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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 "../CCallback.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../adventureMap/AdventureMapInterface.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/WindowHandler.h"
 
- #include "../eventsSDL/InputHandler.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/StartInfo.h"
 
- #include "../../lib/UnlockGuard.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)
 
- {
 
- 	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());
 
- }
 
- 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)
 
- 			GH.input().hapticFeedback();
 
- 		wasInDeadZone = isInDeadZone;
 
- 		setTileSize(actualZoom);
 
- 	}
 
- }
 
- 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->hero;
 
- 		double heroMoveTime = LOCPLINT->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 = GH.isKeyboardAltDown();
 
- 	}
 
- }
 
- 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->hero;
 
- 		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 != LOCPLINT->playerID && settings["adventure"]["enemyMoveTime"].Float() <= 0)
 
- 		return true; // instant movement speed
 
- 	if(initiator == LOCPLINT->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 != LOCPLINT->playerID && settings["adventure"]["enemyMoveTime"].Float() < 0)
 
- 		return false; // enemy move speed set to "hidden/none"
 
- 	if(!GH.windows().isTopWindow(adventureInt))
 
- 		return false;
 
- 	// do not focus on actions of other players except for AI with simturns off
 
- 	if (initiator != LOCPLINT->playerID && initiator.isValidPlayer())
 
- 	{
 
- 		if (LOCPLINT->makingTurn)
 
- 			return false;
 
- 		if (LOCPLINT->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->pos);
 
- }
 
- bool MapViewController::isEventVisible(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
 
- {
 
- 	if(adventureContext == nullptr)
 
- 		return false;
 
- 	if(obj->getOwner() != LOCPLINT->playerID && settings["adventure"]["enemyMoveTime"].Float() < 0)
 
- 		return false; // enemy move speed set to "hidden/none"
 
- 	if(!GH.windows().isTopWindow(adventureInt))
 
- 		return false;
 
- 	// do not focus on actions of other players except for AI with simturns off
 
- 	if (obj->getOwner() != LOCPLINT->playerID)
 
- 	{
 
- 		if (LOCPLINT->makingTurn)
 
- 			return false;
 
- 		if (LOCPLINT->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->boat)
 
- 			movingObject = hero->boat;
 
- 	}
 
- 	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->boat)
 
- 			movingObject = hero->boat;
 
- 	}
 
- 	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->hero)
 
- 		{
 
- 			view->invalidate(context, boat->hero->id);
 
- 			state->removeObject(boat->hero);
 
- 		}
 
- 	}
 
- 	if (obj->ID == Obj::HERO)
 
- 	{
 
- 		auto * hero = dynamic_cast<const CGHeroInstance*>(obj);
 
- 		if (hero->boat)
 
- 		{
 
- 			view->invalidate(context, hero->boat->id);
 
- 			state->removeObject(hero->boat);
 
- 		}
 
- 	}
 
- 	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->boat)
 
- 		movingObject = obj->boat;
 
- 	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->boat)
 
- 		movingObject = obj->boat;
 
- 	removeObject(movingObject);
 
- 	if(!isEventVisible(obj, from, dest))
 
- 	{
 
- 		addObject(movingObject);
 
- 		return;
 
- 	}
 
- 	double movementTime = LOCPLINT->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(GH.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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