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- /*
- * MapViewController.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 "MapViewController.h"
- #include "MapRendererContext.h"
- #include "MapRendererContextState.h"
- #include "MapViewCache.h"
- #include "MapViewModel.h"
- #include "../CPlayerInterface.h"
- #include "../adventureMap/AdventureMapInterface.h"
- #include "../GameEngine.h"
- #include "../GameInstance.h"
- #include "../gui/WindowHandler.h"
- #include "../eventsSDL/InputHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/callback/CCallback.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/mapObjects/MiscObjects.h"
- #include "../../lib/pathfinder/CGPathNode.h"
- #include "../../lib/spells/ViewSpellInt.h"
- void MapViewController::setViewCenter(const int3 & position)
- {
- setViewCenter(Point(position) * model->getSingleTileSize() + model->getSingleTileSize() / 2, position.z);
- }
- void MapViewController::setViewCenter(const Point & position, int level)
- {
- Point upperLimit = Point(context->getMapSize()) * model->getSingleTileSize();
- Point lowerLimit = Point(0, 0);
- if(worldViewContext)
- {
- Point area = model->getPixelsVisibleDimensions();
- Point mapCenter = upperLimit / 2;
- Point desiredLowerLimit = lowerLimit + area / 2;
- Point desiredUpperLimit = upperLimit - area / 2;
- Point actualLowerLimit{
- std::min(desiredLowerLimit.x, mapCenter.x),
- std::min(desiredLowerLimit.y, mapCenter.y)
- };
- Point actualUpperLimit{
- std::max(desiredUpperLimit.x, mapCenter.x),
- std::max(desiredUpperLimit.y, mapCenter.y)
- };
- upperLimit = actualUpperLimit;
- lowerLimit = actualLowerLimit;
- }
- Point betterPosition = {std::clamp(position.x, lowerLimit.x, upperLimit.x), std::clamp(position.y, lowerLimit.y, upperLimit.y)};
- model->setViewCenter(betterPosition);
- model->setLevel(std::clamp(level, 0, context->getMapSize().z));
- if(adventureInt && !puzzleMapContext) // may be called before adventureInt is initialized
- adventureInt->onMapViewMoved(model->getTilesTotalRect(), model->getLevel());
- }
- void MapViewController::setTileSize(const Point & tileSize, bool setTarget)
- {
- Point oldSize = model->getSingleTileSize();
- model->setTileSize(tileSize);
- double scaleChangeX = 1.0 * tileSize.x / oldSize.x;
- double scaleChangeY = 1.0 * tileSize.y / oldSize.y;
- Point newViewCenter {
- static_cast<int>(std::round(model->getMapViewCenter().x * scaleChangeX)),
- static_cast<int>(std::round(model->getMapViewCenter().y * scaleChangeY))
- };
- // force update of view center since changing tile size may invalidated it
- setViewCenter(newViewCenter, model->getLevel());
-
- if(setTarget)
- targetTileSize = tileSize;
- }
- void MapViewController::modifyTileSize(int stepsChange, bool useDeadZone)
- {
- // we want to zoom in/out in fixed 10% steps, to allow player to return back to exactly 100% zoom just by scrolling
- // so, zooming in for 5 steps will put game at 1.1^5 = 1.61 scale
- // try to determine current zooming level and change it by requested number of steps
- double currentZoomFactor = targetTileSize.x / static_cast<double>(defaultTileSize);
- double currentZoomSteps = std::round(std::log(currentZoomFactor) / std::log(1.01));
- double newZoomSteps = stepsChange != 0 ? currentZoomSteps + stepsChange : stepsChange;
- double newZoomFactor = std::pow(1.01, newZoomSteps);
- Point currentZoom = targetTileSize;
- Point desiredZoom = Point(defaultTileSize,defaultTileSize) * newZoomFactor;
- if (desiredZoom == currentZoom && stepsChange < 0)
- desiredZoom -= Point(1,1);
- if (desiredZoom == currentZoom && stepsChange > 0)
- desiredZoom += Point(1,1);
- Point minimal = model->getSingleTileSizeLowerLimit();
- Point maximal = model->getSingleTileSizeUpperLimit();
- Point actualZoom = {
- std::clamp(desiredZoom.x, minimal.x, maximal.x),
- std::clamp(desiredZoom.y, minimal.y, maximal.y)
- };
- if (actualZoom != currentZoom)
- {
- targetTileSize = actualZoom;
- if (useDeadZone)
- {
- if(actualZoom.x >= defaultTileSize - zoomTileDeadArea && actualZoom.x <= defaultTileSize + zoomTileDeadArea)
- actualZoom.x = defaultTileSize;
- if(actualZoom.y >= defaultTileSize - zoomTileDeadArea && actualZoom.y <= defaultTileSize + zoomTileDeadArea)
- actualZoom.y = defaultTileSize;
- }
- bool isInDeadZone = targetTileSize != actualZoom || actualZoom == Point(defaultTileSize, defaultTileSize);
- if(!wasInDeadZone && isInDeadZone)
- ENGINE->input().hapticFeedback();
- wasInDeadZone = isInDeadZone;
- setTileSize(actualZoom, false);
- if (adventureContext)
- {
- Settings tileZoom = settings.write["adventure"]["tileZoom"];
- tileZoom->Integer() = actualZoom.x;
- }
- }
- }
- MapViewController::MapViewController(std::shared_ptr<MapViewModel> model, std::shared_ptr<MapViewCache> view)
- : state(new MapRendererContextState())
- , model(std::move(model))
- , view(view)
- {
- adventureContext = std::make_shared<MapRendererAdventureContext>(*state);
- context = adventureContext;
- }
- std::shared_ptr<IMapRendererContext> MapViewController::getContext() const
- {
- return context;
- }
- void MapViewController::tick(uint32_t timeDelta)
- {
- // confirmed to match H3 for
- // - hero embarking on boat (500 ms)
- // - hero disembarking from boat (500 ms)
- // - TODO: picking up resources
- // - TODO: killing mosters
- // - teleporting ( 250 ms)
- static const double fadeOutDuration = 500;
- static const double fadeInDuration = 500;
- static const double heroTeleportDuration = 250;
- if(movementContext)
- {
- const auto * object = context->getObject(movementContext->target);
- const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
- const auto * boat = dynamic_cast<const CGBoat *>(object);
- assert(boat || hero);
- if(!hero)
- hero = boat->getBoardedHero();
- double heroMoveTime = GAME->interface()->playerID == hero->getOwner() ?
- settings["adventure"]["heroMoveTime"].Float() :
- settings["adventure"]["enemyMoveTime"].Float();
- movementContext->progress += timeDelta / heroMoveTime;
- movementContext->progress = std::min( 1.0, movementContext->progress);
- Point positionFrom = Point(hero->convertToVisitablePos(movementContext->tileFrom)) * model->getSingleTileSize() + model->getSingleTileSize() / 2;
- Point positionDest = Point(hero->convertToVisitablePos(movementContext->tileDest)) * model->getSingleTileSize() + model->getSingleTileSize() / 2;
- Point positionCurr = vstd::lerp(positionFrom, positionDest, movementContext->progress);
- setViewCenter(positionCurr, movementContext->tileDest.z);
- }
- if(teleportContext)
- {
- teleportContext->progress += timeDelta / heroTeleportDuration;
- teleportContext->progress = std::min( 1.0, teleportContext->progress);
- }
- if(fadingOutContext)
- {
- fadingOutContext->progress -= timeDelta / fadeOutDuration;
- fadingOutContext->progress = std::max( 0.0, fadingOutContext->progress);
- }
- if(fadingInContext)
- {
- fadingInContext->progress += timeDelta / fadeInDuration;
- fadingInContext->progress = std::min( 1.0, fadingInContext->progress);
- }
- if (adventureContext)
- adventureContext->animationTime += timeDelta;
- updateState();
- }
- void MapViewController::updateState()
- {
- if(adventureContext)
- {
- adventureContext->settingsSessionSpectate = settings["session"]["spectate"].Bool();
- adventureContext->settingsAdventureObjectAnimation = settings["adventure"]["objectAnimation"].Bool();
- adventureContext->settingsAdventureTerrainAnimation = settings["adventure"]["terrainAnimation"].Bool();
- adventureContext->settingShowGrid = settings["gameTweaks"]["showGrid"].Bool();
- adventureContext->settingShowVisitable = settings["session"]["showVisitable"].Bool();
- adventureContext->settingShowBlocked = settings["session"]["showBlocked"].Bool();
- adventureContext->settingSpellRange = settings["session"]["showSpellRange"].Bool();
- adventureContext->settingTextOverlay = (ENGINE->isKeyboardAltDown() || ENGINE->input().getNumTouchFingers() == 2) && settings["general"]["enableOverlay"].Bool();
- }
- }
- void MapViewController::afterRender()
- {
- if(movementContext)
- {
- const auto * object = context->getObject(movementContext->target);
- const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
- const auto * boat = dynamic_cast<const CGBoat *>(object);
- assert(boat || hero);
- if(!hero)
- hero = boat->getBoardedHero();
- if(movementContext->progress >= 0.999)
- {
- logGlobal->debug("Ending movement animation");
- setViewCenter(hero->getSightCenter());
- removeObject(context->getObject(movementContext->target));
- addObject(context->getObject(movementContext->target));
- activateAdventureContext(movementContext->animationTime);
- }
- }
- if(teleportContext && teleportContext->progress >= 0.999)
- {
- logGlobal->debug("Ending teleport animation");
- activateAdventureContext(teleportContext->animationTime);
- }
- if(fadingOutContext && fadingOutContext->progress <= 0.001)
- {
- logGlobal->debug("Ending fade out animation");
- removeObject(context->getObject(fadingOutContext->target));
- activateAdventureContext(fadingOutContext->animationTime);
- }
- if(fadingInContext && fadingInContext->progress >= 0.999)
- {
- logGlobal->debug("Ending fade in animation");
- activateAdventureContext(fadingInContext->animationTime);
- }
- }
- bool MapViewController::isEventInstant(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- if(settings["gameTweaks"]["skipAdventureMapAnimations"].Bool())
- return true;
- if (!isEventVisible(obj, initiator))
- return true;
- if (!initiator.isValidPlayer())
- return true; // skip effects such as new monsters on new month
- if(initiator != GAME->interface()->playerID && settings["adventure"]["enemyMoveTime"].Float() <= 0)
- return true; // instant movement speed
- if(initiator == GAME->interface()->playerID && settings["adventure"]["heroMoveTime"].Float() <= 0)
- return true; // instant movement speed
- return false;
- }
- bool MapViewController::isEventVisible(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- if(adventureContext == nullptr)
- return false;
- if(initiator != GAME->interface()->playerID && settings["adventure"]["enemyMoveTime"].Float() < 0)
- return false; // enemy move speed set to "hidden/none"
- if(!ENGINE->windows().isTopWindow(adventureInt))
- return false;
- // do not focus on actions of other players except for AI with simturns off
- if (initiator != GAME->interface()->playerID && initiator.isValidPlayer())
- {
- if (GAME->interface()->makingTurn)
- return false;
- if (GAME->interface()->cb->getStartInfo()->playerInfos.at(initiator).isControlledByHuman() && !settings["session"]["adventureTrackHero"].Bool())
- return false;
- }
- if(obj->isVisitable())
- return context->isVisible(obj->visitablePos());
- else
- return context->isVisible(obj->anchorPos());
- }
- bool MapViewController::isEventVisible(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- if(adventureContext == nullptr)
- return false;
- if(obj->getOwner() != GAME->interface()->playerID && settings["adventure"]["enemyMoveTime"].Float() < 0)
- return false; // enemy move speed set to "hidden/none"
- if(!ENGINE->windows().isTopWindow(adventureInt))
- return false;
- // do not focus on actions of other players except for AI with simturns off
- if (obj->getOwner() != GAME->interface()->playerID)
- {
- if (GAME->interface()->makingTurn)
- return false;
- if (GAME->interface()->cb->getStartInfo()->playerInfos.at(obj->getOwner()).isControlledByHuman() && !settings["session"]["adventureTrackHero"].Bool())
- return false;
- }
- if(context->isVisible(obj->convertToVisitablePos(from)))
- return true;
- if(context->isVisible(obj->convertToVisitablePos(dest)))
- return true;
- return false;
- }
- void MapViewController::fadeOutObject(const CGObjectInstance * obj)
- {
- animationWait.setBusy();
- logGlobal->debug("Starting fade out animation");
- fadingOutContext = std::make_shared<MapRendererAdventureFadingContext>(*state);
- fadingOutContext->animationTime = adventureContext->animationTime;
- adventureContext = fadingOutContext;
- context = fadingOutContext;
- const CGObjectInstance * movingObject = obj;
- if (obj->ID == Obj::HERO)
- {
- auto * hero = dynamic_cast<const CGHeroInstance*>(obj);
- if (hero->inBoat())
- movingObject = hero->getBoat();
- }
- fadingOutContext->target = movingObject->id;
- fadingOutContext->progress = 1.0;
- }
- void MapViewController::fadeInObject(const CGObjectInstance * obj)
- {
- animationWait.setBusy();
- logGlobal->debug("Starting fade in animation");
- fadingInContext = std::make_shared<MapRendererAdventureFadingContext>(*state);
- fadingInContext->animationTime = adventureContext->animationTime;
- adventureContext = fadingInContext;
- context = fadingInContext;
- const CGObjectInstance * movingObject = obj;
- if (obj->ID == Obj::HERO)
- {
- auto * hero = dynamic_cast<const CGHeroInstance*>(obj);
- if (hero->inBoat())
- movingObject = hero->getBoat();
- }
- fadingInContext->target = movingObject->id;
- fadingInContext->progress = 0.0;
- }
- void MapViewController::removeObject(const CGObjectInstance * obj)
- {
- if (obj->ID == Obj::BOAT)
- {
- auto * boat = dynamic_cast<const CGBoat*>(obj);
- if (boat->getBoardedHero())
- {
- view->invalidate(context, boat->getBoardedHero()->id);
- state->removeObject(boat->getBoardedHero());
- }
- }
- if (obj->ID == Obj::HERO)
- {
- auto * hero = dynamic_cast<const CGHeroInstance*>(obj);
- if (hero->inBoat())
- {
- view->invalidate(context, hero->getBoat()->id);
- state->removeObject(hero->getBoat());
- }
- }
- view->invalidate(context, obj->id);
- state->removeObject(obj);
- }
- void MapViewController::addObject(const CGObjectInstance * obj)
- {
- state->addObject(obj);
- view->invalidate(context, obj->id);
- }
- void MapViewController::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- if(isEventVisible(obj, from, dest))
- {
- if (!isEventInstant(obj, obj->getOwner()))
- fadeOutObject(obj);
- setViewCenter(obj->getSightCenter());
- }
- else
- removeObject(obj);
- }
- void MapViewController::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- if(isEventVisible(obj, from, dest))
- setViewCenter(obj->getSightCenter());
- }
- void MapViewController::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- if(isEventVisible(obj, from, dest))
- setViewCenter(obj->getSightCenter());
- }
- void MapViewController::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- if(isEventVisible(obj, from, dest))
- {
- if (!isEventInstant(obj, obj->getOwner()))
- fadeInObject(obj);
- setViewCenter(obj->getSightCenter());
- }
- addObject(obj);
- }
- void MapViewController::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- assert(!hasOngoingAnimations());
- if(isEventVisible(obj, initiator) && !isEventInstant(obj, initiator) )
- fadeInObject(obj);
- addObject(obj);
- }
- void MapViewController::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- assert(!hasOngoingAnimations());
- if(isEventVisible(obj, initiator) && !isEventInstant(obj, initiator) )
- fadeOutObject(obj);
- else
- removeObject(obj);
- }
- void MapViewController::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- addObject(obj);
- };
- void MapViewController::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- removeObject(obj);
- };
- void MapViewController::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- assert(!hasOngoingAnimations());
- if(isEventVisible(obj, from, dest))
- {
- setViewCenter(obj->getSightCenter());
- view->createTransitionSnapshot(context);
- }
- }
- void MapViewController::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- assert(!hasOngoingAnimations());
- const CGObjectInstance * movingObject = obj;
- if(obj->inBoat())
- movingObject = obj->getBoat();
- removeObject(movingObject);
- addObject(movingObject);
- if(isEventVisible(obj, from, dest))
- {
- animationWait.setBusy();
- logGlobal->debug("Starting teleport animation");
- teleportContext = std::make_shared<MapRendererAdventureTransitionContext>(*state);
- teleportContext->animationTime = adventureContext->animationTime;
- adventureContext = teleportContext;
- context = teleportContext;
- setViewCenter(movingObject->getSightCenter());
- }
- }
- void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- assert(!hasOngoingAnimations());
- // revisiting via spacebar, no need to animate
- if(from == dest)
- return;
- const CGObjectInstance * movingObject = obj;
- if(obj->inBoat())
- movingObject = obj->getBoat();
- removeObject(movingObject);
- if(!isEventVisible(obj, from, dest))
- {
- addObject(movingObject);
- return;
- }
- double movementTime = GAME->interface()->playerID == obj->tempOwner ?
- settings["adventure"]["heroMoveTime"].Float() :
- settings["adventure"]["enemyMoveTime"].Float();
- if(movementTime > 1)
- {
- animationWait.setBusy();
- logGlobal->debug("Starting movement animation");
- movementContext = std::make_shared<MapRendererAdventureMovingContext>(*state);
- movementContext->animationTime = adventureContext->animationTime;
- adventureContext = movementContext;
- context = movementContext;
- state->addMovingObject(movingObject, from, dest);
- movementContext->target = movingObject->id;
- movementContext->tileFrom = from;
- movementContext->tileDest = dest;
- movementContext->progress = 0.0;
- }
- else // instant movement
- {
- addObject(movingObject);
- setViewCenter(movingObject->visitablePos());
- }
- }
- bool MapViewController::hasOngoingAnimations()
- {
- if(movementContext)
- return true;
- if(fadingOutContext)
- return true;
- if(fadingInContext)
- return true;
- if(teleportContext)
- return true;
- return false;
- }
- void MapViewController::waitForOngoingAnimations()
- {
- auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
- animationWait.waitWhileBusy();
- }
- void MapViewController::endNetwork()
- {
- animationWait.requestTermination();
- }
- void MapViewController::activateAdventureContext(uint32_t animationTime)
- {
- resetContext();
- adventureContext = std::make_shared<MapRendererAdventureContext>(*state);
- adventureContext->animationTime = animationTime;
- context = adventureContext;
- updateState();
- }
- void MapViewController::activateAdventureContext()
- {
- activateAdventureContext(0);
- }
- void MapViewController::activateWorldViewContext()
- {
- if(worldViewContext)
- return;
- resetContext();
- worldViewContext = std::make_shared<MapRendererWorldViewContext>(*state);
- context = worldViewContext;
- }
- void MapViewController::activateSpellViewContext()
- {
- if(spellViewContext)
- return;
- resetContext();
- spellViewContext = std::make_shared<MapRendererSpellViewContext>(*state);
- worldViewContext = spellViewContext;
- context = spellViewContext;
- }
- void MapViewController::activatePuzzleMapContext(const int3 & grailPosition)
- {
- resetContext();
- puzzleMapContext = std::make_shared<MapRendererPuzzleMapContext>(*state);
- context = puzzleMapContext;
- CGPathNode fakeNode;
- fakeNode.coord = grailPosition;
- puzzleMapContext->grailPos = std::make_unique<CGPath>();
- // create two nodes since 1st one is normally not visible
- puzzleMapContext->grailPos->nodes.push_back(fakeNode);
- puzzleMapContext->grailPos->nodes.push_back(fakeNode);
- }
- void MapViewController::resetContext()
- {
- adventureContext.reset();
- movementContext.reset();
- fadingOutContext.reset();
- fadingInContext.reset();
- teleportContext.reset();
- worldViewContext.reset();
- spellViewContext.reset();
- puzzleMapContext.reset();
- animationWait.setFree();
- }
- void MapViewController::setTerrainVisibility(bool showAllTerrain)
- {
- assert(spellViewContext);
- spellViewContext->showAllTerrain = showAllTerrain;
- }
- void MapViewController::setOverlayVisibility(const std::vector<ObjectPosInfo> & objectPositions)
- {
- assert(spellViewContext);
- spellViewContext->additionalOverlayIcons = objectPositions;
- }
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