| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255 | /* * CWindowObject.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 "CWindowObject.h"#include "CAdvmapInterface.h"#include "../widgets/MiscWidgets.h"#include "../gui/SDL_Pixels.h"#include "../gui/SDL_Extensions.h"#include "../gui/CGuiHandler.h"#include "../gui/CCursorHandler.h"#include "../battle/CBattleInterface.h"#include "../battle/CBattleInterfaceClasses.h"#include "../CBitmapHandler.h"#include "../Graphics.h"#include "../CGameInfo.h"#include "../CPlayerInterface.h"#include "../CMessage.h"#include "../CMusicHandler.h"#include "../../CCallback.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CGeneralTextHandler.h" //for Unicode related stuffCWindowObject::CWindowObject(int options_, std::string imageName, Point centerAt):	WindowBase(getUsedEvents(options_), Point()),	options(options_),	background(createBg(imageName, options & PLAYER_COLORED)){	assert(parent == nullptr); //Safe to remove, but windows should not have parent	defActions = 255-DISPOSE;	if (options & RCLICK_POPUP)		CCS->curh->hide();	if (background)		pos = background->center(centerAt);	else		center(centerAt);	if (!(options & SHADOW_DISABLED))		setShadow(true);}CWindowObject::CWindowObject(int options_, std::string imageName):	WindowBase(getUsedEvents(options_), Point()),	options(options_),	background(createBg(imageName, options_ & PLAYER_COLORED)){	assert(parent == nullptr); //Safe to remove, but windows should not have parent	defActions = 255-DISPOSE;	if(options & RCLICK_POPUP)		CCS->curh->hide();	if(background)		pos = background->center();	else		center(Point(screen->w/2, screen->h/2));	if(!(options & SHADOW_DISABLED))		setShadow(true);}CWindowObject::~CWindowObject() = default;std::shared_ptr<CPicture> CWindowObject::createBg(std::string imageName, bool playerColored){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	if(imageName.empty())		return nullptr;	auto image = std::make_shared<CPicture>(imageName);	if(playerColored)		image->colorize(LOCPLINT->playerID);	return image;}void CWindowObject::setBackground(std::string filename){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	background = createBg(filename, options & PLAYER_COLORED);	if(background)		pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y));	updateShadow();}int CWindowObject::getUsedEvents(int options){	if (options & RCLICK_POPUP)		return RCLICK;	return 0;}void CWindowObject::updateShadow(){	setShadow(false);	if (!(options & SHADOW_DISABLED))		setShadow(true);}void CWindowObject::setShadow(bool on){	//size of shadow	static const int size = 8;	if(on == !shadowParts.empty())		return;	shadowParts.clear();	//object too small to cast shadow	if(pos.h <= size || pos.w <= size)		return;	if(on)	{		//helper to set last row		auto blitAlphaRow = [](SDL_Surface *surf, size_t row)		{			Uint8 * ptr = (Uint8*)surf->pixels + surf->pitch * (row);			for (size_t i=0; i< surf->w; i++)			{				Channels::px<4>::a.set(ptr, 128);				ptr+=4;			}		};		// helper to set last column		auto blitAlphaCol = [](SDL_Surface *surf, size_t col)		{			Uint8 * ptr = (Uint8*)surf->pixels + 4 * (col);			for (size_t i=0; i< surf->h; i++)			{				Channels::px<4>::a.set(ptr, 128);				ptr+= surf->pitch;			}		};		static SDL_Surface * shadowCornerTempl = nullptr;		static SDL_Surface * shadowBottomTempl = nullptr;		static SDL_Surface * shadowRightTempl = nullptr;		//one-time initialization		if(!shadowCornerTempl)		{			//create "template" surfaces			shadowCornerTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, size);			shadowBottomTempl = CSDL_Ext::createSurfaceWithBpp<4>(1, size);			shadowRightTempl  = CSDL_Ext::createSurfaceWithBpp<4>(size, 1);			Uint32 shadowColor = SDL_MapRGBA(shadowCornerTempl->format, 0, 0, 0, 192);			//fill with shadow body color			SDL_FillRect(shadowCornerTempl, nullptr, shadowColor);			SDL_FillRect(shadowBottomTempl, nullptr, shadowColor);			SDL_FillRect(shadowRightTempl,  nullptr, shadowColor);			//fill last row and column with more transparent color			blitAlphaCol(shadowRightTempl , size-1);			blitAlphaCol(shadowCornerTempl, size-1);			blitAlphaRow(shadowBottomTempl, size-1);			blitAlphaRow(shadowCornerTempl, size-1);		}		//FIXME: do something with this points		Point shadowStart;		if (options & BORDERED)			shadowStart = Point(size - 14, size - 14);		else			shadowStart = Point(size, size);		Point shadowPos;		if (options & BORDERED)			shadowPos = Point(pos.w + 14, pos.h + 14);		else			shadowPos = Point(pos.w, pos.h);		Point fullsize;		if (options & BORDERED)			fullsize = Point(pos.w + 28, pos.h + 29);		else			fullsize = Point(pos.w, pos.h);		//create base 8x8 piece of shadow		SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);		SDL_Surface * shadowBottom = CSDL_Ext::scaleSurfaceFast(shadowBottomTempl, fullsize.x - size, size);		SDL_Surface * shadowRight  = CSDL_Ext::scaleSurfaceFast(shadowRightTempl,  size, fullsize.y - size);		blitAlphaCol(shadowBottom, 0);		blitAlphaRow(shadowRight, 0);		//generate "shadow" object with these 3 pieces in it		{			OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);			shadowParts.push_back(std::make_shared<CPicture>(shadowCorner, shadowPos.x, shadowPos.y));			shadowParts.push_back(std::make_shared<CPicture>(shadowRight, shadowPos.x, shadowStart.y));			shadowParts.push_back(std::make_shared<CPicture>(shadowBottom, shadowStart.x, shadowPos.y));		}	}}void CWindowObject::showAll(SDL_Surface *to){	auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);	if(settings["session"]["spectate"].Bool())		color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors	CIntObject::showAll(to);	if ((options & BORDERED) && (pos.h != to->h || pos.w != to->w))		CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);}void CWindowObject::clickRight(tribool down, bool previousState){	close();	CCS->curh->show();}CStatusbarWindow::CStatusbarWindow(int options, std::string imageName, Point centerAt) : CWindowObject(options, imageName, centerAt){}CStatusbarWindow::CStatusbarWindow(int options, std::string imageName) : CWindowObject(options, imageName){}void CStatusbarWindow::activate(){	CIntObject::activate();	GH.statusbar = statusbar;}
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