mirror of
https://github.com/wesnoth/wesnoth
synced 2025-04-17 15:53:59 +00:00
3187 lines
86 KiB
C++
3187 lines
86 KiB
C++
/*
|
|
Copyright (C) 2003 - 2022
|
|
by David White <dave@whitevine.net>
|
|
Part of the Battle for Wesnoth Project https://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 "arrow.hpp"
|
|
#include "color.hpp"
|
|
#include "cursor.hpp"
|
|
#include "display.hpp"
|
|
#include "draw.hpp"
|
|
#include "fake_unit_manager.hpp"
|
|
#include "filesystem.hpp"
|
|
#include "font/sdl_ttf_compat.hpp"
|
|
#include "font/text.hpp"
|
|
#include "preferences/game.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/map.hpp"
|
|
#include "map/label.hpp"
|
|
#include "minimap.hpp"
|
|
#include "overlay.hpp"
|
|
#include "play_controller.hpp" //note: this can probably be refactored out
|
|
#include "reports.hpp"
|
|
#include "resources.hpp"
|
|
#include "sdl/utils.hpp" // fill_surface_rect
|
|
#include "show_dialog.hpp"
|
|
#include "synced_context.hpp"
|
|
#include "team.hpp"
|
|
#include "terrain/builder.hpp"
|
|
#include "time_of_day.hpp"
|
|
#include "tooltips.hpp"
|
|
#include "tod_manager.hpp"
|
|
#include "units/unit.hpp"
|
|
#include "units/animation_component.hpp"
|
|
#include "units/drawer.hpp"
|
|
#include "units/orb_status.hpp"
|
|
#include "whiteboard/manager.hpp"
|
|
|
|
#include <SDL2/SDL_image.h>
|
|
|
|
#include <algorithm>
|
|
#include <array>
|
|
#include <cmath>
|
|
#include <iomanip>
|
|
#include <numeric>
|
|
#include <utility>
|
|
|
|
#ifdef _WIN32
|
|
#include <windows.h>
|
|
#endif
|
|
|
|
// Includes for bug #17573
|
|
|
|
static lg::log_domain log_display("display");
|
|
#define ERR_DP LOG_STREAM(err, log_display)
|
|
#define WRN_DP LOG_STREAM(warn, 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 {
|
|
// if this is enabled with :benchmark, then everything is marked as invalid and redrawn each time
|
|
bool benchmark = false;
|
|
|
|
bool debug_foreground = false;
|
|
|
|
int prevLabel = 0;
|
|
}
|
|
|
|
unsigned int display::zoom_ = DefaultZoom;
|
|
unsigned int display::last_zoom_ = SmallZoom;
|
|
|
|
// Returns index of zoom_levels which is closest match to input zoom_level
|
|
// Assumption: zoom_levels is a sorted vector of ascending tile sizes
|
|
static int get_zoom_levels_index(unsigned int zoom_level)
|
|
{
|
|
zoom_level = std::clamp(zoom_level, MinZoom, MaxZoom); // ensure zoom_level is within zoom_levels bounds
|
|
auto iter = std::lower_bound(zoom_levels.begin(), zoom_levels.end(), zoom_level);
|
|
|
|
// find closest match
|
|
if(iter != zoom_levels.begin() && iter != zoom_levels.end()) {
|
|
float diff = *iter - *(iter - 1);
|
|
float lower = (zoom_level - *(iter - 1)) / diff;
|
|
float upper = (*iter - zoom_level) / diff;
|
|
|
|
// the previous element is closer to zoom_level than the current one
|
|
if(lower < upper) {
|
|
iter--;
|
|
}
|
|
}
|
|
|
|
return std::distance(zoom_levels.begin(), iter);
|
|
}
|
|
|
|
void display::parse_team_overlays()
|
|
{
|
|
const team& curr_team = dc_->teams()[playing_team()];
|
|
const team& prev_team = playing_team() == 0
|
|
? dc_->teams().back()
|
|
: dc_->get_team(playing_team());
|
|
for (const auto& i : get_overlays()) {
|
|
for(const overlay& ov : i.second) {
|
|
if(!ov.team_name.empty() &&
|
|
((ov.team_name.find(curr_team.team_name()) + 1) != 0) !=
|
|
((ov.team_name.find(prev_team.team_name()) + 1) != 0))
|
|
{
|
|
invalidate(i.first);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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, float z_order)
|
|
{
|
|
if (halo_man_) {
|
|
halo::handle halo_handle;
|
|
if(halo != "") {
|
|
halo_handle = halo_man_->add(get_location_x(loc) + hex_size() / 2,
|
|
get_location_y(loc) + hex_size() / 2, halo, loc);
|
|
}
|
|
|
|
std::vector<overlay>& overlays = get_overlays()[loc];
|
|
auto it = std::find_if(overlays.begin(), overlays.end(), [z_order](const overlay& ov) { return ov.z_order > z_order; });
|
|
overlays.emplace(it, img, halo, halo_handle, team_name, item_id, visible_under_fog, z_order);
|
|
}
|
|
}
|
|
|
|
void display::remove_overlay(const map_location& loc)
|
|
{
|
|
get_overlays().erase(loc);
|
|
}
|
|
|
|
void display::remove_single_overlay(const map_location& loc, const std::string& toDelete)
|
|
{
|
|
std::vector<overlay>& overlays = get_overlays()[loc];
|
|
overlays.erase(
|
|
std::remove_if(
|
|
overlays.begin(), overlays.end(),
|
|
[&toDelete](const overlay& ov) { return ov.image == toDelete || ov.halo == toDelete || ov.id == toDelete; }
|
|
),
|
|
overlays.end()
|
|
);
|
|
}
|
|
|
|
display::display(const display_context* dc,
|
|
std::weak_ptr<wb::manager> wb,
|
|
reports& reports_object,
|
|
const std::string& theme_id,
|
|
const config& level,
|
|
bool auto_join)
|
|
: video2::draw_layering(auto_join)
|
|
, dc_(dc)
|
|
, halo_man_(new halo::manager(*this))
|
|
, wb_(wb)
|
|
, exclusive_unit_draw_requests_()
|
|
, screen_(CVideo::get_singleton())
|
|
, currentTeam_(0)
|
|
, dont_show_all_(false)
|
|
, xpos_(0)
|
|
, ypos_(0)
|
|
, view_locked_(false)
|
|
, theme_(theme::get_theme_config(theme_id.empty() ? preferences::theme() : theme_id), screen_.draw_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)
|
|
, redraw_background_(true)
|
|
, invalidateAll_(true)
|
|
, diagnostic_label_(0)
|
|
, panelsDrawn_(false)
|
|
, invalidateGameStatus_(true)
|
|
, map_labels_(new map_labels(nullptr))
|
|
, reports_object_(&reports_object)
|
|
, scroll_event_("scrolled")
|
|
, frametimes_(50)
|
|
, fps_counter_()
|
|
, fps_start_()
|
|
, fps_actual_()
|
|
, reportRects_()
|
|
, reportSurfaces_()
|
|
, reports_()
|
|
, menu_buttons_()
|
|
, action_buttons_()
|
|
, invalidated_()
|
|
, mouseover_hex_overlay_()
|
|
, tod_hex_mask1(nullptr)
|
|
, tod_hex_mask2(nullptr)
|
|
, fog_images_()
|
|
, shroud_images_()
|
|
, selectedHex_()
|
|
, mouseoverHex_()
|
|
, keys_()
|
|
, animate_map_(true)
|
|
, animate_water_(true)
|
|
, flags_()
|
|
, activeTeam_(0)
|
|
, drawing_buffer_()
|
|
, map_screenshot_(false)
|
|
, reach_map_()
|
|
, reach_map_old_()
|
|
, reach_map_changed_(true)
|
|
, fps_handle_(0)
|
|
, invalidated_hexes_(0)
|
|
, drawn_hexes_(0)
|
|
, redraw_observers_()
|
|
, draw_coordinates_(false)
|
|
, draw_terrain_codes_(false)
|
|
, draw_num_of_bitmaps_(false)
|
|
, arrows_map_()
|
|
, color_adjust_()
|
|
, dirty_()
|
|
{
|
|
//The following assertion fails when starting a campaign
|
|
assert(singleton_ == nullptr);
|
|
singleton_ = this;
|
|
|
|
resources::fake_units = fake_unit_man_.get();
|
|
|
|
blindfold_ctr_ = 0;
|
|
|
|
read(level.child_or_empty("display"));
|
|
|
|
if (screen_.non_interactive()
|
|
&& screen_.surface_initialized()
|
|
&& screen_.faked())
|
|
{
|
|
screen_.lock_updates(true);
|
|
}
|
|
|
|
fill_images_list(game_config::fog_prefix, fog_images_);
|
|
fill_images_list(game_config::shroud_prefix, shroud_images_);
|
|
|
|
unsigned int tile_size = preferences::tile_size();
|
|
if(tile_size < MinZoom || tile_size > MaxZoom)
|
|
tile_size = DefaultZoom;
|
|
zoom_index_ = get_zoom_levels_index(tile_size);
|
|
zoom_ = zoom_levels[zoom_index_];
|
|
if(zoom_ != preferences::tile_size()) // correct saved tile_size if necessary
|
|
preferences::set_tile_size(zoom_);
|
|
|
|
image::set_zoom(zoom_);
|
|
|
|
init_flags();
|
|
|
|
if(!menu_buttons_.empty() || !action_buttons_.empty()) {
|
|
create_buttons();
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
// Increase timer resolution to prevent delays getting much longer than they should.
|
|
timeBeginPeriod(1u);
|
|
#endif
|
|
}
|
|
|
|
display::~display()
|
|
{
|
|
#ifdef _WIN32
|
|
timeEndPeriod(1u);
|
|
#endif
|
|
|
|
singleton_ = nullptr;
|
|
resources::fake_units = nullptr;
|
|
}
|
|
|
|
void display::set_theme(const std::string& new_theme)
|
|
{
|
|
theme_ = theme{theme::get_theme_config(new_theme), screen_.draw_area()};
|
|
builder_->set_draw_border(theme_.border().show_border);
|
|
menu_buttons_.clear();
|
|
action_buttons_.clear();
|
|
create_buttons();
|
|
invalidate_theme();
|
|
rebuild_all();
|
|
redraw_everything();
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void display::reinit_flags_for_team(const team& t)
|
|
{
|
|
init_flags_for_side_internal(t.side() - 1, t.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(const 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";
|
|
}
|
|
}
|
|
|
|
texture display::get_flag(const map_location& loc)
|
|
{
|
|
if(!get_map().is_village(loc)) {
|
|
return texture();
|
|
}
|
|
|
|
for (const team& t : dc_->teams()) {
|
|
if (t.owns_village(loc) && (!fogged(loc) || !dc_->get_team(viewing_side()).is_enemy(t.side())))
|
|
{
|
|
auto& flag = flags_[t.side() - 1];
|
|
flag.update_last_draw_time();
|
|
const image::locator &image_flag = animate_map_ ?
|
|
flag.get_current_frame() : flag.get_first_frame();
|
|
return image::get_texture(image_flag, image::TOD_COLORED);
|
|
}
|
|
}
|
|
|
|
return texture();
|
|
}
|
|
|
|
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;
|
|
invalidate_game_status();
|
|
}
|
|
|
|
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)
|
|
{
|
|
//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()
|
|
{
|
|
redraw_background_ = true;
|
|
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(*this));
|
|
}
|
|
|
|
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();
|
|
|
|
if(max_area.w < res.w) {
|
|
// map is smaller, center
|
|
res.x += (res.w - max_area.w) / 2;
|
|
res.w = max_area.w;
|
|
}
|
|
|
|
if(max_area.h < res.h) {
|
|
// map is smaller, center
|
|
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));
|
|
}
|
|
|
|
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);
|
|
if(loc.x < 0) {
|
|
loc.x = 0;
|
|
} else if(loc.x >= get_map().w()) {
|
|
loc.x = get_map().w() - 1;
|
|
}
|
|
|
|
if(loc.y < 0) {
|
|
loc.y = 0;
|
|
} else if(loc.y >= get_map().h()) {
|
|
loc.y = get_map().h() - 1;
|
|
}
|
|
|
|
return loc;
|
|
}
|
|
|
|
surface display::screenshot(bool map_screenshot)
|
|
{
|
|
if (!map_screenshot) {
|
|
LOG_DP << "taking ordinary screenshot" << std::endl;
|
|
return screen_.read_pixels();
|
|
}
|
|
|
|
if (get_map().empty()) {
|
|
ERR_DP << "No map loaded, cannot create a map screenshot.\n";
|
|
return nullptr;
|
|
}
|
|
|
|
// back up the current map view position and move to top-left
|
|
int old_xpos = xpos_;
|
|
int old_ypos = ypos_;
|
|
xpos_ = 0;
|
|
ypos_ = 0;
|
|
|
|
// Reroute render output to a separate texture until the end of scope.
|
|
SDL_Rect area = max_map_area();
|
|
if (area.w > 1 << 16 || area.h > 1 << 16) {
|
|
WRN_DP << "Excessively large map screenshot area" << std::endl;
|
|
}
|
|
LOG_DP << "creating " << area.w << " by " << area.h
|
|
<< " texture for map screenshot" << std::endl;
|
|
texture output_texture(area.w, area.h, SDL_TEXTUREACCESS_TARGET);
|
|
auto target_setter = draw::set_render_target(output_texture);
|
|
auto clipper = draw::set_clip(area);
|
|
|
|
map_screenshot_ = true;
|
|
dirty_ = true;
|
|
|
|
DBG_DP << "draw() call for map screenshot\n";
|
|
draw();
|
|
|
|
map_screenshot_ = false;
|
|
|
|
// Restore map viewport position
|
|
xpos_ = old_xpos;
|
|
ypos_ = old_ypos;
|
|
|
|
// Read rendered pixels back as an SDL surface.
|
|
return video().read_pixels();
|
|
}
|
|
|
|
std::shared_ptr<gui::button> display::find_action_button(const std::string& id)
|
|
{
|
|
for(auto& b : action_buttons_) {
|
|
if(b->id() == id) {
|
|
return b;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
std::shared_ptr<gui::button> display::find_menu_button(const std::string& id)
|
|
{
|
|
for(auto& b : menu_buttons_) {
|
|
if(b->id() == id) {
|
|
return b;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void display::layout_buttons()
|
|
{
|
|
DBG_DP << "positioning menu buttons...\n";
|
|
for(const auto& menu : theme_.menus()) {
|
|
if(auto b = find_menu_button(menu.get_id())) {
|
|
const SDL_Rect& loc = menu.location(screen_.draw_area());
|
|
b->set_location(loc);
|
|
b->set_measurements(0,0);
|
|
b->set_label(menu.title());
|
|
b->set_image(menu.image());
|
|
}
|
|
}
|
|
|
|
DBG_DP << "positioning action buttons...\n";
|
|
for(const auto& action : theme_.actions()) {
|
|
if(auto b = find_action_button(action.get_id())) {
|
|
const SDL_Rect& loc = action.location(screen_.draw_area());
|
|
b->set_location(loc);
|
|
b->set_measurements(0,0);
|
|
b->set_label(action.title());
|
|
b->set_image(action.image());
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace
|
|
{
|
|
gui::button::TYPE string_to_button_type(const std::string& type)
|
|
{
|
|
if(type == "checkbox") {
|
|
return gui::button::TYPE_CHECK;
|
|
} else if(type == "image") {
|
|
return gui::button::TYPE_IMAGE;
|
|
} else if(type == "radiobox") {
|
|
return gui::button::TYPE_RADIO;
|
|
} else if(type == "turbo") {
|
|
return gui::button::TYPE_TURBO;
|
|
} else {
|
|
return gui::button::TYPE_PRESS;
|
|
}
|
|
}
|
|
|
|
const std::string& get_direction(std::size_t n)
|
|
{
|
|
using namespace std::literals::string_literals;
|
|
static const std::array dirs{"-n"s, "-ne"s, "-se"s, "-s"s, "-sw"s, "-nw"s};
|
|
return dirs[n >= dirs.size() ? 0 : n];
|
|
}
|
|
} // namespace
|
|
|
|
void display::create_buttons()
|
|
{
|
|
if(screen_.faked()) {
|
|
return;
|
|
}
|
|
|
|
menu_buttons_.clear();
|
|
action_buttons_.clear();
|
|
|
|
DBG_DP << "creating menu buttons...\n";
|
|
for(const auto& menu : theme_.menus()) {
|
|
if(!menu.is_button()) {
|
|
continue;
|
|
}
|
|
|
|
auto b = std::make_shared<gui::button>(screen_, menu.title(), gui::button::TYPE_PRESS, menu.image(),
|
|
gui::button::DEFAULT_SPACE, false, menu.overlay(), font::SIZE_BUTTON_SMALL);
|
|
|
|
DBG_DP << "drawing button " << menu.get_id() << "\n";
|
|
b->join_same(this);
|
|
b->set_id(menu.get_id());
|
|
if(!menu.tooltip().empty()) {
|
|
b->set_tooltip_string(menu.tooltip());
|
|
}
|
|
|
|
if(auto b_prev = find_menu_button(b->id())) {
|
|
b->enable(b_prev->enabled());
|
|
}
|
|
|
|
menu_buttons_.push_back(std::move(b));
|
|
}
|
|
|
|
DBG_DP << "creating action buttons...\n";
|
|
for(const auto& action : theme_.actions()) {
|
|
auto b = std::make_shared<gui::button>(screen_, action.title(), string_to_button_type(action.type()),
|
|
action.image(), gui::button::DEFAULT_SPACE, false, action.overlay(), font::SIZE_BUTTON_SMALL);
|
|
|
|
DBG_DP << "drawing button " << action.get_id() << "\n";
|
|
b->set_id(action.get_id());
|
|
b->join_same(this);
|
|
if(!action.tooltip(0).empty()) {
|
|
b->set_tooltip_string(action.tooltip(0));
|
|
}
|
|
|
|
if(auto b_prev = find_action_button(b->id())) {
|
|
b->enable(b_prev->enabled());
|
|
if(b_prev->get_type() == gui::button::TYPE_CHECK) {
|
|
b->set_check(b_prev->checked());
|
|
}
|
|
}
|
|
|
|
action_buttons_.push_back(std::move(b));
|
|
}
|
|
|
|
layout_buttons();
|
|
DBG_DP << "buttons created\n";
|
|
}
|
|
|
|
void display::render_buttons()
|
|
{
|
|
for(auto& btn : menu_buttons_) {
|
|
btn->set_dirty(true);
|
|
btn->draw();
|
|
}
|
|
|
|
for(auto& btn : action_buttons_) {
|
|
btn->set_dirty(true);
|
|
btn->draw();
|
|
}
|
|
}
|
|
|
|
std::vector<texture> display::get_fog_shroud_images(const map_location& loc, image::TYPE image_type)
|
|
{
|
|
std::vector<std::string> names;
|
|
const auto adjacent = get_adjacent_tiles(loc);
|
|
|
|
enum visibility { FOG = 0, SHROUD = 1, CLEAR = 2 };
|
|
std::array<visibility, 6> tiles;
|
|
|
|
const std::array 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;
|
|
std::string name;
|
|
stream << *image_prefix[v];
|
|
|
|
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 get the textures
|
|
std::vector<texture> res;
|
|
|
|
for(const std::string& name : names) {
|
|
if(texture tex = image::get_texture(name, image_type)) {
|
|
res.push_back(std::move(tex));
|
|
}
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
void display::get_terrain_images(const map_location& loc, const std::string& timeid, TERRAIN_TYPE terrain_type)
|
|
{
|
|
terrain_image_vector_.clear();
|
|
|
|
image::light_string lt;
|
|
const time_of_day& tod = get_time_of_day(loc);
|
|
|
|
// get all the light transitions
|
|
const auto adjs = get_adjacent_tiles(loc);
|
|
std::array<const time_of_day*, adjs.size()> atods;
|
|
|
|
for(std::size_t d = 0; d < adjs.size(); ++d) {
|
|
atods[d] = &get_time_of_day(adjs[d]);
|
|
}
|
|
|
|
for(int d = 0; d < 6; ++d) {
|
|
/*
|
|
concave
|
|
_____
|
|
/ \
|
|
/ atod1 \_____
|
|
\ !tod / \
|
|
\_____/ atod2 \
|
|
/ \__\ !tod /
|
|
/ \_____/
|
|
\ tod /
|
|
\_____/
|
|
*/
|
|
|
|
const time_of_day& atod1 = *atods[d];
|
|
const time_of_day& atod2 = *atods[(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 = *atods[d];
|
|
const time_of_day& atod2 = *atods[(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 = *atods[d];
|
|
const time_of_day& atod2 = *atods[(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);
|
|
}
|
|
}
|
|
|
|
const terrain_builder::TERRAIN_TYPE builder_terrain_type = terrain_type == FOREGROUND
|
|
? terrain_builder::FOREGROUND
|
|
: terrain_builder::BACKGROUND;
|
|
|
|
if(const terrain_builder::imagelist* const terrains = builder_->get_terrain_at(loc, timeid, builder_terrain_type)) {
|
|
// 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;
|
|
const bool off_map = (image.get_filename() == off_map_name
|
|
|| image.get_modifications().find("NO_TOD_SHIFT()") != std::string::npos);
|
|
|
|
if(off_map) {
|
|
tex = image::get_texture(image, image::HEXED);
|
|
} else if(lt.empty()) {
|
|
tex = image::get_texture(image, image::HEXED);
|
|
} else {
|
|
tex = image::get_lighted_texture(image, lt);
|
|
}
|
|
|
|
if(tex) {
|
|
terrain_image_vector_.push_back(std::move(tex));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void display::drawing_buffer_add(const drawing_layer layer,
|
|
const map_location& loc, const SDL_Rect& dest, const texture& tex,
|
|
const SDL_Rect &clip, bool hflip, bool vflip, uint8_t alpha_mod)
|
|
{
|
|
drawing_buffer_.emplace_back(
|
|
layer, loc, dest, tex, clip, hflip, vflip, alpha_mod
|
|
);
|
|
}
|
|
|
|
void display::drawing_buffer_add(const drawing_layer layer,
|
|
const map_location& loc, const SDL_Rect& dest,
|
|
const std::vector<texture> &tex,
|
|
const SDL_Rect &clip, bool hflip, bool vflip, uint8_t alpha_mod)
|
|
{
|
|
drawing_buffer_.emplace_back(
|
|
layer, loc, dest, tex, clip, hflip, vflip, alpha_mod
|
|
);
|
|
}
|
|
|
|
enum {
|
|
// you may adjust the following when needed:
|
|
|
|
// maximum border. 3 should be safe even if a larger border is in use somewhere
|
|
MAX_BORDER = 3,
|
|
|
|
// store x, y, and layer in one 32 bit integer
|
|
// 4 most significant bits == layer group => 16
|
|
BITS_FOR_LAYER_GROUP = 4,
|
|
|
|
// 10 second most significant bits == y => 1024
|
|
BITS_FOR_Y = 10,
|
|
|
|
// 1 third most significant bit == x parity => 2
|
|
BITS_FOR_X_PARITY = 1,
|
|
|
|
// 8 fourth most significant bits == layer => 256
|
|
BITS_FOR_LAYER = 8,
|
|
|
|
// 9 least significant bits == x / 2 => 512 (really 1024 for x)
|
|
BITS_FOR_X_OVER_2 = 9
|
|
};
|
|
|
|
inline display::drawing_buffer_key::drawing_buffer_key(const map_location &loc, drawing_layer layer)
|
|
: key_(0)
|
|
{
|
|
// Start with the index of last group entry...
|
|
unsigned int group_i = layer_groups.size() - 1;
|
|
|
|
// ...and works backwards until the group containing the specified layer is found.
|
|
while(layer < layer_groups[group_i]) {
|
|
--group_i;
|
|
}
|
|
|
|
enum {
|
|
SHIFT_LAYER = BITS_FOR_X_OVER_2,
|
|
SHIFT_X_PARITY = BITS_FOR_LAYER + SHIFT_LAYER,
|
|
SHIFT_Y = BITS_FOR_X_PARITY + SHIFT_X_PARITY,
|
|
SHIFT_LAYER_GROUP = BITS_FOR_Y + SHIFT_Y
|
|
};
|
|
static_assert(SHIFT_LAYER_GROUP + BITS_FOR_LAYER_GROUP == sizeof(key_) * 8, "Bit field too small");
|
|
|
|
// the parity of x must be more significant than the layer but less significant than y.
|
|
// Thus basically every row is split in two: First the row containing all the odd x
|
|
// then the row containing all the even x. Since thus the least significant bit of x is
|
|
// not required for x ordering anymore it can be shifted out to the right.
|
|
const unsigned int x_parity = static_cast<unsigned int>(loc.x) & 1;
|
|
key_ = (group_i << SHIFT_LAYER_GROUP) | (static_cast<unsigned int>(loc.y + MAX_BORDER) << SHIFT_Y);
|
|
key_ |= (x_parity << SHIFT_X_PARITY);
|
|
key_ |= (static_cast<unsigned int>(layer) << SHIFT_LAYER) | static_cast<unsigned int>(loc.x + MAX_BORDER) / 2;
|
|
}
|
|
|
|
void display::drawing_buffer_commit()
|
|
{
|
|
// std::list::sort() is a stable sort
|
|
drawing_buffer_.sort();
|
|
|
|
auto clipper = draw::set_clip(map_area());
|
|
|
|
/*
|
|
* Info regarding the rendering algorithm.
|
|
*
|
|
* In order to render a hex properly it needs to be rendered per row. On
|
|
* this row several layers need to be drawn at the same time. Mainly the
|
|
* unit and the background terrain. This is needed since both can spill
|
|
* in the next hex. The foreground terrain needs to be drawn before to
|
|
* avoid decapitation a unit.
|
|
*
|
|
* This ended in the following priority order:
|
|
* layergroup > location > layer > 'blit_helper' > surface
|
|
*/
|
|
|
|
// TODO: highdpi - perhaps it might be desirable to optionally apply colour and alpha modifiers here?
|
|
for(const blit_helper& blit : drawing_buffer_) {
|
|
for(texture tex : blit.tex()) {
|
|
const SDL_Rect& src = blit.clip();
|
|
const uint8_t alpha_mod = blit.alpha_mod();
|
|
const bool hflip = blit.hflip();
|
|
const bool vflip = blit.vflip();
|
|
if (alpha_mod != SDL_ALPHA_OPAQUE) {
|
|
tex.set_alpha_mod(alpha_mod);
|
|
}
|
|
if (src != sdl::empty_rect) {
|
|
draw::flipped(tex, blit.dest(), src, hflip, vflip);
|
|
} else {
|
|
draw::flipped(tex, blit.dest(), hflip, vflip);
|
|
}
|
|
if (alpha_mod != SDL_ALPHA_OPAQUE) {
|
|
tex.set_alpha_mod(SDL_ALPHA_OPAQUE);
|
|
}
|
|
}
|
|
}
|
|
drawing_buffer_clear();
|
|
}
|
|
|
|
void display::drawing_buffer_clear()
|
|
{
|
|
drawing_buffer_.clear();
|
|
}
|
|
|
|
void display::toggle_benchmark()
|
|
{
|
|
benchmark = !benchmark;
|
|
}
|
|
|
|
void display::toggle_debug_foreground()
|
|
{
|
|
debug_foreground = !debug_foreground;
|
|
}
|
|
|
|
void display::flip()
|
|
{
|
|
if(video().faked()) {
|
|
return;
|
|
}
|
|
|
|
font::draw_floating_labels();
|
|
events::raise_volatile_draw_event();
|
|
|
|
video().render_screen();
|
|
|
|
events::raise_volatile_undraw_event();
|
|
font::undraw_floating_labels();
|
|
}
|
|
|
|
// frametime is in milliseconds
|
|
static unsigned calculate_fps(unsigned frametime)
|
|
{
|
|
return frametime != 0u ? 1000u / frametime : 999u;
|
|
}
|
|
|
|
void display::update_display()
|
|
{
|
|
if (screen_.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);
|
|
fps_history_.emplace_back(min_fps, avg_fps, max_fps);
|
|
frames = 0;
|
|
|
|
// flush out the stored fps values every so often
|
|
if(fps_history_.size() == 1000) {
|
|
std::string filename = filesystem::get_user_data_dir()+"/fps_log.csv";
|
|
filesystem::scoped_ostream fps_log = filesystem::ostream_file(filename, std::ios_base::binary | std::ios_base::app);
|
|
for(const auto& fps : fps_history_) {
|
|
*fps_log << std::get<0>(fps) << "," << std::get<1>(fps) << "," << std::get<2>(fps) << "\n";
|
|
}
|
|
fps_history_.clear();
|
|
}
|
|
|
|
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;
|
|
if (drawn_hexes_ != invalidated_hexes_)
|
|
stream << " (" << (invalidated_hexes_-drawn_hexes_)*1.0/sample_freq << ")";
|
|
}
|
|
drawn_hexes_ = 0;
|
|
invalidated_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;
|
|
invalidated_hexes_ = 0;
|
|
}
|
|
|
|
flip();
|
|
}
|
|
static void draw_panel(CVideo &video, const theme::panel& panel, std::vector<std::shared_ptr<gui::button>>& /*buttons*/)
|
|
{
|
|
//log_scope("draw panel");
|
|
DBG_DP << "drawing panel " << panel.get_id() << "\n";
|
|
|
|
// TODO: highdpi - draw area should probably be moved to new drawing API
|
|
const SDL_Rect screen = video.draw_area();
|
|
SDL_Rect& loc = panel.location(screen);
|
|
|
|
DBG_DP << "panel location: " << loc << std::endl;
|
|
|
|
if (panel.image().empty()) {
|
|
DBG_DP << "no panel image given" << std::endl;
|
|
return;
|
|
}
|
|
|
|
texture tex(image::get_texture(panel.image()));
|
|
if (!tex) {
|
|
ERR_DP << "failed to load panel texture ("
|
|
<< "id: " << panel.get_id()
|
|
<< ", image: " << panel.image()
|
|
<< ")" << std::endl;
|
|
return;
|
|
}
|
|
|
|
draw::tiled(tex, loc);
|
|
}
|
|
|
|
static void draw_label(CVideo& video, const theme::label& label)
|
|
{
|
|
//log_scope("draw label");
|
|
|
|
const std::string& text = label.text();
|
|
const color_t text_color = label.font_rgb_set() ? label.font_rgb() : font::NORMAL_COLOR;
|
|
const std::string& icon = label.icon();
|
|
SDL_Rect& loc = label.location(video.draw_area());
|
|
|
|
if(icon.empty() == false) {
|
|
draw::blit(image::get_texture(icon), loc);
|
|
|
|
if(text.empty() == false) {
|
|
tooltips::add_tooltip(loc,text);
|
|
}
|
|
} else if(text.empty() == false) {
|
|
font::pango_draw_text(&video, loc, label.font_size(), text_color, text, loc.x, loc.y);
|
|
}
|
|
}
|
|
|
|
void display::draw_all_panels()
|
|
{
|
|
/*
|
|
* The minimap is also a panel, force it to update its contents.
|
|
* This is required when the size of the minimap has been modified.
|
|
*/
|
|
recalculate_minimap();
|
|
|
|
for(const auto& panel : theme_.panels()) {
|
|
draw_panel(video(), panel, menu_buttons_);
|
|
}
|
|
|
|
for(const auto& label : theme_.labels()) {
|
|
draw_label(video(), label);
|
|
}
|
|
|
|
render_buttons();
|
|
}
|
|
|
|
void display::draw_text_in_hex(const map_location& loc,
|
|
const drawing_layer layer,
|
|
const std::string& text,
|
|
std::size_t font_size,
|
|
color_t color,
|
|
double x_in_hex,
|
|
double y_in_hex)
|
|
{
|
|
if (text.empty()) return;
|
|
|
|
const double zf = get_zoom_factor();
|
|
const int font_sz = int(font_size * zf);
|
|
|
|
// TODO: highdpi - use the same processing as floating_label::create_texture() and cache the effect result so it doesn't constantly rerender the same thing.
|
|
// TODO: highdpi - perhaps this could be a single texture with colour mod, in stead of rendering twice?
|
|
texture text_surf = font::pango_render_text(text, font_sz, color);
|
|
texture back_surf = font::pango_render_text(text, font_sz, font::BLACK_COLOR);
|
|
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());
|
|
const int w = text_surf.w();
|
|
const int h = text_surf.h();
|
|
for (int dy=-1; dy <= 1; ++dy) {
|
|
for (int dx=-1; dx <= 1; ++dx) {
|
|
if (dx!=0 || dy!=0) {
|
|
const SDL_Rect dest{int(x + dx*zf), int(y + dy*zf), w, h};
|
|
drawing_buffer_add(layer, loc, dest, back_surf,
|
|
SDL_Rect(), false, false, 128);
|
|
}
|
|
}
|
|
}
|
|
drawing_buffer_add(layer, loc, {x, y, w, h}, text_surf);
|
|
}
|
|
|
|
void display::render_image(int x, int y, const display::drawing_layer drawing_layer,
|
|
const map_location& loc, const image::locator& i_locator,
|
|
bool hreverse, bool greyscale, int32_t alpha,
|
|
color_t blendto, double blend_ratio, double submerged, bool vreverse)
|
|
{
|
|
const point image_size = image::get_size(i_locator);
|
|
if (!image_size.x || !image_size.y) {
|
|
return;
|
|
}
|
|
|
|
// TODO: highdpi - are x,y correct here?
|
|
SDL_Rect dest = scaled_to_zoom({x, y, image_size.x, image_size.y});
|
|
if (!sdl::rects_overlap(dest, map_area())) {
|
|
return;
|
|
}
|
|
|
|
// For now, we add to the existing IPF modifications for the image.
|
|
std::string new_modifications;
|
|
|
|
if (greyscale) {
|
|
new_modifications += "~GS()";
|
|
}
|
|
|
|
if (blend_ratio > 0.0) {
|
|
new_modifications += "~BLEND(";
|
|
new_modifications += std::to_string(blendto.r);
|
|
new_modifications += ",";
|
|
new_modifications += std::to_string(blendto.g);
|
|
new_modifications += ",";
|
|
new_modifications += std::to_string(blendto.b);
|
|
new_modifications += ",";
|
|
// reduce blend_ratio precision to avoid caching too many options.
|
|
if (blend_ratio >= 1.0) {
|
|
new_modifications += "1.0";
|
|
} else {
|
|
new_modifications += "0.";
|
|
new_modifications += std::to_string(int(100*blend_ratio));
|
|
}
|
|
new_modifications += ")";
|
|
}
|
|
|
|
// TODO: This is not what alpha means. Don't frivolously overload it.
|
|
// TODO: highdpi - perhaps this can be done by blitting twice, once in additive blend mode
|
|
// Note: this may not be identical to the original calculation,
|
|
// which was to multiply the RGB values by (alpha/255).
|
|
// But for now it looks close enough.
|
|
if(alpha > floating_to_fixed_point(1.0)) {
|
|
const std::string brighten_string = std::to_string((alpha - 255)/2);
|
|
new_modifications += "~CS(";
|
|
new_modifications += brighten_string;
|
|
new_modifications += ",";
|
|
new_modifications += brighten_string;
|
|
new_modifications += ",";
|
|
new_modifications += brighten_string;
|
|
new_modifications += ")";
|
|
}
|
|
|
|
// general formula for submerged alpha:
|
|
// if (y > WATERLINE)
|
|
// then min(max(alpha_mod, 0), 1) * alpha
|
|
// else alpha
|
|
// where alpha_mod = alpha_base - (y - WATERLINE) * alpha_delta
|
|
// formula variables: x, y, red, green, blue, alpha, width, height
|
|
// full WFL string:
|
|
// "~ADJUST_ALPHA(if(y>DL,clamp((AB-(y-DL)*AD),0,1)*alpha,alpha))"
|
|
// where DL = submersion line in pixels from top of image
|
|
// AB = base alpha proportion at submersion line (30%)
|
|
// AD = proportional alpha delta per pixel (1.5%)
|
|
if (submerged > 0.0) {
|
|
const int submersion_line = image_size.y * (1.0 - submerged);
|
|
const std::string sl_string = std::to_string(submersion_line);
|
|
new_modifications += "~ADJUST_ALPHA(if(y>";
|
|
new_modifications += sl_string;
|
|
new_modifications += ",clamp((0.3-(y-";
|
|
new_modifications += sl_string;
|
|
new_modifications += ")*0.015),0,1)*alpha,alpha))";
|
|
}
|
|
|
|
texture tex;
|
|
if (!new_modifications.empty()) {
|
|
const image::locator modified_locator(
|
|
i_locator.get_filename(),
|
|
i_locator.get_modifications() + new_modifications
|
|
);
|
|
tex = image::get_texture(modified_locator);
|
|
} else {
|
|
tex = image::get_texture(i_locator);
|
|
}
|
|
|
|
const uint8_t alpha_mod = std::clamp(alpha, 0, 255);
|
|
drawing_buffer_add(drawing_layer, loc, dest, tex, sdl::empty_rect,
|
|
hreverse, vreverse, alpha_mod);
|
|
}
|
|
|
|
void display::select_hex(map_location hex)
|
|
{
|
|
invalidate(selectedHex_);
|
|
selectedHex_ = hex;
|
|
invalidate(selectedHex_);
|
|
recalculate_minimap();
|
|
}
|
|
|
|
void display::highlight_hex(map_location hex)
|
|
{
|
|
invalidate(mouseoverHex_);
|
|
mouseoverHex_ = hex;
|
|
invalidate(mouseoverHex_);
|
|
}
|
|
|
|
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::draw_init()
|
|
{
|
|
if (get_map().empty()) {
|
|
return;
|
|
}
|
|
|
|
if(benchmark) {
|
|
invalidateAll_ = true;
|
|
}
|
|
|
|
if(!panelsDrawn_) {
|
|
draw_all_panels();
|
|
panelsDrawn_ = true;
|
|
}
|
|
|
|
if(redraw_background_) {
|
|
// Full redraw of the background
|
|
const SDL_Rect clip_rect = map_outside_area();
|
|
draw::fill(clip_rect, 0, 0, 0);
|
|
draw::tiled(
|
|
image::get_texture(theme_.border().background_image),
|
|
clip_rect
|
|
);
|
|
redraw_background_ = false;
|
|
|
|
// Force a full map redraw
|
|
invalidateAll_ = true;
|
|
}
|
|
|
|
if(invalidateAll_) {
|
|
DBG_DP << "draw() with invalidateAll\n";
|
|
|
|
// toggle invalidateAll_ first to allow regular invalidations
|
|
invalidateAll_ = false;
|
|
invalidate_locations_in_rect(map_area());
|
|
|
|
redrawMinimap_ = true;
|
|
}
|
|
}
|
|
|
|
void display::draw_wrap(bool update, bool force)
|
|
{
|
|
static int time_between_draws = preferences::draw_delay();
|
|
if(time_between_draws < 0) {
|
|
time_between_draws = 1000 / screen_.current_refresh_rate();
|
|
}
|
|
|
|
if(redrawMinimap_ && !map_screenshot_) {
|
|
redrawMinimap_ = false;
|
|
draw_minimap();
|
|
}
|
|
|
|
if(update) {
|
|
update_display();
|
|
|
|
frametimes_.push_back(SDL_GetTicks() - last_frame_finished_);
|
|
fps_counter_++;
|
|
using std::chrono::duration_cast;
|
|
using std::chrono::seconds;
|
|
using std::chrono::steady_clock;
|
|
const seconds current_second = duration_cast<seconds>(steady_clock::now().time_since_epoch());
|
|
if(current_second != fps_start_) {
|
|
fps_start_ = current_second;
|
|
fps_actual_ = fps_counter_;
|
|
fps_counter_ = 0;
|
|
}
|
|
int longest_frame = *std::max_element(frametimes_.begin(), frametimes_.end());
|
|
int wait_time = time_between_draws - longest_frame;
|
|
|
|
if(!force && !benchmark && wait_time > 0) {
|
|
// If it's not time yet to draw, delay until it is
|
|
SDL_Delay(wait_time);
|
|
}
|
|
|
|
last_frame_finished_ = SDL_GetTicks();
|
|
}
|
|
}
|
|
|
|
const theme::action* display::action_pressed()
|
|
{
|
|
for(auto i = action_buttons_.begin(); i != action_buttons_.end(); ++i) {
|
|
if((*i)->pressed()) {
|
|
const std::size_t index = std::distance(action_buttons_.begin(), i);
|
|
if(index >= theme_.actions().size()) {
|
|
assert(false);
|
|
return nullptr;
|
|
}
|
|
return &theme_.actions()[index];
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const theme::menu* display::menu_pressed()
|
|
{
|
|
for(auto i = menu_buttons_.begin(); i != menu_buttons_.end(); ++i) {
|
|
if((*i)->pressed()) {
|
|
const std::size_t index = std::distance(menu_buttons_.begin(), i);
|
|
if(index >= theme_.menus().size()) {
|
|
assert(false);
|
|
return nullptr;
|
|
}
|
|
return theme_.get_menu_item((*i)->id());
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
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_FLOAT_LABEL);
|
|
flabel.set_color(color);
|
|
flabel.set_position(
|
|
map_outside_area().x + map_outside_area().w / 2, map_outside_area().y + 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;
|
|
}
|
|
|
|
// TODO: highdpi - high DPI minimap
|
|
// TODO: highdpi - is this the best place to convert to texture?
|
|
if(!minimap_ || minimap_.w() > area.w || minimap_.h() > area.h) {
|
|
minimap_ = texture(image::getMinimap(area.w, area.h, get_map(),
|
|
dc_->teams().empty() ? nullptr : &dc_->teams()[currentTeam_],
|
|
(selectedHex_.valid() && !is_blindfolded()) ? &reach_map_ : nullptr));
|
|
if(!minimap_) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
auto clipper = draw::set_clip(area);
|
|
|
|
// Draw the minimap background.
|
|
draw::fill(area, 31, 31, 23);
|
|
|
|
// 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 the minimap.
|
|
if (minimap_) {
|
|
draw::blit(minimap_, minimap_location_);
|
|
}
|
|
|
|
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
|
|
};
|
|
|
|
draw::rect(outline_rect, 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())) ||
|
|
u.get_hidden()) {
|
|
continue;
|
|
}
|
|
|
|
int side = u.side();
|
|
color_t col = team::get_minimap_color(side);
|
|
|
|
if(!preferences::minimap_movement_coding()) {
|
|
auto status = orb_status::allied;
|
|
if(dc_->teams()[currentTeam_].is_enemy(side)) {
|
|
status = orb_status::enemy;
|
|
} else if(currentTeam_ + 1 == static_cast<unsigned>(side)) {
|
|
status = dc_->unit_orb_status(u);
|
|
} else {
|
|
// no-op, status is already set to orb_status::allied;
|
|
}
|
|
col = game_config::color_info(orb_status_helper::get_orb_color(status)).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 + int(std::round(u_x))
|
|
, minimap_location_.y + int(std::round(u_y))
|
|
, int(std::round(u_w))
|
|
, int(std::round(u_h))
|
|
};
|
|
|
|
// SDL 2.0.10's render batching changes result in the
|
|
// surface's clipping rectangle being overridden even if
|
|
// no render clipping rectangle set operaton was queued,
|
|
// so let's not use the render API to draw the rectangle.
|
|
|
|
draw::fill(r, col.r, col.g, col.b, col.a);
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
//
|
|
// NOTE: the next three blocks can be removed once we switch to accelerated rendering.
|
|
//
|
|
|
|
if(!screen_.update_locked()) {
|
|
SDL_Rect dstrect = map_area();
|
|
dstrect.x += diff_x;
|
|
dstrect.y += diff_y;
|
|
dstrect = sdl::intersect_rects(dstrect, map_area());
|
|
|
|
SDL_Rect srcrect = dstrect;
|
|
srcrect.x -= diff_x;
|
|
srcrect.y -= diff_y;
|
|
|
|
// TODO: highdpi - This is gross and should be replaced
|
|
texture t = screen_.read_texture(&srcrect);
|
|
draw::blit(t, dstrect);
|
|
}
|
|
|
|
if(diff_y != 0) {
|
|
SDL_Rect r = map_area();
|
|
|
|
if(diff_y < 0) {
|
|
r.y = r.y + r.h + diff_y;
|
|
}
|
|
|
|
r.h = std::abs(diff_y);
|
|
invalidate_locations_in_rect(r);
|
|
}
|
|
|
|
if(diff_x != 0) {
|
|
SDL_Rect r = map_area();
|
|
|
|
if(diff_x < 0) {
|
|
r.x = r.x + r.w + diff_x;
|
|
}
|
|
|
|
r.w = std::abs(diff_x);
|
|
invalidate_locations_in_rect(r);
|
|
}
|
|
|
|
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_ = std::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 = std::clamp(amount, MinZoom, MaxZoom);
|
|
|
|
LOG_DP << "new_zoom = " << new_zoom << std::endl;
|
|
|
|
if(new_zoom == zoom_) {
|
|
return false;
|
|
}
|
|
|
|
if(validate_value_and_set_index) {
|
|
zoom_index_ = get_zoom_levels_index (new_zoom);
|
|
new_zoom = zoom_levels[zoom_index_];
|
|
}
|
|
|
|
const SDL_Rect& outside_area = map_outside_area();
|
|
const SDL_Rect& area = map_area();
|
|
|
|
// Turn the zoom factor to a double in order to avoid rounding errors.
|
|
double zoom_factor = static_cast<double>(new_zoom) / static_cast<double>(zoom_);
|
|
|
|
// INVARIANT: xpos_ + area.w == xend where xend is as in bounds_check_position()
|
|
//
|
|
// xpos_: Position of the leftmost visible map pixel of the viewport, in pixels.
|
|
// Affected by the current zoom: this->zoom_ pixels to the hex.
|
|
//
|
|
// xpos_ + area.w/2: Position of the center of the viewport, in pixels.
|
|
//
|
|
// (xpos_ + area.w/2) * new_zoom/zoom_: Position of the center of the
|
|
// viewport, as it would be under new_zoom.
|
|
//
|
|
// (xpos_ + area.w/2) * new_zoom/zoom_ - area.w/2: Position of the
|
|
// leftmost visible map pixel, as it would be under new_zoom.
|
|
xpos_ = std::round(((xpos_ + area.w / 2) * zoom_factor) - (area.w / 2));
|
|
ypos_ = std::round(((ypos_ + area.h / 2) * zoom_factor) - (area.h / 2));
|
|
xpos_ -= (outside_area.w - area.w) / 2;
|
|
ypos_ -= (outside_area.h - area.h) / 2;
|
|
|
|
zoom_ = new_zoom;
|
|
bounds_check_position(xpos_, ypos_);
|
|
if(zoom_ != DefaultZoom) {
|
|
last_zoom_ = zoom_;
|
|
}
|
|
|
|
preferences::set_tile_size(zoom_);
|
|
image::set_zoom(zoom_);
|
|
|
|
labels().recalculate_labels();
|
|
redraw_background_ = true;
|
|
invalidate_all();
|
|
|
|
// Forces a redraw after zooming.
|
|
// This prevents some graphic glitches from occurring.
|
|
draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
void display::toggle_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(screen_.update_locked() || screen_.faked()) {
|
|
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::pump();
|
|
|
|
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 = std::round(xmove * dist_moved / dist_total);
|
|
int y_new = std::round(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 = std::round(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;
|
|
locs_bbox.x = minx;
|
|
locs_bbox.y = miny;
|
|
locs_bbox.w = maxx - minx + hex_size();
|
|
locs_bbox.h = 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 = map_center_y;
|
|
if (target_y < r.y) target_y = r.y;
|
|
if (target_y > r.y+r.h-1) target_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 = map_center_y;
|
|
if (target_y < r.y) target_y = r.y;
|
|
if (target_y >= r.y+r.h) target_y = r.y+r.h-1;
|
|
} else if (map_center_y < r.y) {
|
|
target_y = r.y;
|
|
target_x = map_center_x;
|
|
if (target_x < r.x) target_x = r.x;
|
|
if (target_x > r.x+r.w-1) target_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 = map_center_x;
|
|
if (target_x < r.x) target_x = r.x;
|
|
if (target_x > r.x+r.w-1) target_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_;
|
|
|
|
if(zoom_ < MinZoom) {
|
|
zoom_ = MinZoom;
|
|
}
|
|
|
|
if(zoom_ > MaxZoom) {
|
|
zoom_ = 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);
|
|
|
|
if(xpos > xend - map_area().w) {
|
|
xpos = xend - map_area().w;
|
|
}
|
|
|
|
if(ypos > yend - map_area().h) {
|
|
ypos = yend - map_area().h;
|
|
}
|
|
|
|
if(xpos < 0) {
|
|
xpos = 0;
|
|
}
|
|
|
|
if(ypos < 0) {
|
|
ypos = 0;
|
|
}
|
|
}
|
|
|
|
double display::turbo_speed() const
|
|
{
|
|
bool res = preferences::turbo();
|
|
if(keys_[SDLK_LSHIFT] || keys_[SDLK_RSHIFT]) {
|
|
res = !res;
|
|
}
|
|
|
|
res |= screen_.faked();
|
|
if(res)
|
|
return preferences::turbo_speed();
|
|
else
|
|
return 1.0;
|
|
}
|
|
|
|
void display::redraw_everything()
|
|
{
|
|
if(screen_.update_locked())
|
|
return;
|
|
|
|
invalidateGameStatus_ = true;
|
|
|
|
reportRects_.clear();
|
|
reportSurfaces_.clear();
|
|
reports_.clear();
|
|
|
|
bounds_check_position();
|
|
|
|
tooltips::clear_tooltips();
|
|
|
|
theme_.set_resolution(screen_.draw_area());
|
|
|
|
if(!menu_buttons_.empty() || !action_buttons_.empty()) {
|
|
create_buttons();
|
|
}
|
|
|
|
if(resources::controller) {
|
|
hotkey::command_executor* command_executor = resources::controller->get_hotkey_command_executor();
|
|
if(command_executor != nullptr) {
|
|
// This function adds button overlays,
|
|
// it needs to be run after recreating the buttons.
|
|
command_executor->set_button_state();
|
|
}
|
|
}
|
|
|
|
panelsDrawn_ = false;
|
|
if (!gui::in_dialog()) {
|
|
labels().recalculate_labels();
|
|
}
|
|
|
|
redraw_background_ = true;
|
|
|
|
for(std::function<void(display&)> f : redraw_observers_) {
|
|
f(*this);
|
|
}
|
|
|
|
int ticks1 = SDL_GetTicks();
|
|
invalidate_all();
|
|
int ticks2 = SDL_GetTicks();
|
|
draw(true,true);
|
|
int ticks3 = SDL_GetTicks();
|
|
LOG_DP << "invalidate and draw: " << (ticks3 - ticks2) << " and " << (ticks2 - ticks1) << "\n";
|
|
}
|
|
|
|
void display::add_redraw_observer(std::function<void(display&)> f)
|
|
{
|
|
redraw_observers_.push_back(f);
|
|
}
|
|
|
|
void display::clear_redraw_observers()
|
|
{
|
|
redraw_observers_.clear();
|
|
}
|
|
|
|
void display::draw()
|
|
{
|
|
draw(true, false);
|
|
}
|
|
|
|
void display::draw(bool update)
|
|
{
|
|
draw(update, false);
|
|
}
|
|
|
|
void display::draw(bool update, bool force)
|
|
{
|
|
// log_scope("display::draw");
|
|
|
|
if(screen_.update_locked() || screen_.faked()) {
|
|
return;
|
|
}
|
|
|
|
if(dirty_) {
|
|
flip_locker flip_lock(screen_);
|
|
dirty_ = false;
|
|
redraw_everything();
|
|
return;
|
|
}
|
|
|
|
// Trigger cache rebuild when preference gets changed
|
|
if(animate_water_ != preferences::animate_water()) {
|
|
animate_water_ = preferences::animate_water();
|
|
builder_->rebuild_cache_all();
|
|
}
|
|
|
|
set_scontext_unsynced leave_synced_context;
|
|
|
|
draw_init();
|
|
pre_draw();
|
|
// invalidate animated terrain, units and haloes
|
|
invalidate_animations();
|
|
|
|
if(!get_map().empty()) {
|
|
if(!invalidated_.empty()) {
|
|
draw_invalidated();
|
|
invalidated_.clear();
|
|
}
|
|
drawing_buffer_commit();
|
|
post_commit();
|
|
if (!map_screenshot_) {
|
|
draw_sidebar();
|
|
}
|
|
}
|
|
draw_wrap(update, force);
|
|
post_draw();
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
void display::draw_invalidated() {
|
|
// log_scope("display::draw_invalidated");
|
|
SDL_Rect clip_rect = get_clip_rect();
|
|
auto clipper = draw::set_clip(clip_rect);
|
|
for (const map_location& loc : invalidated_) {
|
|
int xpos = get_location_x(loc);
|
|
int ypos = get_location_y(loc);
|
|
|
|
//const bool on_map = get_map().on_board(loc);
|
|
SDL_Rect hex_rect = sdl::create_rect(xpos, ypos, zoom_, zoom_);
|
|
if(!sdl::rects_overlap(hex_rect,clip_rect)) {
|
|
continue;
|
|
}
|
|
draw_hex(loc);
|
|
drawn_hexes_+=1;
|
|
}
|
|
invalidated_hexes_ += invalidated_.size();
|
|
|
|
// The unit drawer can't function without teams
|
|
if(dc_->teams().empty()) {
|
|
return;
|
|
}
|
|
|
|
unit_drawer drawer = unit_drawer(*this);
|
|
|
|
for(const map_location& loc : invalidated_) {
|
|
unit_map::const_iterator u_it = dc_->units().find(loc);
|
|
exclusive_unit_draw_requests_t::iterator request = exclusive_unit_draw_requests_.find(loc);
|
|
if(u_it != dc_->units().end()
|
|
&& (request == exclusive_unit_draw_requests_.end() || request->second == u_it->id())) {
|
|
drawer.redraw_unit(*u_it);
|
|
}
|
|
}
|
|
}
|
|
|
|
void display::draw_hex(const map_location& loc)
|
|
{
|
|
int xpos = get_location_x(loc);
|
|
int ypos = get_location_y(loc);
|
|
const bool on_map = get_map().on_board(loc);
|
|
const time_of_day& tod = get_time_of_day(loc);
|
|
const int zoom = int(zoom_);
|
|
SDL_Rect dest{xpos, ypos, zoom, zoom};
|
|
|
|
int num_images_fg = 0;
|
|
int num_images_bg = 0;
|
|
|
|
if(!shrouded(loc)) {
|
|
// unshrouded terrain (the normal case)
|
|
get_terrain_images(loc, tod.id, BACKGROUND); // updates terrain_image_vector_
|
|
drawing_buffer_add(LAYER_TERRAIN_BG, loc, dest, terrain_image_vector_);
|
|
num_images_bg = terrain_image_vector_.size();
|
|
|
|
get_terrain_images(loc, tod.id, FOREGROUND); // updates terrain_image_vector_
|
|
drawing_buffer_add(LAYER_TERRAIN_FG, loc, dest, terrain_image_vector_);
|
|
num_images_fg = terrain_image_vector_.size();
|
|
|
|
// Draw the grid, if that's been enabled
|
|
if(preferences::grid()) {
|
|
static const image::locator grid_top(game_config::images::grid_top);
|
|
drawing_buffer_add(LAYER_GRID_TOP, loc, dest,
|
|
image::get_texture(grid_top, image::TOD_COLORED));
|
|
static const image::locator grid_bottom(game_config::images::grid_bottom);
|
|
drawing_buffer_add(LAYER_GRID_BOTTOM, loc, dest,
|
|
image::get_texture(grid_bottom, image::TOD_COLORED));
|
|
}
|
|
}
|
|
|
|
if(!shrouded(loc)) {
|
|
auto it = get_overlays().find(loc);
|
|
if(it != get_overlays().end()) {
|
|
std::vector<overlay>& overlays = it->second;
|
|
if(overlays.size() != 0) {
|
|
tod_color tod_col = tod.color + color_adjust_;
|
|
image::light_string lt = image::get_light_string(-1, tod_col.r, tod_col.g, tod_col.b);
|
|
|
|
for(const overlay& ov : overlays) {
|
|
bool item_visible_for_team = true;
|
|
if(dont_show_all_ && !ov.team_name.empty()) {
|
|
//dont_show_all_ imples that viewing_team()is a valid index to get_teams()
|
|
const std::string& current_team_name = get_teams()[viewing_team()].team_name();
|
|
const std::vector<std::string>& current_team_names = utils::split(current_team_name);
|
|
const std::vector<std::string>& team_names = utils::split(ov.team_name);
|
|
|
|
item_visible_for_team = std::find_first_of(team_names.begin(), team_names.end(),
|
|
current_team_names.begin(), current_team_names.end()) != team_names.end();
|
|
}
|
|
if(item_visible_for_team && !(fogged(loc) && !ov.visible_in_fog))
|
|
{
|
|
const texture tex = ov.image.find("~NO_TOD_SHIFT()") == std::string::npos ?
|
|
image::get_lighted_texture(ov.image, lt) : image::get_texture(ov.image, image::HEXED);
|
|
drawing_buffer_add(LAYER_TERRAIN_BG, loc, dest, tex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!shrouded(loc)) {
|
|
// village-control flags.
|
|
drawing_buffer_add(LAYER_TERRAIN_BG, loc, dest, get_flag(loc));
|
|
}
|
|
|
|
// 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) {
|
|
// TODO: highdpi - don't convert these every time, this is terrible
|
|
drawing_buffer_add(LAYER_TERRAIN_FG, loc, dest, texture(tod_hex_mask1));
|
|
drawing_buffer_add(LAYER_TERRAIN_FG, loc, dest, texture(tod_hex_mask2));
|
|
} else if(!tod_hex_mask.empty()) {
|
|
drawing_buffer_add(LAYER_TERRAIN_FG, loc, dest,
|
|
image::get_texture(tod_hex_mask,image::HEXED));
|
|
}
|
|
|
|
// Paint mouseover overlays
|
|
if(loc == mouseoverHex_
|
|
&& (on_map || (in_editor() && get_map().on_board_with_border(loc)))
|
|
&& !map_screenshot_
|
|
&& bool(mouseover_hex_overlay_))
|
|
{
|
|
const uint8_t alpha = 196;
|
|
drawing_buffer_add(LAYER_MOUSEOVER_OVERLAY, loc, dest,
|
|
mouseover_hex_overlay_, SDL_Rect(), false, false, alpha);
|
|
}
|
|
|
|
// Paint arrows
|
|
arrows_map_t::const_iterator 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);
|
|
}
|
|
}
|
|
|
|
// Apply shroud, fog and linger overlay
|
|
|
|
if(shrouded(loc)) {
|
|
// We apply void also on off-map tiles
|
|
// to shroud the half-hexes too
|
|
const std::string& shroud_image = get_variant(shroud_images_, loc);
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, dest,
|
|
image::get_texture(shroud_image, image::TOD_COLORED));
|
|
} else if(fogged(loc)) {
|
|
const std::string& fog_image = get_variant(fog_images_, loc);
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, dest,
|
|
image::get_texture(fog_image, image::TOD_COLORED));
|
|
}
|
|
|
|
if(!shrouded(loc)) {
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, dest, get_fog_shroud_images(loc, image::TOD_COLORED));
|
|
}
|
|
|
|
if (on_map) {
|
|
if (draw_coordinates_) {
|
|
int off_x = xpos + hex_size()/2;
|
|
int off_y = ypos + hex_size()/2;
|
|
texture text = font::pango_render_text(lexical_cast<std::string>(loc), font::SIZE_SMALL, font::NORMAL_COLOR);
|
|
// TODO: highdpi - this is just a fill, some way of better passing this as a command to the drawing buffer perhaps?
|
|
surface bg_surf(text.w(), text.h());
|
|
SDL_Rect bg_rect {0, 0, text.w(), text.h()};
|
|
sdl::fill_surface_rect(bg_surf, &bg_rect, 0xaa000000);
|
|
texture bg(bg_surf);
|
|
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;
|
|
}
|
|
SDL_Rect tdest {off_x, off_y, bg_rect.w, bg_rect.h};
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, tdest, bg);
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, tdest, text);
|
|
}
|
|
if (draw_terrain_codes_ && (game_config::debug || !shrouded(loc))) {
|
|
int off_x = xpos + hex_size()/2;
|
|
int off_y = ypos + hex_size()/2;
|
|
texture text = font::pango_render_text(lexical_cast<std::string>(get_map().get_terrain(loc)), font::SIZE_SMALL, font::NORMAL_COLOR);
|
|
// TODO: highdpi - see above
|
|
surface bg_surf(text.w(), text.h());
|
|
SDL_Rect bg_rect {0, 0, text.w(), text.h()};
|
|
sdl::fill_surface_rect(bg_surf, &bg_rect, 0xaa000000);
|
|
texture bg(bg_surf);
|
|
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;
|
|
}
|
|
SDL_Rect tdest {off_x, off_y, bg_rect.w, bg_rect.h};
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, tdest, bg);
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, tdest, text);
|
|
}
|
|
if (draw_num_of_bitmaps_) {
|
|
int off_x = xpos + hex_size()/2;
|
|
int off_y = ypos + hex_size()/2;
|
|
texture text = font::pango_render_text(std::to_string(num_images_bg + num_images_fg), font::SIZE_SMALL, font::NORMAL_COLOR);
|
|
// TODO: highdpi - see above
|
|
surface bg_surf(text.w(), text.h());
|
|
SDL_Rect bg_rect {0, 0, text.w(), text.h()};
|
|
sdl::fill_surface_rect(bg_surf, &bg_rect, 0xaa000000);
|
|
texture bg(bg_surf);
|
|
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;
|
|
}
|
|
SDL_Rect tdest {off_x, off_y, bg_rect.w, bg_rect.h};
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, tdest, bg);
|
|
drawing_buffer_add(LAYER_FOG_SHROUD, loc, tdest, text);
|
|
}
|
|
}
|
|
|
|
if(debug_foreground) {
|
|
drawing_buffer_add(LAYER_UNIT_DEFAULT, loc, dest,
|
|
image::get_texture("terrain/foreground.png", image::TOD_COLORED));
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Redraws the specified report (if anything has changed).
|
|
* If a config is not supplied, it will be generated via
|
|
* reports::generate_report().
|
|
*/
|
|
void display::refresh_report(const std::string& report_name, const config * new_cfg)
|
|
{
|
|
const theme::status_item *item = theme_.get_status_item(report_name);
|
|
if (!item) {
|
|
reportSurfaces_[report_name].reset();
|
|
return;
|
|
}
|
|
|
|
// Now we will need the config. Generate one if needed.
|
|
|
|
utils::optional_reference<events::mouse_handler> mhb = std::nullopt;
|
|
|
|
if (resources::controller) {
|
|
mhb = resources::controller->get_mouse_handler_base();
|
|
}
|
|
|
|
reports::context temp_context = reports::context(*dc_, *this, *resources::tod_manager, wb_.lock(), mhb);
|
|
|
|
const config generated_cfg = new_cfg ? config() : reports_object_->generate_report(report_name, temp_context);
|
|
if ( new_cfg == nullptr )
|
|
new_cfg = &generated_cfg;
|
|
|
|
SDL_Rect &rect = reportRects_[report_name];
|
|
const SDL_Rect &new_rect = item->location(screen_.draw_area());
|
|
texture &bg_restore = reportSurfaces_[report_name];
|
|
config &report = reports_[report_name];
|
|
|
|
// Report and its location is unchanged since last time. Do nothing.
|
|
if (bg_restore && rect == new_rect && report == *new_cfg) {
|
|
return;
|
|
}
|
|
|
|
// Update the config in reports_.
|
|
report = *new_cfg;
|
|
|
|
// TODO: highdpi - remove background restorer
|
|
if (bg_restore) {
|
|
draw::blit(bg_restore, rect);
|
|
}
|
|
|
|
// If the rectangle has just changed, assign the surface to it
|
|
if (!bg_restore || new_rect != rect)
|
|
{
|
|
bg_restore.reset();
|
|
rect = new_rect;
|
|
|
|
// If the rectangle is present, and we are blitting text,
|
|
// then we need to backup the surface.
|
|
// (Images generally won't need backing up,
|
|
// unless they are transparent, but that is done later).
|
|
if (rect.w > 0 && rect.h > 0) {
|
|
bg_restore = texture(screen_.read_pixels_low_res(&rect));
|
|
if (!reportSurfaces_[report_name]) {
|
|
ERR_DP << "Could not backup background for report!" << std::endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
tooltips::clear_tooltips(rect);
|
|
|
|
if (report.empty()) return;
|
|
|
|
int x = rect.x, y = rect.y;
|
|
|
|
// Add prefix, postfix elements.
|
|
// Make sure that they get the same tooltip
|
|
// as the guys around them.
|
|
std::string str = item->prefix();
|
|
if (!str.empty()) {
|
|
config &e = report.add_child_at("element", config(), 0);
|
|
e["text"] = str;
|
|
e["tooltip"] = report.child("element")["tooltip"];
|
|
}
|
|
str = item->postfix();
|
|
if (!str.empty()) {
|
|
config &e = report.add_child("element");
|
|
e["text"] = str;
|
|
e["tooltip"] = report.child("element", -1)["tooltip"];
|
|
}
|
|
|
|
// Loop through and display each report element.
|
|
int tallest = 0;
|
|
int image_count = 0;
|
|
bool used_ellipsis = false;
|
|
std::ostringstream ellipsis_tooltip;
|
|
SDL_Rect ellipsis_area = rect;
|
|
|
|
for (config::const_child_itors elements = report.child_range("element");
|
|
elements.begin() != elements.end(); elements.pop_front())
|
|
{
|
|
SDL_Rect area {x, y, rect.w + rect.x - x, rect.h + rect.y - y};
|
|
if (area.h <= 0) break;
|
|
|
|
std::string t = elements.front()["text"];
|
|
if (!t.empty())
|
|
{
|
|
if (used_ellipsis) goto skip_element;
|
|
|
|
// Draw a text element.
|
|
font::pango_text& text = font::get_text_renderer();
|
|
bool eol = false;
|
|
if (t[t.size() - 1] == '\n') {
|
|
eol = true;
|
|
t = t.substr(0, t.size() - 1);
|
|
}
|
|
text.set_link_aware(false)
|
|
.set_text(t, true);
|
|
text.set_family_class(font::FONT_SANS_SERIF)
|
|
.set_font_size(item->font_size())
|
|
.set_font_style(font::pango_text::STYLE_NORMAL)
|
|
.set_alignment(PANGO_ALIGN_LEFT)
|
|
.set_foreground_color(item->font_rgb_set() ? item->font_rgb() : font::NORMAL_COLOR)
|
|
.set_maximum_width(area.w)
|
|
.set_maximum_height(area.h, false)
|
|
.set_ellipse_mode(PANGO_ELLIPSIZE_END)
|
|
.set_characters_per_line(0);
|
|
|
|
texture s = text.render_texture();
|
|
|
|
// check if next element is text with almost no space to show it
|
|
const int minimal_text = 12; // width in pixels
|
|
config::const_child_iterator ee = elements.begin();
|
|
if (!eol && rect.w - (x - rect.x + s.w()) < minimal_text &&
|
|
++ee != elements.end() && !(*ee)["text"].empty())
|
|
{
|
|
// make this element longer to trigger rendering of ellipsis
|
|
// (to indicate that next elements have not enough space)
|
|
//NOTE this space should be longer than minimal_text pixels
|
|
t = t + " ";
|
|
text.set_text(t, true);
|
|
s = text.render_texture();
|
|
// use the area of this element for next tooltips
|
|
used_ellipsis = true;
|
|
ellipsis_area.x = x;
|
|
ellipsis_area.y = y;
|
|
ellipsis_area.w = s.w();
|
|
ellipsis_area.h = s.h();
|
|
}
|
|
|
|
area.w = s.w();
|
|
area.h = s.h();
|
|
draw::blit(s, area);
|
|
if (area.h > tallest) {
|
|
tallest = area.h;
|
|
}
|
|
if (eol) {
|
|
x = rect.x;
|
|
y += tallest;
|
|
tallest = 0;
|
|
} else {
|
|
x += area.w;
|
|
}
|
|
}
|
|
else if (!(t = elements.front()["image"].str()).empty())
|
|
{
|
|
if (used_ellipsis) goto skip_element;
|
|
|
|
// Draw an image element.
|
|
texture img(image::get_texture(t));
|
|
|
|
if (!img) {
|
|
ERR_DP << "could not find image for report: '" << t << "'" << std::endl;
|
|
continue;
|
|
}
|
|
|
|
if (area.w < img.w() && image_count) {
|
|
// We have more than one image, and this one doesn't fit.
|
|
img = image::get_texture(game_config::images::ellipsis);
|
|
used_ellipsis = true;
|
|
}
|
|
|
|
if (img.w() < area.w) area.w = img.w();
|
|
if (img.h() < area.h) area.h = img.h();
|
|
draw::blit(img, area);
|
|
|
|
++image_count;
|
|
if (area.h > tallest) {
|
|
tallest = area.h;
|
|
}
|
|
|
|
if (!used_ellipsis) {
|
|
x += area.w;
|
|
} else {
|
|
ellipsis_area = area;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No text nor image, skip this element
|
|
continue;
|
|
}
|
|
|
|
skip_element:
|
|
t = elements.front()["tooltip"].t_str().c_str();
|
|
if (!t.empty()) {
|
|
if (!used_ellipsis) {
|
|
tooltips::add_tooltip(area, t, elements.front()["help"].t_str().c_str());
|
|
} else {
|
|
// Collect all tooltips for the ellipsis.
|
|
// TODO: need a better separator
|
|
// TODO: assign an action
|
|
ellipsis_tooltip << t;
|
|
config::const_child_iterator ee = elements.begin();
|
|
if (++ee != elements.end())
|
|
ellipsis_tooltip << "\n _________\n\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
if (used_ellipsis) {
|
|
tooltips::add_tooltip(ellipsis_area, ellipsis_tooltip.str());
|
|
}
|
|
}
|
|
|
|
void display::invalidate_all()
|
|
{
|
|
DBG_DP << "invalidate_all()\n";
|
|
invalidateAll_ = true;
|
|
invalidated_.clear();
|
|
}
|
|
|
|
bool display::invalidate(const map_location& loc)
|
|
{
|
|
if(invalidateAll_)
|
|
return false;
|
|
|
|
bool tmp;
|
|
tmp = invalidated_.insert(loc).second;
|
|
return tmp;
|
|
}
|
|
|
|
bool display::invalidate(const std::set<map_location>& locs)
|
|
{
|
|
if(invalidateAll_)
|
|
return false;
|
|
bool ret = false;
|
|
for (const map_location& loc : locs) {
|
|
ret = invalidated_.insert(loc).second || ret;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
bool display::propagate_invalidation(const std::set<map_location>& locs)
|
|
{
|
|
if(invalidateAll_)
|
|
return false;
|
|
|
|
if(locs.size()<=1)
|
|
return false; // propagation never needed
|
|
|
|
bool result = false;
|
|
{
|
|
// search the first hex invalidated (if any)
|
|
std::set<map_location>::const_iterator i = locs.begin();
|
|
for(; i != locs.end() && invalidated_.count(*i) == 0 ; ++i) {}
|
|
|
|
if (i != locs.end()) {
|
|
|
|
// propagate invalidation
|
|
// 'i' is already in, but I suspect that splitting the range is bad
|
|
// especially because locs are often adjacents
|
|
size_t previous_size = invalidated_.size();
|
|
invalidated_.insert(locs.begin(), locs.end());
|
|
result = previous_size < invalidated_.size();
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool display::invalidate_visible_locations_in_rect(const SDL_Rect& rect)
|
|
{
|
|
return invalidate_locations_in_rect(sdl::intersect_rects(map_area(), rect));
|
|
}
|
|
|
|
bool display::invalidate_locations_in_rect(const SDL_Rect& rect)
|
|
{
|
|
if(invalidateAll_)
|
|
return false;
|
|
|
|
bool result = false;
|
|
for(const map_location& loc : hexes_under_rect(rect)) {
|
|
result |= invalidate(loc);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void display::invalidate_animations_location(const map_location& loc)
|
|
{
|
|
if(get_map().is_village(loc)) {
|
|
const int owner = dc_->village_owner(loc) - 1;
|
|
if(owner >= 0 && flags_[owner].need_update()
|
|
&& (!fogged(loc) || !dc_->teams()[currentTeam_].is_enemy(owner + 1))) {
|
|
invalidate(loc);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
if(builder_->update_animation(loc)) {
|
|
invalidate(loc);
|
|
} else {
|
|
invalidate_animations_location(loc);
|
|
}
|
|
}
|
|
}
|
|
|
|
for(const unit& u : dc_->units()) {
|
|
u.anim_comp().refresh();
|
|
}
|
|
for(const unit* u : *fake_unit_man_) {
|
|
u->anim_comp().refresh();
|
|
}
|
|
|
|
bool new_inval;
|
|
do {
|
|
new_inval = false;
|
|
for(const unit& u : dc_->units()) {
|
|
new_inval |= u.anim_comp().invalidate(*this);
|
|
}
|
|
for(const unit* u : *fake_unit_man_) {
|
|
new_inval |= u->anim_comp().invalidate(*this);
|
|
}
|
|
} while(new_inval);
|
|
|
|
halo_man_->unrender(invalidated_);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void display::process_reachmap_changes()
|
|
{
|
|
if (!reach_map_changed_) return;
|
|
if (reach_map_.empty() != reach_map_old_.empty()) {
|
|
// Invalidate everything except the non-darkened tiles
|
|
reach_map &full = reach_map_.empty() ? reach_map_old_ : reach_map_;
|
|
|
|
for (const auto& hex : get_visible_hexes()) {
|
|
reach_map::iterator reach = full.find(hex);
|
|
if (reach == full.end()) {
|
|
// Location needs to be darkened or brightened
|
|
invalidate(hex);
|
|
} else if (reach->second != 1) {
|
|
// Number needs to be displayed or cleared
|
|
invalidate(hex);
|
|
}
|
|
}
|
|
} else if (!reach_map_.empty()) {
|
|
// Invalidate only changes
|
|
reach_map::iterator reach, reach_old;
|
|
for (reach = reach_map_.begin(); reach != reach_map_.end(); ++reach) {
|
|
reach_old = reach_map_old_.find(reach->first);
|
|
if (reach_old == reach_map_old_.end()) {
|
|
invalidate(reach->first);
|
|
} else {
|
|
if (reach_old->second != reach->second) {
|
|
invalidate(reach->first);
|
|
}
|
|
reach_map_old_.erase(reach_old);
|
|
}
|
|
}
|
|
for (reach_old = reach_map_old_.begin(); reach_old != reach_map_old_.end(); ++reach_old) {
|
|
invalidate(reach_old->first);
|
|
}
|
|
}
|
|
reach_map_old_ = reach_map_;
|
|
reach_map_changed_ = false;
|
|
}
|
|
|
|
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:
|
|
dirty_ = true;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void display::handle_event(const SDL_Event& event)
|
|
{
|
|
if(gui2::dialogs::loading_screen::displaying()) {
|
|
return;
|
|
}
|
|
if(event.type == DRAW_ALL_EVENT) {
|
|
draw();
|
|
}
|
|
}
|
|
|
|
display *display::singleton_ = nullptr;
|