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- /*
- * 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 "../widgets/MiscWidgets.h"
- #include "../widgets/Images.h"
- #include "../widgets/TextControls.h"
- #include "../GameEngine.h"
- #include "../gui/CursorHandler.h"
- #include "../battle/BattleInterface.h"
- #include "../battle/BattleInterfaceClasses.h"
- #include "../windows/CMessage.h"
- #include "../renderSDL/SDL_PixelAccess.h"
- #include "../render/IImage.h"
- #include "../render/IScreenHandler.h"
- #include "../render/IRenderHandler.h"
- #include "../render/Canvas.h"
- #include "../render/CanvasImage.h"
- #include "../CPlayerInterface.h"
- #include "../../CCallback.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/texts/CGeneralTextHandler.h" //for Unicode related stuff
- #include <SDL_surface.h>
- CWindowObject::CWindowObject(int options_, const ImagePath & imageName, Point centerAt):
- WindowBase(0, Point()),
- options(options_),
- background(createBg(imageName, options & PLAYER_COLORED))
- {
- if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet)
- assert(parent == nullptr); //Safe to remove, but windows should not have parent
- if (options & RCLICK_POPUP)
- ENGINE->cursor().hide();
- if (background)
- pos = background->center(centerAt);
- else
- center(centerAt);
- if (!(options & SHADOW_DISABLED))
- setShadow(true);
- }
- CWindowObject::CWindowObject(int options_, const ImagePath & imageName):
- WindowBase(0, Point()),
- options(options_),
- background(createBg(imageName, options_ & PLAYER_COLORED))
- {
- if(!(options & NEEDS_ANIMATED_BACKGROUND)) //currently workaround for highscores (currently uses window as normal control, because otherwise videos are not played in background yet)
- assert(parent == nullptr); //Safe to remove, but windows should not have parent
- if(options & RCLICK_POPUP)
- ENGINE->cursor().hide();
- if(background)
- pos = background->center();
- else
- center(ENGINE->screenDimensions() / 2);
- if(!(options & SHADOW_DISABLED))
- setShadow(true);
- }
- CWindowObject::~CWindowObject()
- {
- if(options & RCLICK_POPUP)
- ENGINE->cursor().show();
- }
- std::shared_ptr<CPicture> CWindowObject::createBg(const ImagePath & imageName, bool playerColored)
- {
- OBJECT_CONSTRUCTION;
- if(imageName.empty())
- return nullptr;
- auto image = std::make_shared<CPicture>(imageName, Point(0,0), EImageBlitMode::OPAQUE);
- if(playerColored)
- image->setPlayerColor(LOCPLINT->playerID);
- return image;
- }
- void CWindowObject::setBackground(const ImagePath & filename)
- {
- OBJECT_CONSTRUCTION;
- background = createBg(filename, options & PLAYER_COLORED);
- if(background)
- pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y));
- updateShadow();
- }
- void CWindowObject::updateShadow()
- {
- setShadow(false);
- if (!(options & SHADOW_DISABLED))
- setShadow(true);
- }
- void CWindowObject::setShadow(bool on)
- {
- //size of shadow
- 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)
- {
- //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);
- Point sizeCorner(size, size);
- Point sizeRight(fullsize.x - size, size);
- Point sizeBottom(size, fullsize.y - size);
- //create base 8x8 piece of shadow
- auto imageCorner = ENGINE->renderHandler().createImage(sizeCorner, CanvasScalingPolicy::AUTO);
- auto imageRight = ENGINE->renderHandler().createImage(sizeRight, CanvasScalingPolicy::AUTO);
- auto imageBottom = ENGINE->renderHandler().createImage(sizeBottom, CanvasScalingPolicy::AUTO);
- Canvas canvasCorner = imageCorner->getCanvas();
- Canvas canvasRight = imageRight->getCanvas();
- Canvas canvasBottom = imageBottom->getCanvas();
- canvasCorner.drawColor(Rect(Point(0,0), sizeCorner), { 0, 0, 0, 128 });
- canvasRight.drawColor(Rect(Point(0,0), sizeRight), { 0, 0, 0, 128 });
- canvasBottom.drawColor(Rect(Point(0,0), sizeBottom), { 0, 0, 0, 128 });
- canvasCorner.drawColor(Rect(Point(0,0), sizeCorner - Point(1,1)), { 0, 0, 0, 192 });
- canvasRight.drawColor(Rect(Point(0,0), sizeRight - Point(0,1)), { 0, 0, 0, 192 });
- canvasBottom.drawColor(Rect(Point(0,0), sizeBottom - Point(1,0)), { 0, 0, 0, 192 });
- //generate "shadow" object with these 3 pieces in it
- {
- OBJECT_CONSTRUCTION;
- shadowParts.push_back(std::make_shared<CPicture>( imageCorner, Point(shadowPos.x, shadowPos.y)));
- shadowParts.push_back(std::make_shared<CPicture>( imageRight, Point(shadowStart.x, shadowPos.y)));
- shadowParts.push_back(std::make_shared<CPicture>( imageBottom, Point(shadowPos.x, shadowStart.y)));
- }
- }
- }
- void CWindowObject::showAll(Canvas & 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.dimensions() != ENGINE->screenDimensions()))
- CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
- }
- bool CWindowObject::isPopupWindow() const
- {
- return options & RCLICK_POPUP;
- }
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