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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 "../CGameInfo.h"
- #include "../CMusicHandler.h"
- #include "../CPlayerInterface.h"
- #include "../battle/BattleInterface.h"
- #include "../battle/BattleStacksController.h"
- #include "../gui/CGuiHandler.h"
- #include "../render/Graphics.h"
- #include "../widgets/Images.h"
- #include "../widgets/MiscWidgets.h"
- #include "../widgets/TextControls.h"
- #include "../../CCallback.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/CStack.h"
- #include "../../lib/StartInfo.h"
- TurnTimerWidget::TurnTimerWidget(const Point & position)
- : TurnTimerWidget(position, PlayerColor::NEUTRAL)
- {}
- TurnTimerWidget::TurnTimerWidget(const Point & position, PlayerColor player)
- : CIntObject(TIME)
- , lastSoundCheckSeconds(0)
- {
- pos += position;
- pos.w = 50;
- pos.h = 0;
- recActions &= ~DEACTIVATE;
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- backgroundTexture = std::make_shared<CFilledTexture>(ImagePath::builtin("DiBoxBck"), pos); // 1 px smaller on all sides
- backgroundBorder = std::make_shared<TransparentFilledRectangle>(pos, ColorRGBA(0, 0, 0, 128), Colors::METALLIC_GOLD);
- if (player.isValidPlayer())
- {
- pos.h += 16;
- playerLabels[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 8, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player], "");
- }
- else
- {
- for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
- {
- if (LOCPLINT->cb->getStartInfo()->playerInfos.count(player) == 0)
- continue;
- if (!LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman())
- continue;
- pos.h += 16;
- playerLabels[player] = std::make_shared<CLabel>(pos.w / 2, pos.h - 8, FONT_BIG, ETextAlignment::CENTER, graphics->playerColors[player], "");
- }
- }
- backgroundTexture->pos = Rect::createAround(pos, -1);
- backgroundBorder->pos = pos;
- }
- void TurnTimerWidget::show(Canvas & to)
- {
- showAll(to);
- }
- void TurnTimerWidget::updateNotifications(PlayerColor player, int timeMs)
- {
- int newTimeSeconds = timeMs / 1000;
- if(player == LOCPLINT->playerID
- && newTimeSeconds != lastSoundCheckSeconds
- && notificationThresholds.count(newTimeSeconds))
- {
- CCS->soundh->playSound(AudioPath::builtin("WE5"));
- }
- lastSoundCheckSeconds = newTimeSeconds;
- }
- void TurnTimerWidget::updateTextLabel(PlayerColor player, int timeMs)
- {
- auto label = playerLabels[player];
- std::ostringstream oss;
- oss << lastSoundCheckSeconds / 60 << ":" << std::setw(2) << std::setfill('0') << lastSoundCheckSeconds % 60;
- label->setText(oss.str());
- label->setColor(graphics->playerColors[player]);
- }
- void TurnTimerWidget::updateTimer(PlayerColor player, uint32_t msPassed)
- {
- const auto & gamestateTimer = LOCPLINT->cb->getPlayerTurnTime(player);
- if (!(lastUpdateTimers[player] == gamestateTimer))
- {
- lastUpdateTimers[player] = gamestateTimer;
- countingDownTimers[player] = gamestateTimer;
- }
- auto & countingDownTimer = countingDownTimers[player];
- if(countingDownTimer.isActive && LOCPLINT->cb->isPlayerMakingTurn(player))
- countingDownTimer.substractTimer(msPassed);
-
- updateNotifications(player, countingDownTimer.valueMs());
- updateTextLabel(player, countingDownTimer.valueMs());
- }
- void TurnTimerWidget::tick(uint32_t msPassed)
- {
- for(const auto & player : playerLabels)
- {
- if (LOCPLINT->battleInt)
- {
- const auto & battle = LOCPLINT->battleInt->getBattle();
- bool isDefender = battle->sideToPlayer(BattleSide::DEFENDER) == player.first;
- bool isAttacker = battle->sideToPlayer(BattleSide::ATTACKER) == player.first;
- bool isMakingUnitTurn = 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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