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- /*
- * CMinimap.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CMinimap.h"
- #include "CAdvMapInt.h"
- #include "../widgets/Images.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CGuiHandler.h"
- #include "../renderSDL/SDL_PixelAccess.h"
- #include "../../CCallback.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/TerrainHandler.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/mapping/CMapDefines.h"
- #include <SDL_surface.h>
- const SDL_Color & CMinimapInstance::getTileColor(const int3 & pos)
- {
- const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
- // if tile is not visible it will be black on minimap
- if(!tile)
- return Colors::BLACK;
- // if object at tile is owned - it will be colored as its owner
- for (const CGObjectInstance *obj : tile->blockingObjects)
- {
- //heroes will be blitted later
- switch (obj->ID)
- {
- case Obj::HERO:
- case Obj::PRISON:
- continue;
- }
- PlayerColor player = obj->getOwner();
- if(player == PlayerColor::NEUTRAL)
- return *graphics->neutralColor;
- else
- if (player < PlayerColor::PLAYER_LIMIT)
- return graphics->playerColors[player.getNum()];
- }
- // else - use terrain color (blocked version or normal)
- const auto & colorPair = parent->colors.find(tile->terType->getId())->second;
- if (tile->blocked && (!tile->visitable))
- return colorPair.second;
- else
- return colorPair.first;
- }
- void CMinimapInstance::tileToPixels (const int3 &tile, int &x, int &y, int toX, int toY)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- double stepX = double(pos.w) / mapSizes.x;
- double stepY = double(pos.h) / mapSizes.y;
- x = static_cast<int>(toX + stepX * tile.x);
- y = static_cast<int>(toY + stepY * tile.y);
- }
- void CMinimapInstance::blitTileWithColor(const SDL_Color &color, const int3 &tile, SDL_Surface *to, int toX, int toY)
- {
- //coordinates of rectangle on minimap representing this tile
- // begin - first to blit, end - first NOT to blit
- int xBegin, yBegin, xEnd, yEnd;
- tileToPixels (tile, xBegin, yBegin, toX, toY);
- tileToPixels (int3 (tile.x + 1, tile.y + 1, tile.z), xEnd, yEnd, toX, toY);
- for (int y=yBegin; y<yEnd; y++)
- {
- uint8_t *ptr = (uint8_t*)to->pixels + y * to->pitch + xBegin * minimap->format->BytesPerPixel;
- for (int x=xBegin; x<xEnd; x++)
- ColorPutter<4, 1>::PutColor(ptr, color);
- }
- }
- void CMinimapInstance::refreshTile(const int3 &tile)
- {
- blitTileWithColor(getTileColor(int3(tile.x, tile.y, level)), tile, minimap, 0, 0);
- }
- void CMinimapInstance::drawScaled(int level)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- //size of one map tile on our minimap
- double stepX = double(pos.w) / mapSizes.x;
- double stepY = double(pos.h) / mapSizes.y;
- double currY = 0;
- for (int y=0; y<mapSizes.y; y++, currY += stepY)
- {
- double currX = 0;
- for (int x=0; x<mapSizes.x; x++, currX += stepX)
- {
- const SDL_Color &color = getTileColor(int3(x,y,level));
- //coordinates of rectangle on minimap representing this tile
- // begin - first to blit, end - first NOT to blit
- int xBegin = static_cast<int>(currX);
- int yBegin = static_cast<int>(currY);
- int xEnd = static_cast<int>(currX + stepX);
- int yEnd = static_cast<int>(currY + stepY);
- for (int y=yBegin; y<yEnd; y++)
- {
- uint8_t *ptr = (uint8_t*)minimap->pixels + y * minimap->pitch + xBegin * minimap->format->BytesPerPixel;
- for (int x=xBegin; x<xEnd; x++)
- ColorPutter<4, 1>::PutColor(ptr, color);
- }
- }
- }
- }
- CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
- parent(Parent),
- minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
- level(Level)
- {
- pos.w = parent->pos.w;
- pos.h = parent->pos.h;
- drawScaled(level);
- }
- CMinimapInstance::~CMinimapInstance()
- {
- SDL_FreeSurface(minimap);
- }
- void CMinimapInstance::showAll(SDL_Surface * to)
- {
- blitAtLoc(minimap, 0, 0, to);
- //draw heroes
- std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false); //TODO: do we really need separate function for drawing heroes?
- for(auto & hero : heroes)
- {
- int3 position = hero->visitablePos();
- if(position.z == level)
- {
- const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];
- blitTileWithColor(color, position, to, pos.x, pos.y);
- }
- }
- }
- std::map<TerrainId, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors()
- {
- std::map<TerrainId, std::pair<SDL_Color, SDL_Color> > ret;
- for(const auto & terrain : CGI->terrainTypeHandler->objects)
- {
- SDL_Color normal = CSDL_Ext::toSDL(terrain->minimapUnblocked);
- SDL_Color blocked = CSDL_Ext::toSDL(terrain->minimapBlocked);
- ret[terrain->getId()] = std::make_pair(normal, blocked);
- }
- return ret;
- }
- CMinimap::CMinimap(const Rect & position)
- : CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
- level(0),
- colors(loadColors())
- {
- OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
- pos.w = position.w;
- pos.h = position.h;
- aiShield = std::make_shared<CPicture>("AIShield");
- aiShield->disable();
- }
- int3 CMinimap::translateMousePosition()
- {
- // 0 = top-left corner, 1 = bottom-right corner
- double dx = double(GH.getCursorPosition().x - pos.x) / pos.w;
- double dy = double(GH.getCursorPosition().y - pos.y) / pos.h;
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- int3 tile ((si32)(mapSizes.x * dx), (si32)(mapSizes.y * dy), level);
- return tile;
- }
- void CMinimap::moveAdvMapSelection()
- {
- int3 newLocation = translateMousePosition();
- adventureInt->centerOn(newLocation);
- if (!(adventureInt->active & GENERAL))
- GH.totalRedraw(); //redraw this as well as inactive adventure map
- else
- redraw();//redraw only this
- }
- void CMinimap::clickLeft(tribool down, bool previousState)
- {
- if(down)
- moveAdvMapSelection();
- }
- void CMinimap::clickRight(tribool down, bool previousState)
- {
- adventureInt->handleRightClick(CGI->generaltexth->zelp[291].second, down);
- }
- void CMinimap::hover(bool on)
- {
- if(on)
- GH.statusbar->write(CGI->generaltexth->zelp[291].first);
- else
- GH.statusbar->clear();
- }
- void CMinimap::mouseMoved(const Point & cursorPosition)
- {
- if(mouseState(EIntObjMouseBtnType::LEFT))
- moveAdvMapSelection();
- }
- void CMinimap::showAll(SDL_Surface * to)
- {
- CIntObject::showAll(to);
- if(minimap)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- int3 tileCountOnScreen = adventureInt->terrain.tileCountOnScreen();
- //draw radar
- Rect oldClip;
- Rect radar =
- {
- si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),
- si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),
- ui16(tileCountOnScreen.x * pos.w / mapSizes.x),
- ui16(tileCountOnScreen.y * pos.h / mapSizes.y)
- };
- if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
- {
- // adjusts radar so that it doesn't go out of map in world view mode (since there's no frame)
- radar.x = std::min<int>(std::max(pos.x, radar.x), pos.x + pos.w - radar.w);
- radar.y = std::min<int>(std::max(pos.y, radar.y), pos.y + pos.h - radar.h);
- if(radar.x < pos.x && radar.y < pos.y)
- return; // whole map is visible at once, no point in redrawing border
- }
- CSDL_Ext::getClipRect(to, oldClip);
- CSDL_Ext::setClipRect(to, pos);
- CSDL_Ext::drawDashedBorder(to, radar, Colors::PURPLE);
- CSDL_Ext::setClipRect(to, oldClip);
- }
- }
- void CMinimap::update()
- {
- if(aiShield->recActions & UPDATE) //AI turn is going on. There is no need to update minimap
- return;
- OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
- minimap = std::make_shared<CMinimapInstance>(this, level);
- redraw();
- }
- void CMinimap::setLevel(int newLevel)
- {
- level = newLevel;
- update();
- }
- void CMinimap::setAIRadar(bool on)
- {
- if(on)
- {
- aiShield->enable();
- minimap.reset();
- }
- else
- {
- aiShield->disable();
- update();
- }
- // this my happen during AI turn when this interface is inactive
- // force redraw in order to properly update interface
- GH.totalRedraw();
- }
- void CMinimap::hideTile(const int3 &pos)
- {
- if(minimap)
- minimap->refreshTile(pos);
- }
- void CMinimap::showTile(const int3 &pos)
- {
- if(minimap)
- minimap->refreshTile(pos);
- }
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