CMinimap.cpp 5.4 KB

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  1. /*
  2. * CMinimap.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CMinimap.h"
  12. #include "AdventureMapInterface.h"
  13. #include "../widgets/Images.h"
  14. #include "../CGameInfo.h"
  15. #include "../CPlayerInterface.h"
  16. #include "../gui/CGuiHandler.h"
  17. #include "../gui/MouseButton.h"
  18. #include "../gui/WindowHandler.h"
  19. #include "../render/Colors.h"
  20. #include "../renderSDL/SDL_Extensions.h"
  21. #include "../render/Canvas.h"
  22. #include "../windows/InfoWindows.h"
  23. #include "../../CCallback.h"
  24. #include "../../lib/CGeneralTextHandler.h"
  25. #include "../../lib/TerrainHandler.h"
  26. #include "../../lib/mapObjects/CGHeroInstance.h"
  27. #include "../../lib/mapping/CMapDefines.h"
  28. #include <SDL_pixels.h>
  29. ColorRGBA CMinimapInstance::getTileColor(const int3 & pos) const
  30. {
  31. const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
  32. // if tile is not visible it will be black on minimap
  33. if(!tile)
  34. return CSDL_Ext::fromSDL(Colors::BLACK);
  35. // if object at tile is owned - it will be colored as its owner
  36. for (const CGObjectInstance *obj : tile->blockingObjects)
  37. {
  38. PlayerColor player = obj->getOwner();
  39. if(player == PlayerColor::NEUTRAL)
  40. return CSDL_Ext::fromSDL(*graphics->neutralColor);
  41. if (player < PlayerColor::PLAYER_LIMIT)
  42. return CSDL_Ext::fromSDL(graphics->playerColors[player.getNum()]);
  43. }
  44. if (tile->blocked && (!tile->visitable))
  45. return tile->terType->minimapBlocked;
  46. else
  47. return tile->terType->minimapUnblocked;
  48. }
  49. void CMinimapInstance::refreshTile(const int3 &tile)
  50. {
  51. if (level == tile.z)
  52. minimap->drawPoint(Point(tile.x, tile.y), getTileColor(tile));
  53. }
  54. void CMinimapInstance::redrawMinimap()
  55. {
  56. int3 mapSizes = LOCPLINT->cb->getMapSize();
  57. for (int y = 0; y < mapSizes.y; ++y)
  58. for (int x = 0; x < mapSizes.x; ++x)
  59. minimap->drawPoint(Point(x, y), getTileColor(int3(x, y, level)));
  60. }
  61. CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
  62. parent(Parent),
  63. minimap(new Canvas(Point(LOCPLINT->cb->getMapSize().x, LOCPLINT->cb->getMapSize().y))),
  64. level(Level)
  65. {
  66. pos.w = parent->pos.w;
  67. pos.h = parent->pos.h;
  68. redrawMinimap();
  69. }
  70. void CMinimapInstance::showAll(Canvas & to)
  71. {
  72. to.drawScaled(*minimap, pos.topLeft(), pos.dimensions());
  73. }
  74. CMinimap::CMinimap(const Rect & position)
  75. : CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
  76. level(0)
  77. {
  78. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  79. pos.w = position.w;
  80. pos.h = position.h;
  81. aiShield = std::make_shared<CPicture>("AIShield");
  82. aiShield->disable();
  83. }
  84. int3 CMinimap::pixelToTile(const Point & cursorPos) const
  85. {
  86. // 0 = top-left corner, 1 = bottom-right corner
  87. double dx = static_cast<double>(cursorPos.x) / pos.w;
  88. double dy = static_cast<double>(cursorPos.y) / pos.h;
  89. int3 mapSizes = LOCPLINT->cb->getMapSize();
  90. int tileX(std::round(mapSizes.x * dx));
  91. int tileY(std::round(mapSizes.y * dy));
  92. return int3(tileX, tileY, level);
  93. }
  94. Point CMinimap::tileToPixels(const int3 &tile) const
  95. {
  96. int3 mapSizes = LOCPLINT->cb->getMapSize();
  97. double stepX = static_cast<double>(pos.w) / mapSizes.x;
  98. double stepY = static_cast<double>(pos.h) / mapSizes.y;
  99. int x = static_cast<int>(stepX * tile.x);
  100. int y = static_cast<int>(stepY * tile.y);
  101. return Point(x,y);
  102. }
  103. void CMinimap::moveAdvMapSelection()
  104. {
  105. int3 newLocation = pixelToTile(GH.getCursorPosition() - pos.topLeft());
  106. adventureInt->centerOnTile(newLocation);
  107. if (!(adventureInt->isActive()))
  108. GH.windows().totalRedraw(); //redraw this as well as inactive adventure map
  109. else
  110. redraw();//redraw only this
  111. }
  112. void CMinimap::clickLeft(tribool down, bool previousState)
  113. {
  114. if(down)
  115. moveAdvMapSelection();
  116. }
  117. void CMinimap::clickRight(tribool down, bool previousState)
  118. {
  119. if (down)
  120. CRClickPopup::createAndPush(CGI->generaltexth->zelp[291].second);
  121. }
  122. void CMinimap::hover(bool on)
  123. {
  124. if(on)
  125. GH.statusbar()->write(CGI->generaltexth->zelp[291].first);
  126. else
  127. GH.statusbar()->clear();
  128. }
  129. void CMinimap::mouseMoved(const Point & cursorPosition)
  130. {
  131. if(isMouseButtonPressed(MouseButton::LEFT))
  132. moveAdvMapSelection();
  133. }
  134. void CMinimap::showAll(Canvas & to)
  135. {
  136. CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
  137. CIntObject::showAll(to);
  138. if(minimap)
  139. {
  140. int3 mapSizes = LOCPLINT->cb->getMapSize();
  141. //draw radar
  142. Rect radar =
  143. {
  144. screenArea.x * pos.w / mapSizes.x,
  145. screenArea.y * pos.h / mapSizes.y,
  146. screenArea.w * pos.w / mapSizes.x - 1,
  147. screenArea.h * pos.h / mapSizes.y - 1
  148. };
  149. Canvas clippedTarget(to, pos);
  150. clippedTarget.drawBorderDashed(radar, CSDL_Ext::fromSDL(Colors::PURPLE));
  151. }
  152. }
  153. void CMinimap::update()
  154. {
  155. if(aiShield->recActions & UPDATE) //AI turn is going on. There is no need to update minimap
  156. return;
  157. OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
  158. minimap = std::make_shared<CMinimapInstance>(this, level);
  159. redraw();
  160. }
  161. void CMinimap::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  162. {
  163. if (screenArea == visibleArea && level == mapLevel)
  164. return;
  165. screenArea = visibleArea;
  166. if(level != mapLevel)
  167. {
  168. level = mapLevel;
  169. update();
  170. }
  171. else
  172. redraw();
  173. }
  174. void CMinimap::setAIRadar(bool on)
  175. {
  176. if(on)
  177. {
  178. aiShield->enable();
  179. minimap.reset();
  180. }
  181. else
  182. {
  183. aiShield->disable();
  184. update();
  185. }
  186. redraw();
  187. }
  188. void CMinimap::updateTiles(std::unordered_set<int3> positions)
  189. {
  190. if(minimap)
  191. {
  192. for (auto const & tile : positions)
  193. minimap->refreshTile(tile);
  194. }
  195. redraw();
  196. }