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- /*
- * TurnTimerWidget.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 "TurnTimerWidget.h"
- #include "../CPlayerInterface.h"
- #include "../battle/BattleInterface.h"
- #include "../battle/BattleStacksController.h"
- #include "../GameEngine.h"
- #include "../GameInstance.h"
- #include "../media/ISoundPlayer.h"
- #include "../render/Graphics.h"
- #include "../widgets/Images.h"
- #include "../widgets/GraphicalPrimitiveCanvas.h"
- #include "../widgets/TextControls.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/CStack.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/battle/CPlayerBattleCallback.h"
- #include "../../lib/callback/CCallback.h"
- TurnTimerWidget::TurnTimerWidget(const Point & position)
- : TurnTimerWidget(position, PlayerColor::NEUTRAL)
- {}
- TurnTimerWidget::TurnTimerWidget(const Point & position, PlayerColor player)
- : CIntObject(TIME)
- , lastSoundCheckSeconds(0)
- , isBattleMode(player.isValidPlayer())
- {
- OBJECT_CONSTRUCTION;
- pos += position;
- pos.w = 0;
- pos.h = 0;
- recActions &= ~DEACTIVATE;
- const auto & timers = GAME->interface()->cb->getStartInfo()->turnTimerInfo;
- backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DiBoxBck"), pos); // 1 px smaller on all sides
- if (isBattleMode)
- backgroundBorder = std::make_shared<TransparentFilledRectangle>(pos, ColorRGBA(0, 0, 0, 128), Colors::BRIGHT_YELLOW);
- else
- backgroundBorder = std::make_shared<TransparentFilledRectangle>(pos, ColorRGBA(0, 0, 0, 128), Colors::BLACK);
- if (isBattleMode)
- {
- pos.w = 76;
- pos.h += 20;
- playerLabelsMain[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player.getNum()], "");
- if (timers.battleTimer != 0)
- {
- pos.h += 20;
- playerLabelsBattle[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player.getNum()], "");
- }
- if (!timers.accumulatingUnitTimer && timers.unitTimer != 0)
- {
- pos.h += 20;
- playerLabelsUnit[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player.getNum()], "");
- }
- updateTextLabel(player, GAME->interface()->cb->getPlayerTurnTime(player));
- }
- else
- {
- if (!timers.accumulatingTurnTimer && timers.baseTimer != 0)
- pos.w = 120;
- else
- pos.w = 60;
- for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
- {
- if (GAME->interface()->cb->getStartInfo()->playerInfos.count(player) == 0)
- continue;
- if (!GAME->interface()->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman())
- continue;
- pos.h += 20;
- playerLabelsMain[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 10, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player.getNum()], "");
- updateTextLabel(player, GAME->interface()->cb->getPlayerTurnTime(player));
- }
- }
- backgroundTexture->pos = Rect::createAround(pos, -1);
- backgroundBorder->pos = pos;
- }
- void TurnTimerWidget::show(Canvas & to)
- {
- showAll(to);
- }
- void TurnTimerWidget::updateNotifications(PlayerColor player, int timeMs)
- {
- if(player != GAME->interface()->playerID)
- return;
- int newTimeSeconds = timeMs / 1000;
- if (newTimeSeconds != lastSoundCheckSeconds && notificationThresholds.count(newTimeSeconds))
- ENGINE->sound().playSound(AudioPath::builtin("WE5"));
- lastSoundCheckSeconds = newTimeSeconds;
- }
- static std::string msToString(int timeMs)
- {
- int timeSeconds = timeMs / 1000;
- std::ostringstream oss;
- oss << timeSeconds / 60 << ":" << std::setw(2) << std::setfill('0') << timeSeconds % 60;
- return oss.str();
- }
- void TurnTimerWidget::updateTextLabel(PlayerColor player, const TurnTimerInfo & timer)
- {
- const auto & timerSettings = GAME->interface()->cb->getStartInfo()->turnTimerInfo;
- auto mainLabel = playerLabelsMain[player];
- if (isBattleMode)
- {
- mainLabel->setText(msToString(timer.baseTimer + timer.turnTimer));
- if (timerSettings.battleTimer != 0)
- {
- auto battleLabel = playerLabelsBattle[player];
- if (timer.battleTimer != 0)
- {
- if (timerSettings.accumulatingUnitTimer)
- battleLabel->setText("+" + msToString(timer.battleTimer + timer.unitTimer));
- else
- battleLabel->setText("+" + msToString(timer.battleTimer));
- }
- else
- battleLabel->setText("");
- }
- if (!timerSettings.accumulatingUnitTimer && timerSettings.unitTimer != 0)
- {
- auto unitLabel = playerLabelsUnit[player];
- if (timer.unitTimer != 0)
- unitLabel->setText("+" + msToString(timer.unitTimer));
- else
- unitLabel->setText("");
- }
- }
- else
- {
- if (!timerSettings.accumulatingTurnTimer && timerSettings.baseTimer != 0)
- mainLabel->setText(msToString(timer.baseTimer) + "+" + msToString(timer.turnTimer));
- else
- mainLabel->setText(msToString(timer.baseTimer + timer.turnTimer));
- }
- }
- void TurnTimerWidget::updateTimer(PlayerColor player, uint32_t msPassed)
- {
- const auto & gamestateTimer = GAME->interface()->cb->getPlayerTurnTime(player);
- updateNotifications(player, gamestateTimer.valueMs());
- updateTextLabel(player, gamestateTimer);
- }
- void TurnTimerWidget::tick(uint32_t msPassed)
- {
- for(const auto & player : playerLabelsMain)
- {
- if (GAME->interface()->battleInt)
- {
- const auto & battle = GAME->interface()->battleInt->getBattle();
- bool isDefender = battle->sideToPlayer(BattleSide::DEFENDER) == player.first;
- bool isAttacker = battle->sideToPlayer(BattleSide::ATTACKER) == player.first;
- bool isMakingUnitTurn = battle->battleActiveUnit() && battle->battleActiveUnit()->unitOwner() == player.first;
- bool isEngagedInBattle = isDefender || isAttacker;
- // Due to way our network message queue works during battle animation
- // client actually does not receives updates from server as to which timer is active when game has battle animations playing
- // so during battle skip updating timer unless game is waiting for player to select action
- if (isEngagedInBattle && !isMakingUnitTurn)
- continue;
- }
- updateTimer(player.first, msPassed);
- }
- }
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