CMinimap.cpp 7.5 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 "../CPlayerInterface.h"
  14. #include "../GameEngine.h"
  15. #include "../GameInstance.h"
  16. #include "../gui/MouseButton.h"
  17. #include "../gui/WindowHandler.h"
  18. #include "../render/CAnimation.h"
  19. #include "../render/Canvas.h"
  20. #include "../render/Colors.h"
  21. #include "../render/Graphics.h"
  22. #include "../render/IRenderHandler.h"
  23. #include "../widgets/Images.h"
  24. #include "../windows/InfoWindows.h"
  25. #include "../../lib/CConfigHandler.h"
  26. #include "../../lib/TerrainHandler.h"
  27. #include "../../lib/callback/CCallback.h"
  28. #include "../../lib/mapObjects/CGHeroInstance.h"
  29. #include "../../lib/mapping/CMapDefines.h"
  30. #include "../../lib/texts/CGeneralTextHandler.h"
  31. ColorRGBA CMinimapInstance::getTileColor(const int3 & pos) const
  32. {
  33. const TerrainTile * tile = GAME->interface()->cb->getTile(pos, false);
  34. // if tile is not visible it will be black on minimap
  35. if(!tile)
  36. return Colors::BLACK;
  37. // if object at tile is owned - it will be colored as its owner
  38. for (const ObjectInstanceID objectID : tile->blockingObjects)
  39. {
  40. const auto * obj = GAME->interface()->cb->getObj(objectID);
  41. PlayerColor player = obj->getOwner();
  42. if(player == PlayerColor::NEUTRAL)
  43. return graphics->neutralColor;
  44. if (settings["adventure"]["minimapShowHeroes"].Bool())
  45. {
  46. if (obj->ID == MapObjectID::HERO)
  47. continue;
  48. }
  49. if (player.isValidPlayer())
  50. return graphics->playerColors[player.getNum()];
  51. }
  52. if (tile->blocked() && !tile->visitable())
  53. return tile->getTerrain()->minimapBlocked;
  54. else
  55. return tile->getTerrain()->minimapUnblocked;
  56. }
  57. void CMinimapInstance::refreshTile(const int3 &tile)
  58. {
  59. if (level == tile.z)
  60. minimap->drawPoint(Point(tile.x, tile.y), getTileColor(tile));
  61. }
  62. void CMinimapInstance::redrawMinimap()
  63. {
  64. int3 mapSizes = GAME->interface()->cb->getMapSize();
  65. for (int y = 0; y < mapSizes.y; ++y)
  66. for (int x = 0; x < mapSizes.x; ++x)
  67. minimap->drawPoint(Point(x, y), getTileColor(int3(x, y, level)));
  68. }
  69. CMinimapInstance::CMinimapInstance(const Point & position, const Point & dimensions, int Level):
  70. minimap(new Canvas(Point(GAME->interface()->cb->getMapSize().x, GAME->interface()->cb->getMapSize().y), CanvasScalingPolicy::IGNORE)),
  71. level(Level)
  72. {
  73. pos += position;
  74. pos.w = dimensions.x;
  75. pos.h = dimensions.y;
  76. redrawMinimap();
  77. }
  78. CMinimapInstance::~CMinimapInstance() = default;
  79. void CMinimapInstance::showAll(Canvas & to)
  80. {
  81. to.drawScaled(*minimap, pos.topLeft(), pos.dimensions());
  82. }
  83. CMinimap::CMinimap(const Rect & position)
  84. : CIntObject(LCLICK | SHOW_POPUP | DRAG | MOVE | GESTURE, position.topLeft())
  85. , heroIcon(ENGINE->renderHandler().loadImage(ImagePath::builtin("minimapIcons/hero"), EImageBlitMode::WITH_SHADOW_AND_FLAG_COLOR))
  86. , level(0)
  87. {
  88. OBJECT_CONSTRUCTION;
  89. double maxSideLengthSrc = std::max(GAME->interface()->cb->getMapSize().x, GAME->interface()->cb->getMapSize().y);
  90. double maxSideLengthDst = std::max(position.w, position.h);
  91. double resize = maxSideLengthSrc / maxSideLengthDst;
  92. Point newMinimapSize(GAME->interface()->cb->getMapSize().x/ resize, GAME->interface()->cb->getMapSize().y / resize);
  93. Point offset = Point((std::max(newMinimapSize.x, newMinimapSize.y) - newMinimapSize.x) / 2, (std::max(newMinimapSize.x, newMinimapSize.y) - newMinimapSize.y) / 2);
  94. pos.x += offset.x;
  95. pos.y += offset.y;
  96. pos.w = newMinimapSize.x;
  97. pos.h = newMinimapSize.y;
  98. aiShield = std::make_shared<CPicture>(ImagePath::builtin("AIShield"), -offset);
  99. aiShield->disable();
  100. }
  101. int3 CMinimap::pixelToTile(const Point & cursorPos) const
  102. {
  103. // 0 = top-left corner, 1 = bottom-right corner
  104. double dx = static_cast<double>(cursorPos.x) / pos.w;
  105. double dy = static_cast<double>(cursorPos.y) / pos.h;
  106. int3 mapSizes = GAME->interface()->cb->getMapSize();
  107. int tileX(std::round(mapSizes.x * dx));
  108. int tileY(std::round(mapSizes.y * dy));
  109. return int3(tileX, tileY, level);
  110. }
  111. Point CMinimap::tileToPixels(const int3 &tile) const
  112. {
  113. int3 mapSizes = GAME->interface()->cb->getMapSize();
  114. double stepX = static_cast<double>(pos.w) / mapSizes.x;
  115. double stepY = static_cast<double>(pos.h) / mapSizes.y;
  116. int x = static_cast<int>(stepX * (tile.x + 0.5));
  117. int y = static_cast<int>(stepY * (tile.y + 0.5));
  118. return Point(x,y);
  119. }
  120. void CMinimap::moveAdvMapSelection(const Point & positionGlobal)
  121. {
  122. int3 newLocation = pixelToTile(positionGlobal - pos.topLeft());
  123. adventureInt->centerOnTile(newLocation);
  124. if (!(adventureInt->isActive()))
  125. ENGINE->windows().totalRedraw(); //redraw this as well as inactive adventure map
  126. else
  127. redraw();//redraw only this
  128. }
  129. void CMinimap::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
  130. {
  131. if (pos.isInside(currentPosition))
  132. moveAdvMapSelection(currentPosition);
  133. }
  134. void CMinimap::clickPressed(const Point & cursorPosition)
  135. {
  136. moveAdvMapSelection(cursorPosition);
  137. }
  138. void CMinimap::showPopupWindow(const Point & cursorPosition)
  139. {
  140. CRClickPopup::createAndPush(LIBRARY->generaltexth->zelp[291].second);
  141. }
  142. void CMinimap::hover(bool on)
  143. {
  144. if(on)
  145. ENGINE->statusbar()->write(LIBRARY->generaltexth->zelp[291].first);
  146. else
  147. ENGINE->statusbar()->clear();
  148. }
  149. void CMinimap::mouseDragged(const Point & cursorPosition, const Point & lastUpdateDistance)
  150. {
  151. moveAdvMapSelection(cursorPosition);
  152. }
  153. void CMinimap::showAll(Canvas & to)
  154. {
  155. CanvasClipRectGuard guard(to, aiShield->pos);
  156. CIntObject::showAll(to);
  157. if(minimap)
  158. {
  159. int3 mapSizes = GAME->interface()->cb->getMapSize();
  160. Canvas clippedTarget(to, pos);
  161. if (settings["adventure"]["minimapShowHeroes"].Bool())
  162. {
  163. for (const auto objectID : visibleHeroes)
  164. {
  165. const auto * object = GAME->interface()->cb->getObj(objectID);
  166. if (object->anchorPos().z != level)
  167. continue;
  168. heroIcon->setOverlayColor(graphics->playerColors[object->getOwner().getNum()]);
  169. clippedTarget.draw(heroIcon, tileToPixels(object->visitablePos()) - heroIcon->dimensions() / 2);
  170. }
  171. }
  172. //draw radar
  173. Rect radar =
  174. {
  175. screenArea.x * pos.w / mapSizes.x,
  176. screenArea.y * pos.h / mapSizes.y,
  177. screenArea.w * pos.w / mapSizes.x - 1,
  178. screenArea.h * pos.h / mapSizes.y - 1
  179. };
  180. clippedTarget.drawBorderDashed(radar, Colors::PURPLE);
  181. }
  182. }
  183. void CMinimap::update()
  184. {
  185. if(aiShield->recActions & UPDATE) //AI turn is going on. There is no need to update minimap
  186. return;
  187. OBJECT_CONSTRUCTION;
  188. minimap = std::make_shared<CMinimapInstance>(Point(0,0), pos.dimensions(), level);
  189. updateVisibleHeroes();
  190. redraw();
  191. }
  192. void CMinimap::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  193. {
  194. if (screenArea == visibleArea && level == mapLevel)
  195. return;
  196. screenArea = visibleArea;
  197. if(level != mapLevel)
  198. {
  199. level = mapLevel;
  200. update();
  201. }
  202. else
  203. redraw();
  204. }
  205. void CMinimap::setAIRadar(bool on)
  206. {
  207. if(on)
  208. {
  209. aiShield->enable();
  210. minimap.reset();
  211. }
  212. else
  213. {
  214. aiShield->disable();
  215. update();
  216. }
  217. redraw();
  218. }
  219. void CMinimap::updateVisibleHeroes()
  220. {
  221. visibleHeroes.clear();
  222. for (const auto & player : PlayerColor::ALL_PLAYERS())
  223. {
  224. if (GAME->interface()->cb->getPlayerStatus(player, false) != EPlayerStatus::INGAME)
  225. continue;
  226. for (const auto & hero : GAME->interface()->cb->getHeroes(player))
  227. visibleHeroes.push_back(hero->id);
  228. }
  229. }
  230. void CMinimap::updateTiles(const std::unordered_set<int3> & positions)
  231. {
  232. if(minimap)
  233. {
  234. for (auto const & tile : positions)
  235. minimap->refreshTile(tile);
  236. }
  237. updateVisibleHeroes();
  238. redraw();
  239. }