Rect bg_rect {0, 0, text->w, text->h};
|
|
sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
|
|
off_x -= text->w / 2;
|
|
off_y -= text->h / 2;
|
|
if (draw_coordinates_) {
|
|
off_y += text->h / 2;
|
|
}
|
|
if (draw_terrain_codes_) {
|
|
off_y += text->h / 2;
|
|
}
|
|
drawing_queue_add(drawing_queue::LAYER_FOG_SHROUD, loc, off_x, off_y, bg);
|
|
drawing_queue_add(drawing_queue::LAYER_FOG_SHROUD, loc, off_x, off_y, text);
|
|
}
|
|
}
|
|
|
|
if(debug_foreground) {
|
|
drawing_queue_add(drawing_queue::LAYER_UNIT_DEFAULT, loc, xpos, ypos,
|
|
image::get_image("terrain/foreground.png", image_type));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void display::draw()
|
|
{
|
|
// Execute any pre-draw actions from derived classes.
|
|
pre_draw();
|
|
|
|
// Draw theme background.
|
|
draw_background();
|
|
|
|
// Progress animations.
|
|
invalidate_animations();
|
|
|
|
// draw_minimap();
|
|
|
|
// Draw the gamemap and its contents (units, etc)
|
|
{
|
|
SDL_Rect map_area_rect = map_area();
|
|
render_clip_rect_setter setter(&map_area_rect);
|
|
|
|
draw_gamemap();
|
|
}
|
|
|
|
// Draw debugging aids such as the FPS counter.
|
|
draw_debugging_aids();
|
|
|
|
// Draw floating labels (includes map labels).
|
|
font::draw_floating_labels();
|
|
|
|
// TODO: what dis?
|
|
// events::raise_volatile_draw_event();
|
|
// events::raise_volatile_undraw_event();
|
|
|
|
// Execute any post-draw actions from derived classes.
|
|
post_draw();
|
|
}
|
|
|
|
void display::handle_window_event(const SDL_Event& event)
|
|
{
|
|
if(event.type == SDL_WINDOWEVENT) {
|
|
switch(event.window.event) {
|
|
case SDL_WINDOWEVENT_RESIZED:
|
|
case SDL_WINDOWEVENT_RESTORED:
|
|
case SDL_WINDOWEVENT_EXPOSED:
|
|
// TODO: add additional handling here if needed.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void display::handle_event(const SDL_Event& /*event*/)
|
|
{
|
|
if(gui2::dialogs::loading_screen::displaying()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
display* display::singleton_ = nullptr;
|