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| /* * AdventureMapClasses.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 "AdventureMapClasses.h"#include <SDL_timer.h>#include "MiscWidgets.h"#include "CComponent.h"#include "Images.h"#include "../CGameInfo.h"#include "../CMusicHandler.h"#include "../CPlayerInterface.h"#include "../mainmenu/CMainMenu.h"#include "../gui/CGuiHandler.h"#include "../gui/SDL_PixelAccess.h"#include "../gui/CAnimation.h"#include "../windows/InfoWindows.h"#include "../windows/CAdvmapInterface.h"#include "../battle/BattleInterfaceClasses.h"#include "../battle/BattleInterface.h"#include "../../CCallback.h"#include "../../lib/StartInfo.h"#include "../../lib/CGameState.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/CModHandler.h"#include "../../lib/CTownHandler.h"#include "../../lib/TerrainHandler.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapping/CMap.h"#include "ClientCommandManager.h"#include <SDL_surface.h>#include <SDL_keyboard.h>#include <SDL_events.h>CList::CListItem::CListItem(CList * Parent)	: CIntObject(LCLICK | RCLICK | HOVER),	parent(Parent),	selection(){	defActions = 255-DISPOSE;}CList::CListItem::~CListItem(){}void CList::CListItem::clickRight(tribool down, bool previousState){	if (down == true)		showTooltip();}void CList::CListItem::clickLeft(tribool down, bool previousState){	if(down == true)	{		//second click on already selected item		if(parent->selected == this->shared_from_this())		{			open();		}		else		{			//first click - switch selection			parent->select(this->shared_from_this());		}	}}void CList::CListItem::hover(bool on){	if (on)		GH.statusbar->write(getHoverText());	else		GH.statusbar->clear();}void CList::CListItem::onSelect(bool on){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	selection.reset();	if(on)		selection = genSelection();	select(on);	GH.totalRedraw();}CList::CList(int Size, Point position, std::string btnUp, std::string btnDown, size_t listAmount, int helpUp, int helpDown, CListBox::CreateFunc create)	: CIntObject(0, position),	size(Size),	selected(nullptr){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	scrollUp = std::make_shared<CButton>(Point(0, 0), btnUp, CGI->generaltexth->zelp[helpUp]);	scrollDown = std::make_shared<CButton>(Point(0, scrollUp->pos.h + 32*(int)size), btnDown, CGI->generaltexth->zelp[helpDown]);	listBox = std::make_shared<CListBox>(create, Point(1,scrollUp->pos.h), Point(0, 32), size, listAmount);	//assign callback only after list was created	scrollUp->addCallback(std::bind(&CListBox::moveToPrev, listBox));	scrollDown->addCallback(std::bind(&CListBox::moveToNext, listBox));	scrollUp->addCallback(std::bind(&CList::update, this));	scrollDown->addCallback(std::bind(&CList::update, this));	update();}void CList::update(){	bool onTop = listBox->getPos() == 0;	bool onBottom = listBox->getPos() + size >= listBox->size();	scrollUp->block(onTop);	scrollDown->block(onBottom);}void CList::select(std::shared_ptr<CListItem> which){	if(selected == which)		return;	if(selected)		selected->onSelect(false);	selected = which;	if(which)	{		which->onSelect(true);		onSelect();	}}int CList::getSelectedIndex(){	return static_cast<int>(listBox->getIndexOf(selected));}void CList::selectIndex(int which){	if(which < 0)	{		if(selected)			select(nullptr);	}	else	{		listBox->scrollTo(which);		update();		select(std::dynamic_pointer_cast<CListItem>(listBox->getItem(which)));	}}void CList::selectNext(){	int index = getSelectedIndex() + 1;	if(index >= listBox->size())		index = 0;	selectIndex(index);}void CList::selectPrev(){	int index = getSelectedIndex();	if(index <= 0)		selectIndex(0);	else		selectIndex(index-1);}CHeroList::CEmptyHeroItem::CEmptyHeroItem(){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	movement = std::make_shared<CAnimImage>("IMOBIL", 0, 0, 0, 1);	portrait = std::make_shared<CPicture>("HPSXXX", movement->pos.w + 1, 0);	mana = std::make_shared<CAnimImage>("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );	pos.w = mana->pos.w + mana->pos.x - pos.x;	pos.h = std::max(std::max<int>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);}CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero)	: CListItem(parent),	hero(Hero){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	movement = std::make_shared<CAnimImage>("IMOBIL", 0, 0, 0, 1);	portrait = std::make_shared<CAnimImage>("PortraitsSmall", hero->portrait, 0, movement->pos.w + 1);	mana = std::make_shared<CAnimImage>("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1);	pos.w = mana->pos.w + mana->pos.x - pos.x;	pos.h = std::max(std::max<int>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);	update();}void CHeroList::CHeroItem::update(){	movement->setFrame(std::min<size_t>(movement->size()-1, hero->movement / 100));	mana->setFrame(std::min<size_t>(mana->size()-1, hero->mana / 5));	redraw();}std::shared_ptr<CIntObject> CHeroList::CHeroItem::genSelection(){	return std::make_shared<CPicture>("HPSYYY", movement->pos.w + 1, 0);}void CHeroList::CHeroItem::select(bool on){	if(on && adventureInt->selection != hero)		adventureInt->select(hero);}void CHeroList::CHeroItem::open(){	LOCPLINT->openHeroWindow(hero);}void CHeroList::CHeroItem::showTooltip(){	CRClickPopup::createAndPush(hero, GH.getCursorPosition());}std::string CHeroList::CHeroItem::getHoverText(){	return boost::str(boost::format(CGI->generaltexth->allTexts[15]) % hero->getNameTranslated() % hero->type->heroClass->getNameTranslated());}std::shared_ptr<CIntObject> CHeroList::createHeroItem(size_t index){	if (LOCPLINT->wanderingHeroes.size() > index)		return std::make_shared<CHeroItem>(this, LOCPLINT->wanderingHeroes[index]);	return std::make_shared<CEmptyHeroItem>();}CHeroList::CHeroList(int size, Point position, std::string btnUp, std::string btnDown):	CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, std::bind(&CHeroList::createHeroItem, this, _1)){}void CHeroList::select(const CGHeroInstance * hero){	selectIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));}void CHeroList::update(const CGHeroInstance * hero){	//this hero is already present, update its status	for(auto & elem : listBox->getItems())	{		auto item = std::dynamic_pointer_cast<CHeroItem>(elem);		if(item && item->hero == hero && vstd::contains(LOCPLINT->wanderingHeroes, hero))		{			item->update();			return;		}	}	//simplest solution for now: reset list and restore selection	listBox->resize(LOCPLINT->wanderingHeroes.size());	if (adventureInt->selection)	{		auto selectedHero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);		if (selectedHero)			select(selectedHero);	}	CList::update();}std::shared_ptr<CIntObject> CTownList::createTownItem(size_t index){	if (LOCPLINT->towns.size() > index)		return std::make_shared<CTownItem>(this, LOCPLINT->towns[index]);	return std::make_shared<CAnimImage>("ITPA", 0);}CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):	CListItem(parent),	town(Town){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	picture = std::make_shared<CAnimImage>("ITPA", 0);	pos = picture->pos;	update();}std::shared_ptr<CIntObject> CTownList::CTownItem::genSelection(){	return std::make_shared<CAnimImage>("ITPA", 1);}void CTownList::CTownItem::update(){	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];	picture->setFrame(iconIndex + 2);	redraw();}void CTownList::CTownItem::select(bool on){	if (on && adventureInt->selection != town)			adventureInt->select(town);}void CTownList::CTownItem::open(){	LOCPLINT->openTownWindow(town);}void CTownList::CTownItem::showTooltip(){	CRClickPopup::createAndPush(town, GH.getCursorPosition());}std::string CTownList::CTownItem::getHoverText(){	return town->getObjectName();}CTownList::CTownList(int size, Point position, std::string btnUp, std::string btnDown):	CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(),  306, 307, std::bind(&CTownList::createTownItem, this, _1)){}void CTownList::select(const CGTownInstance * town){	selectIndex(vstd::find_pos(LOCPLINT->towns, town));}void CTownList::update(const CGTownInstance *){	//simplest solution for now: reset list and restore selection	listBox->resize(LOCPLINT->towns.size());	if (adventureInt->selection)	{		auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);		if (town)			select(town);	}	CList::update();}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 SDL_MouseMotionEvent & sEvent){	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);}CInfoBar::CVisibleInfo::CVisibleInfo()	: CIntObject(0, Point(8, 12)){}void CInfoBar::CVisibleInfo::show(SDL_Surface * to){	CIntObject::show(to);	for(auto object : forceRefresh)		object->showAll(to);}CInfoBar::EmptyVisibleInfo::EmptyVisibleInfo(){}CInfoBar::VisibleHeroInfo::VisibleHeroInfo(const CGHeroInstance * hero){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background = std::make_shared<CPicture>("ADSTATHR");	heroTooltip = std::make_shared<CHeroTooltip>(Point(0,0), hero);}CInfoBar::VisibleTownInfo::VisibleTownInfo(const CGTownInstance * town){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background = std::make_shared<CPicture>("ADSTATCS");	townTooltip = std::make_shared<CTownTooltip>(Point(0,0), town);}CInfoBar::VisibleDateInfo::VisibleDateInfo(){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	animation = std::make_shared<CShowableAnim>(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE, 180);// H3 uses around 175-180 ms per frame	std::string labelText;	if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info		labelText = CGI->generaltexth->allTexts[63] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK));	else		labelText = CGI->generaltexth->allTexts[64] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));	label = std::make_shared<CLabel>(95, 31, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, labelText);	forceRefresh.push_back(label);}std::string CInfoBar::VisibleDateInfo::getNewDayName(){	if(LOCPLINT->cb->getDate(Date::DAY) == 1)		return "NEWDAY";	if(LOCPLINT->cb->getDate(Date::DAY) != 1)		return "NEWDAY";	switch(LOCPLINT->cb->getDate(Date::WEEK))	{	case 1:		return "NEWWEEK1";	case 2:		return "NEWWEEK2";	case 3:		return "NEWWEEK3";	case 4:		return "NEWWEEK4";	default:		return "";	}}CInfoBar::VisibleEnemyTurnInfo::VisibleEnemyTurnInfo(PlayerColor player){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background = std::make_shared<CPicture>("ADSTATNX");	banner = std::make_shared<CAnimImage>("CREST58", player.getNum(), 0, 20, 51);	sand = std::make_shared<CShowableAnim>(99, 51, "HOURSAND", 0, 100); // H3 uses around 100 ms per frame	glass = std::make_shared<CShowableAnim>(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 1000); // H3 scales this nicely for AI turn duration, don't have anything like that in vcmi}CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo(){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	//get amount of halls of each level	std::vector<int> halls(4, 0);	for(auto town : LOCPLINT->towns)	{		int hallLevel = town->hallLevel();		//negative value means no village hall, unlikely but possible		if(hallLevel >= 0)			halls.at(hallLevel)++;	}	std::vector<PlayerColor> allies, enemies;	//generate list of allies and enemies	for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)	{		if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)		{			if(LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)				allies.push_back(PlayerColor(i));			else				enemies.push_back(PlayerColor(i));		}	}	//generate widgets	background = std::make_shared<CPicture>("ADSTATIN");	allyLabel = std::make_shared<CLabel>(10, 106, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");	enemyLabel = std::make_shared<CLabel>(10, 136, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");	int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;	for(PlayerColor & player : allies)	{		auto image = std::make_shared<CAnimImage>("ITGFLAGS", player.getNum(), 0, posx, 102);		posx += image->pos.w;		flags.push_back(image);	}	posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;	for(PlayerColor & player : enemies)	{		auto image = std::make_shared<CAnimImage>("ITGFLAGS", player.getNum(), 0, posx, 132);		posx += image->pos.w;		flags.push_back(image);	}	for(size_t i=0; i<halls.size(); i++)	{		hallIcons.push_back(std::make_shared<CAnimImage>("itmtl", i, 0, 6 + 42 * (int)i , 11));		if(halls[i])			hallLabels.push_back(std::make_shared<CLabel>( 26 + 42 * (int)i, 64, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, boost::lexical_cast<std::string>(halls[i])));	}}CInfoBar::VisibleComponentInfo::VisibleComponentInfo(const Component & compToDisplay, std::string message){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background = std::make_shared<CPicture>("ADSTATOT", 1, 0);	comp = std::make_shared<CComponent>(compToDisplay);	comp->moveTo(Point(pos.x+47, pos.y+50));	text = std::make_shared<CTextBox>(message, Rect(10, 4, 160, 50), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);}void CInfoBar::playNewDaySound(){	if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week		CCS->soundh->playSound(soundBase::newDay);	else if(LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month		CCS->soundh->playSound(soundBase::newWeek);	else if(LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month		CCS->soundh->playSound(soundBase::newMonth);	else		CCS->soundh->playSound(soundBase::newDay);}void CInfoBar::reset(){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	state = EMPTY;	visibleInfo = std::make_shared<EmptyVisibleInfo>();}void CInfoBar::showSelection(){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	if(adventureInt->selection)	{		if(auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection))		{			showHeroSelection(hero);			return;		}		else if(auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection))		{			showTownSelection(town);			return;		}	}	showGameStatus();//FIXME: may be incorrect but shouldn't happen in general}void CInfoBar::tick(){	removeUsedEvents(TIME);	if(GH.topInt() == adventureInt)		showSelection();}void CInfoBar::clickLeft(tribool down, bool previousState){	if(down)	{		if(state == HERO || state == TOWN)			showGameStatus();		else if(state == GAME)			showDate();		else			showSelection();	}}void CInfoBar::clickRight(tribool down, bool previousState){	adventureInt->handleRightClick(CGI->generaltexth->allTexts[109], down);}void CInfoBar::hover(bool on){	if(on)		GH.statusbar->write(CGI->generaltexth->zelp[292].first);	else		GH.statusbar->clear();}CInfoBar::CInfoBar(const Rect & position)	: CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),	state(EMPTY){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	pos.w = position.w;	pos.h = position.h;	reset();}void CInfoBar::showDate(){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	playNewDaySound();	state = DATE;	visibleInfo = std::make_shared<VisibleDateInfo>();	setTimer(3000); // confirmed to match H3	redraw();}void CInfoBar::showComponent(const Component & comp, std::string message){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	state = COMPONENT;	visibleInfo = std::make_shared<VisibleComponentInfo>(comp, message);	setTimer(3000);	redraw();}void CInfoBar::startEnemyTurn(PlayerColor color){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	state = AITURN;	visibleInfo = std::make_shared<VisibleEnemyTurnInfo>(color);	redraw();}void CInfoBar::showHeroSelection(const CGHeroInstance * hero){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	if(!hero)	{		reset();	}	else	{		state = HERO;		visibleInfo = std::make_shared<VisibleHeroInfo>(hero);	}	redraw();}void CInfoBar::showTownSelection(const CGTownInstance * town){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	if(!town)	{		reset();	}	else	{		state = TOWN;		visibleInfo = std::make_shared<VisibleTownInfo>(town);	}	redraw();}void CInfoBar::showGameStatus(){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	state = GAME;	visibleInfo = std::make_shared<VisibleGameStatusInfo>();	setTimer(3000);	redraw();}CInGameConsole::CInGameConsole()	: CIntObject(KEYBOARD | TEXTINPUT),	prevEntDisp(-1),	defaultTimeout(10000),	maxDisplayedTexts(10){}void CInGameConsole::show(SDL_Surface * to){	int number = 0;	std::vector<std::list< std::pair< std::string, uint32_t > >::iterator> toDel;	boost::unique_lock<boost::mutex> lock(texts_mx);	for(auto it = texts.begin(); it != texts.end(); ++it, ++number)	{		Point leftBottomCorner(0, pos.h);		graphics->fonts[FONT_MEDIUM]->renderTextLeft(to, it->first, Colors::GREEN,			Point(leftBottomCorner.x + 50, leftBottomCorner.y - (int)texts.size() * 20 - 80 + number*20));		if((int)(SDL_GetTicks() - it->second) > defaultTimeout)		{			toDel.push_back(it);		}	}	for(auto & elem : toDel)	{		texts.erase(elem);	}}void CInGameConsole::print(const std::string &txt){	boost::unique_lock<boost::mutex> lock(texts_mx);	int lineLen = conf.go()->ac.outputLineLength;	if(txt.size() < lineLen)	{		texts.push_back(std::make_pair(txt, SDL_GetTicks()));		if(texts.size() > maxDisplayedTexts)		{			texts.pop_front();		}	}	else	{		assert(lineLen);		for(int g=0; g<txt.size() / lineLen + 1; ++g)		{			std::string part = txt.substr(g * lineLen, lineLen);			if(part.size() == 0)				break;			texts.push_back(std::make_pair(part, SDL_GetTicks()));			if(texts.size() > maxDisplayedTexts)			{				texts.pop_front();			}		}	}}void CInGameConsole::keyPressed (const SDL_KeyboardEvent & key){	if(key.type != SDL_KEYDOWN) return;	if(!captureAllKeys && key.keysym.sym != SDLK_TAB) return; //because user is not entering any text	switch(key.keysym.sym)	{	case SDLK_TAB:	case SDLK_ESCAPE:		{			if(captureAllKeys)			{				endEnteringText(false);			}			else if(SDLK_TAB == key.keysym.sym)			{				startEnteringText();			}			break;		}	case SDLK_RETURN: //enter key		{			if(!enteredText.empty() && captureAllKeys)			{				bool anyTextExceptCaret = enteredText.size() > 1;				endEnteringText(anyTextExceptCaret);				if(anyTextExceptCaret)				{					CCS->soundh->playSound("CHAT");				}			}			break;		}	case SDLK_BACKSPACE:		{			if(enteredText.size() > 1)			{				Unicode::trimRight(enteredText,2);				enteredText += '_';				refreshEnteredText();			}			break;		}	case SDLK_UP: //up arrow		{			if(previouslyEntered.size() == 0)				break;			if(prevEntDisp == -1)			{				prevEntDisp = static_cast<int>(previouslyEntered.size() - 1);				enteredText = previouslyEntered[prevEntDisp] + "_";				refreshEnteredText();			}			else if( prevEntDisp > 0)			{				--prevEntDisp;				enteredText = previouslyEntered[prevEntDisp] + "_";				refreshEnteredText();			}			break;		}	case SDLK_DOWN: //down arrow		{			if(prevEntDisp != -1 && prevEntDisp+1 < previouslyEntered.size())			{				++prevEntDisp;				enteredText = previouslyEntered[prevEntDisp] + "_";				refreshEnteredText();			}			else if(prevEntDisp+1 == previouslyEntered.size()) //useful feature			{				prevEntDisp = -1;				enteredText = "_";				refreshEnteredText();			}			break;		}	default:		{			break;		}	}}void CInGameConsole::textInputed(const SDL_TextInputEvent & event){	if(!captureAllKeys || enteredText.size() == 0)		return;	enteredText.resize(enteredText.size()-1);	enteredText += event.text;	enteredText += "_";	refreshEnteredText();}void CInGameConsole::textEdited(const SDL_TextEditingEvent & event){ //do nothing here}void CInGameConsole::startEnteringText(){	if (!active)		return;	if (captureAllKeys)		return;	assert(GH.statusbar);	assert(currentStatusBar.expired());//effectively, nullptr check	currentStatusBar = GH.statusbar;	captureAllKeys = true;	enteredText = "_";	GH.statusbar->setEnteringMode(true);	GH.statusbar->setEnteredText(enteredText);}void CInGameConsole::endEnteringText(bool processEnteredText){	captureAllKeys = false;	prevEntDisp = -1;	if(processEnteredText)	{		std::string txt = enteredText.substr(0, enteredText.size()-1);		previouslyEntered.push_back(txt);		if(txt.at(0) == '/')		{			//some commands like gosolo don't work when executed from GUI thread			auto threadFunction = [=]()			{				ClientCommandManager commandController;				commandController.processCommand(txt.substr(1), true);			};			boost::thread clientCommandThread(threadFunction);			clientCommandThread.detach();		}		else			LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());	}	enteredText.clear();	auto statusbar = currentStatusBar.lock();	assert(statusbar);	if (statusbar)		statusbar->setEnteringMode(false);	currentStatusBar.reset();}void CInGameConsole::refreshEnteredText(){	auto statusbar = currentStatusBar.lock();	assert(statusbar);	if (statusbar)		statusbar->setEnteredText(enteredText);}CAdvMapPanel::CAdvMapPanel(std::shared_ptr<IImage> bg, Point position)	: CIntObject()	, background(bg){	defActions = 255;	recActions = 255;	pos.x += position.x;	pos.y += position.y;	if (bg)	{		pos.w = bg->width();		pos.h = bg->height();	}}void CAdvMapPanel::addChildColorableButton(std::shared_ptr<CButton> button){	colorableButtons.push_back(button);	addChildToPanel(button, ACTIVATE | DEACTIVATE);}void CAdvMapPanel::setPlayerColor(const PlayerColor & clr){	for(auto & button : colorableButtons)	{		button->setPlayerColor(clr);	}}void CAdvMapPanel::showAll(SDL_Surface * to){	if(background)		background->draw(to, pos.x, pos.y);	CIntObject::showAll(to);}void CAdvMapPanel::addChildToPanel(std::shared_ptr<CIntObject> obj, ui8 actions){	otherObjects.push_back(obj);	obj->recActions |= actions | SHOWALL;	obj->recActions &= ~DISPOSE;	addChild(obj.get(), false);}CAdvMapWorldViewPanel::CAdvMapWorldViewPanel(std::shared_ptr<CAnimation> _icons, std::shared_ptr<IImage> bg, Point position, int spaceBottom, const PlayerColor &color)	: CAdvMapPanel(bg, position), icons(_icons){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	int fillerHeight = bg ? spaceBottom - pos.y - pos.h : 0;	if(fillerHeight > 0)	{		backgroundFiller = std::make_shared<CFilledTexture>("DIBOXBCK", Rect(0, pos.h, pos.w, fillerHeight));	}}CAdvMapWorldViewPanel::~CAdvMapWorldViewPanel() = default;void CAdvMapWorldViewPanel::recolorIcons(const PlayerColor & color, int indexOffset){	assert(iconsData.size() == currentIcons.size());	for(size_t idx = 0; idx < iconsData.size(); idx++)	{		const auto & data = iconsData.at(idx);		currentIcons[idx]->setFrame(data.first + indexOffset);	}}void CAdvMapWorldViewPanel::addChildIcon(std::pair<int, Point> data, int indexOffset){	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);	iconsData.push_back(data);	currentIcons.push_back(std::make_shared<CAnimImage>(icons, data.first + indexOffset, 0, data.second.x, data.second.y));}
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