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/* MapDetailPanel.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "MapDetailPanel.h"
#include "text/Alignment.h"
#include "Angle.h"
#include "audio/Audio.h"
#include "Color.h"
#include "Command.h"
#include "CoreStartData.h"
#include "Dialog.h"
#include "text/DisplayText.h"
#include "shader/FillShader.h"
#include "text/Font.h"
#include "text/FontSet.h"
#include "text/Format.h"
#include "GameData.h"
#include "Government.h"
#include "Interface.h"
#include "text/Layout.h"
#include "MapOutfitterPanel.h"
#include "MapShipyardPanel.h"
#include "Planet.h"
#include "PlayerInfo.h"
#include "shader/PointerShader.h"
#include "Politics.h"
#include "Preferences.h"
#include "Radar.h"
#include "shader/RingShader.h"
#include "Screen.h"
#include "Ship.h"
#include "ShipJumpNavigation.h"
#include "image/Sprite.h"
#include "image/SpriteSet.h"
#include "shader/SpriteShader.h"
#include "StellarObject.h"
#include "System.h"
#include "TextArea.h"
#include "Trade.h"
#include "text/Truncate.h"
#include "UI.h"
#include "Wormhole.h"
#include <algorithm>
#include <cmath>
#include <limits>
#include <set>
#include <utility>
#include <vector>
using namespace std;
namespace {
// Convert the angle between two vectors into a sortable angle, i.e. an angle
// plus a length that is used as a tie-breaker.
pair<double, double> SortAngle(const Point &reference, const Point &point)
{
// Rotate the given point by the reference amount.
Point rotated(reference.Dot(point), reference.Cross(point));
// This will be the tiebreaker value: the length, squared.
double length = rotated.Dot(rotated);
// Calculate the angle, but rotated 180 degrees so that the discontinuity
// comes at the reference angle rather than directly opposite it.
double angle = atan2(-rotated.Y(), -rotated.X());
// Special case: collinear with the reference vector. If the point is
// a longer vector than the reference, it's the very best angle.
// Otherwise, it is the very worst angle. (Note: this also is applied if
// the angle is opposite (angle == 0) but then it's a no-op.)
if(!rotated.Y())
angle = copysign(angle, rotated.X() - reference.Dot(reference));
// Return the angle, plus the length as a tie-breaker.
return make_pair(angle, length);
}
}
double MapDetailPanel::planetPanelHeight = 0.;
MapDetailPanel::MapDetailPanel(PlayerInfo &player, const System *system, bool fromMission)
: MapPanel(player, system ? MapPanel::SHOW_REPUTATION : player.MapColoring(), system, fromMission)
{
InitTextArea();
}
MapDetailPanel::MapDetailPanel(const MapPanel &panel, bool isStars)
: MapPanel(panel), isStars(isStars)
{
Audio::Pause();
// Use whatever map coloring is specified in the PlayerInfo.
commodity = isStars ? -8 : player.MapColoring();
InitTextArea();
}
void MapDetailPanel::Step()
{
MapPanel::Step();
scroll.Step();
if(selectedSystem != shownSystem)
GeneratePlanetCards(*selectedSystem);
if(GetUI()->IsTop(this) && player.GetPlanet() && player.GetDate() >= player.StartData().GetDate() + 12)
{
DoHelp("map advanced danger");
DoHelp("map advanced ports");
DoHelp("map advanced stars");
}
if(!player.GetPlanet())
DoHelp("map");
}
void MapDetailPanel::Draw()
{
MapPanel::Draw();
DrawInfo();
DrawOrbits();
DrawKey();
FinishDrawing(isStars ? "is stars" : "is ports");
}
double MapDetailPanel::GetScroll() const
{
return scroll.AnimatedValue();
}
double MapDetailPanel::PlanetPanelHeight()
{
return planetPanelHeight;
}
bool MapDetailPanel::Hover(int x, int y)
{
const Interface *planetCardInterface = GameData::Interfaces().Get("map planet card");
isPlanetViewSelected = (x < Screen::Left() + planetCardInterface->GetValue("width")
&& y < Screen::Top() + PlanetPanelHeight());
scrollbar.Hover(x, y);
return isPlanetViewSelected ? true : MapPanel::Hover(x, y);
}
bool MapDetailPanel::Drag(double dx, double dy)
{
if(scroll.Scrollable() && scrollbar.SyncDrag(scroll, dx, dy))
return true;
if(isPlanetViewSelected)
{
scroll.Scroll(-dy, 0);
return true;
}
return MapPanel::Drag(dx, dy);
}
bool MapDetailPanel::Scroll(double dx, double dy)
{
if(isPlanetViewSelected)
{
scroll.Scroll(-dy * Preferences::ScrollSpeed());
return true;
}
return MapPanel::Scroll(dx, dy);
}
// Only override the ones you need; the default action is to return false.
bool MapDetailPanel::KeyDown(SDL_Keycode key, Uint16 mod, const Command &command, bool isNewPress)
{
const double planetCardHeight = MapPlanetCard::Height();
if(command.Has(Command::HELP))
{
DoHelp("map advanced danger", true);
DoHelp("map advanced ports", true);
DoHelp("map advanced stars", true);
if(!player.GetPlanet())
DoHelp("map", true);
}
else if((key == SDLK_TAB || command.Has(Command::JUMP)) && player.Flagship())
{
// Clear the selected planet, if any.
selectedPlanet = nullptr;
scroll.Set(0);
// Toggle to the next link connected to the "source" system. If the
// shift key is down, the source is the end of the travel plan; otherwise
// it is one step before the end.
vector<const System *> &plan = player.TravelPlan();
const System *source = plan.empty() ? player.GetSystem() : plan.front();
const System *next = nullptr;
Point previousUnit = Point(0., -1.);
if(!plan.empty() && !(mod & KMOD_SHIFT))
{
previousUnit = plan.front()->Position();
plan.erase(plan.begin());
next = source;
source = plan.empty() ? player.GetSystem() : plan.front();
previousUnit = (previousUnit - source->Position()).Unit();
}
Point here = source->Position();
const System *original = next;
// Depending on whether the flagship has a jump drive, the possible links
// we can travel along are different:
bool hasJumpDrive = player.Flagship()->JumpNavigation().HasJumpDrive();
const set<const System *> &links = hasJumpDrive
? source->JumpNeighbors(player.Flagship()->JumpNavigation().JumpRange()) : source->Links();
// For each link we can travel from this system, check whether the link
// is closer to the current angle (while still being larger) than any
// link we have seen so far.
auto bestAngle = make_pair(4., 0.);
for(const System *it : links)
{
// Skip the currently selected link, if any, and non valid system links. Also skip links to
// systems the player has not seen, and skip hyperspace links if the
// player cannot view either end of them.
if(!it->IsValid() || it == original)
continue;
if(!player.HasSeen(*it))
continue;
if(!(hasJumpDrive || player.CanView(*it) || player.CanView(*source)))
continue;
// Generate a sortable angle with vector length as a tiebreaker.
// Otherwise if two systems are in exactly the same direction it is
// not well defined which one comes first.
auto angle = SortAngle(previousUnit, it->Position() - here);
if(angle < bestAngle)
{
next = it;
bestAngle = angle;
}
}
if(next)
{
plan.insert(plan.begin(), next);
Select(next);
}
}
else if((key == SDLK_DELETE || key == SDLK_BACKSPACE) && player.HasTravelPlan())
{
vector<const System *> &plan = player.TravelPlan();
plan.erase(plan.begin());
Select(plan.empty() ? player.GetSystem() : plan.front());
}
else if(key == SDLK_DOWN)
{
if(!isPlanetViewSelected)
{
if(commodity < 0 || commodity == 9)
SetCommodity(0);
else
SetCommodity(commodity + 1);
}
else
{
bool selectNext = false;
for(auto &card : planetCards)
{
if(selectNext)
{
card.Select();
double space = card.AvailableSpace();
if(space < planetCardHeight)
scroll.Scroll(planetCardHeight - space);
break;
}
// We have this one selected, the next one will be selected instead.
else if(card.IsSelected())
{
if(!planetCards.back().IsSelected())
selectNext = true;
card.Select(false);
}
}
// If none/the last one are considered selected, it will select the first one from the list.
if(!selectNext && !planetCards.empty())
{
scroll.Set(0);
planetCards.front().Select();
}
}
}
else if(key == SDLK_UP)
{
if(!isPlanetViewSelected)
{
if(commodity <= 0)
SetCommodity(9);
else
SetCommodity(commodity - 1);
}
else
{
MapPlanetCard *previousCard = &planetCards.front();
bool anySelected = false;
for(auto &card : planetCards)
{
if(card.IsSelected())
{
if(!planetCards.front().IsSelected())
anySelected = true;
previousCard->Select();
card.Select(false);
double space = previousCard->AvailableSpace();
if(space < planetCardHeight)
scroll.Scroll(space - planetCardHeight);
break;
}
previousCard = &card;
}
if(!anySelected && !planetCards.empty())
{
scroll.Set(scroll.MaxValue() - scroll.DisplaySize());
planetCards.back().Select();
}
}
}
else
return MapPanel::KeyDown(key, mod, command, isNewPress);
return true;
}
bool MapDetailPanel::Click(int x, int y, MouseButton button, int clicks)
{
if(scroll.Scrollable() && scrollbar.SyncClick(scroll, x, y, button, clicks))
return true;
if(button == MouseButton::RIGHT)
{
if(!Preferences::Has("System map sends move orders"))
return true;
// TODO: rewrite the map panels to be driven from interfaces.txt so these XY
// positions aren't hard-coded.
else if(x >= Screen::Right() - 240 && y >= Screen::Top() + 10 && y <= Screen::Top() + 270)
{
// Only handle clicks on the actual orbits element, rather than the whole UI region.
// (Note: this isn't perfect, and the clickable area extends into the angled sides a bit.)
const Point orbitCenter(Screen::TopRight() + Point(-120., 160.));
auto uiClick = Point(x, y) - orbitCenter;
if(uiClick.Length() > 130)
return true;
// Only issue movement orders if the player is in-flight.
if(player.GetPlanet())
GetUI()->Push(new Dialog("You cannot issue fleet movement orders while docked."));
else if(!player.CanView(*selectedSystem))
GetUI()->Push(new Dialog("You must visit this system before you can send your fleet there."));
else
player.SetEscortDestination(selectedSystem, uiClick / scale);
}
return true;
}
if(button != MouseButton::LEFT)
return MapPanel::Click(x, y, button, clicks);
const Interface *planetCardInterface = GameData::Interfaces().Get("map planet card");
const double planetCardWidth = planetCardInterface->GetValue("width");
const Interface *mapInterface = GameData::Interfaces().Get("map detail panel");
const double arrowOffset = mapInterface->GetValue("arrow x offset");
const double planetCardHeight = MapPlanetCard::Height();
if(x < Screen::Left() + 160)
{
// The player clicked in the left-hand interface. This could be the system
// name, the system government, a planet box, the commodity listing, or nothing.
if(y >= tradeY && y < tradeY + 200)
{
// The player clicked on a tradable commodity. Color the map by its price.
isStars = false;
SetCommodity((y - tradeY) / 20);
return true;
}
// Clicking the system name activates the view of the player's reputation with various governments.
// But the bit to the left will show danger of pirate/raid fleets instead.
else if(y < governmentY && y > governmentY - 30)
{
isStars = false;
SetCommodity(x < Screen::Left() + mapInterface->GetValue("text margin") ?
SHOW_DANGER : SHOW_REPUTATION);
}
// Clicking the government name activates the view of system / planet ownership.
else if(y >= governmentY && y < governmentY + 25)
{
isStars = false;
SetCommodity(SHOW_GOVERNMENT);
}
}
if(y <= Screen::Top() + planetPanelHeight + 30 && x <= Screen::Left() + planetCardWidth + arrowOffset + 10)
{
for(auto &card : planetCards)
{
MapPlanetCard::ClickAction clickAction = card.Click(x, y, clicks);
if(clickAction == MapPlanetCard::ClickAction::GOTO_SHIPYARD)
{
isStars = false;
GetUI()->Pop(this);
GetUI()->Push(new MapShipyardPanel(*this, true));
break;
}
else if(clickAction == MapPlanetCard::ClickAction::GOTO_OUTFITTER)
{
isStars = false;
GetUI()->Pop(this);
GetUI()->Push(new MapOutfitterPanel(*this, true));
break;
}
// Then this is the planet selected.
else if(clickAction != MapPlanetCard::ClickAction::NONE)
{
selectedPlanet = card.GetPlanet();
if(selectedPlanet && player.Flagship())
player.SetTravelDestination(selectedPlanet);
if(clickAction != MapPlanetCard::ClickAction::SELECTED)
SetCommodity(static_cast<int>(clickAction));
}
}
return true;
}
else if(x >= Screen::Right() - 240 && y <= Screen::Top() + 270)
{
// The player has clicked within the "orbits" scene.
// Select the nearest planet to the click point.
isStars = false;
Point click = Point(x, y);
selectedPlanet = nullptr;
double distance = numeric_limits<double>::infinity();
for(const auto &it : planets)
{
double d = click.Distance(it.second);
if(d < distance)
{
distance = d;
selectedPlanet = it.first;
int place = 0;
for(auto &planetCard : planetCards)
{
planetCard.Select(planetCard.GetPlanet() == selectedPlanet);
if(planetCard.IsSelected())
scroll.Set(place * planetCardHeight);
++place;
}
}
}
if(selectedPlanet && player.Flagship())
player.SetTravelDestination(selectedPlanet);
return true;
}
// The click was not on an interface element, so check if it was on a system.
MapPanel::Click(x, y, button, clicks);
// If the system just changed, the selected planet is no longer valid.
if(selectedPlanet && !selectedPlanet->IsInSystem(selectedSystem))
selectedPlanet = nullptr;
return true;
}
void MapDetailPanel::Resize()
{
ResizeTextArea();
}
void MapDetailPanel::InitTextArea()
{
description = make_shared<TextArea>();
description->SetFont(FontSet::Get(14));
description->SetColor(*GameData::Colors().Get("medium"));
description->SetAlignment(Alignment::JUSTIFIED);
ResizeTextArea();
}
void MapDetailPanel::ResizeTextArea()
{
const Interface *mapInterface = GameData::Interfaces().Get("map detail panel");
descriptionXOffset = mapInterface->GetValue("description x offset");
int descriptionWidth = mapInterface->GetValue("description width");
description->SetRect(Rectangle::FromCorner(
Point(Screen::Right() - descriptionXOffset - descriptionWidth, Screen::Top() + 20),
Point(descriptionWidth - 20, mapInterface->GetValue("description height"))
));
}
void MapDetailPanel::GeneratePlanetCards(const System &system)
{
set<const Planet *> shown;
planetCards.clear();
scroll.Set(0);
unsigned number = 0;
MapPlanetCard::ResetSize();
for(const StellarObject &object : system.Objects())
if(object.HasSprite() && object.HasValidPlanet())
{
// The same "planet" may appear multiple times in one system,
// providing multiple landing and departure points (e.g. ringworlds).
const Planet *planet = object.GetPlanet();
if(planet->IsWormhole() || !planet->IsAccessible(player.Flagship()) || shown.contains(planet))
continue;
planetCards.emplace_back(object, number, player.HasVisited(*planet), this);
shown.insert(planet);
++number;
}
shownSystem = &system;
}
// Draw the legend, correlating between a system's color and the value of the
// selected "commodity," which may be reputation level, outfitter size, etc.
void MapDetailPanel::DrawKey()
{
const Color &dim = *GameData::Colors().Get("dim");
const Color &medium = *GameData::Colors().Get("medium");
const Font &font = FontSet::Get(14);
Point pos = Screen::TopRight() + Point(-130., 310.);
Point headerOff(-5., -.5 * font.Height());
Point textOff(10., -.5 * font.Height());
static const string HEADER[] = {
"Trade prices:",
"Ships for sale:",
"Outfits for sale:",
"You have visited:",
"", // Special should never be active in this mode.
"Government:",
"System:",
"Danger level:",
"" // Temporary blank tile for the starry map mode.
};
const string &header = HEADER[-min(0, max(-8, commodity))];
font.Draw(header, pos + headerOff, medium);
pos.Y() += 20.;
if(commodity >= 0)
{
// Each system is colored by the selected commodity's price. Draw
// four distinct colors and the price each color represents.
const vector<Trade::Commodity> &commodities = GameData::Commodities();
const auto &range = commodities[commodity];
if(static_cast<unsigned>(commodity) >= commodities.size())
return;
for(int i = 3; i >= 0; --i)
{
RingShader::Draw(pos, OUTER, INNER, MapColor(i * (2. / 3.) - 1.));
int price = range.low + ((range.high - range.low) * i) / 3;
font.Draw(to_string(price), pos + textOff, dim);
pos.Y() += 20.;
}
}
else if(commodity >= SHOW_OUTFITTER)
{
// Each system is colored by the number of outfits for sale.
static const string LABEL[2][4] = {
{"10+", "5", "1", "None"},
{"60+", "30", "1", "None"}};
static const double VALUE[4] = {1., .5, 0., -1.};
for(int i = 0; i < 4; ++i)
{
RingShader::Draw(pos, OUTER, INNER, MapColor(VALUE[i]));
font.Draw(LABEL[commodity == SHOW_OUTFITTER][i], pos + textOff, dim);
pos.Y() += 20.;
}
}
else if(commodity == SHOW_VISITED)
{
static const string LABEL[3] = {
"All planets",
"Some",
"None"
};
for(int i = 0; i < 3; ++i)
{
RingShader::Draw(pos, OUTER, INNER, MapColor(1 - i));
font.Draw(LABEL[i], pos + textOff, dim);
pos.Y() += 20.;
}
}
else if(commodity == SHOW_GOVERNMENT)
{
// Each system is colored by the government of the system. Only the
// four largest visible governments are labeled in the legend.
vector<pair<double, const Government *>> distances;
for(const auto &it : closeGovernments)
{
if(!it.first)
continue;
distances.emplace_back(it.second, it.first);
}
sort(distances.begin(), distances.end());
int drawn = 0;
vector<pair<string, Color>> alreadyDisplayed;
for(const auto &it : distances)
{
const string &displayName = it.second->DisplayName();
const Color &displayColor = it.second->GetColor();
auto foundIt = find(alreadyDisplayed.begin(), alreadyDisplayed.end(),
make_pair(displayName, displayColor));
if(foundIt != alreadyDisplayed.end())
continue;
RingShader::Draw(pos, OUTER, INNER, GovernmentColor(it.second));
font.Draw(displayName, pos + textOff, dim);
pos.Y() += 20.;
alreadyDisplayed.emplace_back(displayName, displayColor);
++drawn;
if(drawn >= 4)
break;
}
}
else if(commodity == SHOW_REPUTATION)
{
// Each system is colored in accordance with the player's reputation
// with its owning government. The specific colors associated with a
// given reputation (0.1, 100, and 10000) are shown for each sign.
RingShader::Draw(pos, OUTER, INNER, ReputationColor(1e-1, true, false));
RingShader::Draw(pos + Point(12., 0.), OUTER, INNER, ReputationColor(1e2, true, false));
RingShader::Draw(pos + Point(24., 0.), OUTER, INNER, ReputationColor(1e4, true, false));
font.Draw("Friendly", pos + textOff + Point(24., 0.), dim);
pos.Y() += 20.;
RingShader::Draw(pos, OUTER, INNER, ReputationColor(-1e-1, false, false));
RingShader::Draw(pos + Point(12., 0.), OUTER, INNER, ReputationColor(-1e2, false, false));
RingShader::Draw(pos + Point(24., 0.), OUTER, INNER, ReputationColor(-1e4, false, false));
font.Draw("Hostile", pos + textOff + Point(24., 0.), dim);
pos.Y() += 20.;
RingShader::Draw(pos, OUTER, INNER, ReputationColor(0., false, false));
font.Draw("Restricted", pos + textOff, dim);
pos.Y() += 20.;
RingShader::Draw(pos, OUTER, INNER, ReputationColor(0., false, true));
font.Draw("Dominated", pos + textOff, dim);
pos.Y() += 20.;
}
else if(commodity == SHOW_DANGER)
{
RingShader::Draw(pos, OUTER, INNER, DangerColor(numeric_limits<double>::quiet_NaN()));
font.Draw("None", pos + textOff, dim);
pos.Y() += 20.;
// Each system is colored in accordance with its danger to the player,
// including threats from any "raid fleet" presence.
static const string labels[4] = {"Minimal", "Low", "Moderate", "High"};
for(int i = 0; i < 4; ++i)
{
RingShader::Draw(pos, OUTER, INNER, DangerColor(i / 3.));
font.Draw(labels[i], pos + textOff, dim);
pos.Y() += 20.;
}
}
else if(commodity == SHOW_STARS)
{
// The starry map mode leave the legend panel blank.
}
if(commodity != SHOW_DANGER && commodity != SHOW_STARS)
{
RingShader::Draw(pos, OUTER, INNER, UninhabitedColor());
font.Draw("Uninhabited", pos + textOff, dim);
pos.Y() += 20.;
}
if(commodity != SHOW_STARS)
{
RingShader::Draw(pos, OUTER, INNER, UnexploredColor());
font.Draw("Unexplored", pos + textOff, dim);
}
}
// Draw the various information displays: system name & government, planetary
// details, trade prices, and details about the selected object.
void MapDetailPanel::DrawInfo()
{
const Color &dim = *GameData::Colors().Get("dim");
const Color &medium = *GameData::Colors().Get("medium");
const Color &back = *GameData::Colors().Get("map side panel background");
const Interface *planetCardInterface = GameData::Interfaces().Get("map planet card");
double planetCardHeight = MapPlanetCard::Height();
double planetWidth = planetCardInterface->GetValue("width");
const Interface *mapInterface = GameData::Interfaces().Get("map detail panel");
double minPlanetPanelHeight = mapInterface->GetValue("min planet panel height");
double maxPlanetPanelHeight = mapInterface->GetValue("max planet panel height");
const double bottomGovY = mapInterface->GetValue("government Y");
const Sprite *systemSprite = SpriteSet::Get("ui/map system");
bool canView = player.CanView(*selectedSystem);
// Draw the panel for the planets. If the system was not visited, no planets will be shown.
const double minimumSize = max(minPlanetPanelHeight, Screen::Height() - bottomGovY - systemSprite->Height());
planetPanelHeight = canView ? min(min(minimumSize, maxPlanetPanelHeight),
(planetCards.size()) * planetCardHeight) : 0.;
Point size(planetWidth, planetPanelHeight);
// This needs to fill from the start of the screen.
FillShader::Fill(Rectangle::FromCorner(Screen::TopLeft(), size), back);
const double startingX = mapInterface->GetValue("starting X");
Point uiPoint(Screen::Left() + startingX, Screen::Top());
// Draw the basic information for visitable planets in this system.
if(canView && !planetCards.empty())
{
uiPoint.Y() -= scroll.AnimatedValue();
for(auto &card : planetCards)
{
// Fit another planet, if we can, also give scrolling freedom to reach the planets at the end.
// This updates the location of the card so it needs to be called before AvailableSpace().
card.DrawIfFits(uiPoint);
uiPoint.Y() += planetCardHeight;
}
scroll.SetMaxValue(planetCards.size() * planetCardHeight);
scroll.SetDisplaySize(PlanetPanelHeight());
// Edges:
Point pos(Screen::Left(), Screen::Top());
const Sprite *bottom = SpriteSet::Get("ui/bottom edge");
Point edgePos = pos + Point(.5 * size.X(), size.Y());
Point bottomOff(-23.5, .5 * bottom->Height() - 1);
SpriteShader::Draw(bottom, edgePos + bottomOff);
const Sprite *right = SpriteSet::Get("ui/right edge");
Point rightOff(.5 * (size.X() + right->Width()) - 1, -right->Height() / 2.);
SpriteShader::Draw(right, edgePos + rightOff);
if(scroll.Scrollable())
{
const double arrowOffsetX = mapInterface->GetValue("arrow x offset");
const double arrowOffsetY = mapInterface->GetValue("arrow y offset");
Point top(Screen::Left() + planetWidth + arrowOffsetX,
Screen::Top() + arrowOffsetY);
Point bottom(Screen::Left() + planetWidth + arrowOffsetX,
Screen::Top() - arrowOffsetY + planetPanelHeight);
scrollbar.SyncDraw(scroll, top, bottom);
}
}
const double textMargin = mapInterface->GetValue("text margin");
uiPoint = Point(Screen::Left() + textMargin, Screen::Bottom() - bottomGovY);
// Draw the information for the government of this system at the top of the trade sprite.
SpriteShader::Draw(systemSprite, uiPoint + Point(systemSprite->Width() / 2. - textMargin, 0.));
const Font &font = FontSet::Get(14);
const Sprite *alertSprite = SpriteSet::Get(commodity == SHOW_DANGER ? "ui/red alert" : "ui/red alert grayed");
const float alertScale = min<float>(1.f, min<double>(textMargin,
font.Height()) / max(alertSprite->Width(), alertSprite->Height()));
SpriteShader::Draw(alertSprite, uiPoint + Point(-textMargin / 2., -7. + font.Height() / 2.), alertScale);
string systemName = player.KnowsName(*selectedSystem) ?
selectedSystem->DisplayName() : "Unexplored System";
const auto alignLeft = Layout(145, Truncate::BACK);
font.Draw({systemName, alignLeft}, uiPoint + Point(0., -7.), medium);
governmentY = uiPoint.Y() + textMargin;
string gov = canView ? selectedSystem->GetGovernment()->DisplayName() : "Unknown Government";
font.Draw({gov, alignLeft}, uiPoint + Point(0., 13.), (commodity == SHOW_GOVERNMENT) ? medium : dim);
if(commodity == SHOW_GOVERNMENT)
PointerShader::Draw(uiPoint + Point(0., 20.), Point(1., 0.),
10.f, 10.f, 0.f, medium);
const double tradeHeight = mapInterface->GetValue("trade height");
uiPoint = Point(Screen::Left() + startingX, Screen::Bottom() - tradeHeight);
// Trade sprite goes after at the bottom.
const Sprite *tradeSprite = SpriteSet::Get("ui/map trade");
SpriteShader::Draw(tradeSprite, uiPoint);
tradeY = uiPoint.Y() - tradeSprite->Height() / 2. + 15.;
// Adapt the coordinates for the text (the sprite is drawn from a center coordinate).
uiPoint.X() -= (tradeSprite->Width() / 2. - textMargin);
uiPoint.Y() -= (tradeSprite->Height() / 2. - textMargin);
for(const Trade::Commodity &commodity : GameData::Commodities())
{
bool isSelected = false;
if(static_cast<unsigned>(this->commodity) < GameData::Commodities().size())
isSelected = (&commodity == &GameData::Commodities()[this->commodity]);
const Color &color = isSelected ? medium : dim;
font.Draw(commodity.name, uiPoint, color);
string price;
if(canView && selectedSystem->IsInhabited(player.Flagship()))
{
int value = selectedSystem->Trade(commodity.name);
int localValue = (player.GetSystem() ? player.GetSystem()->Trade(commodity.name) : 0);
// Don't "compare" prices if the current system is uninhabited and
// thus has no prices to compare to.
bool noCompare = (!player.GetSystem() || !player.GetSystem()->IsInhabited(player.Flagship()));
if(!value)
price = "----";
else if(noCompare || player.GetSystem() == selectedSystem || !localValue)
price = to_string(value);
else
{
value -= localValue;
if(Preferences::Has("Show parenthesis"))
price += "(";
if(value > 0)
price += '+';
price += to_string(value);
if(Preferences::Has("Show parenthesis"))
price += ")";
}
}
else
price = (canView ? "n/a" : "?");
const auto alignRight = Layout(140, Alignment::RIGHT, Truncate::BACK);
font.Draw({price, alignRight}, uiPoint, color);
if(isSelected)
PointerShader::Draw(uiPoint + Point(0., 7.), Point(1., 0.), 10.f, 10.f, 0.f, color);
uiPoint.Y() += 20.;
}
if(selectedPlanet && !selectedPlanet->Description().IsEmptyFor()
&& player.HasVisited(*selectedPlanet) && !selectedPlanet->IsWormhole())
{
const Sprite *panelSprite = SpriteSet::Get("ui/description panel");
Point pos(Screen::Right() - descriptionXOffset - .5f * panelSprite->Width(),
Screen::Top() + .5f * panelSprite->Height());
SpriteShader::Draw(panelSprite, pos);
description->SetText(selectedPlanet->Description().ToString());
if(!descriptionVisible)
{
AddChild(description);
descriptionVisible = true;
}
selectedSystemOffset = -150;
}
else
{
RemoveChild(description.get());
descriptionVisible = false;
}
}
// Draw the planet orbits in the currently selected system, on the current day.
void MapDetailPanel::DrawOrbits()
{
planets.clear();
const Sprite *orbitSprite = SpriteSet::Get("ui/orbits and key");
SpriteShader::Draw(orbitSprite, Screen::TopRight() + .5 * Point(-orbitSprite->Width(), orbitSprite->Height()));
Point orbitCenter = Screen::TopRight() + Point(-120., 160.);
if(!player.CanView(*selectedSystem))
return;
const Font &font = FontSet::Get(14);
// Figure out what the largest orbit in this system is.
double maxDistance = 0.;
for(const StellarObject &object : selectedSystem->Objects())
{
double distance = object.Distance();
int activeParent = object.Parent();
while(activeParent >= 0)
{
distance += selectedSystem->Objects()[activeParent].Distance();
activeParent = selectedSystem->Objects()[activeParent].Parent();
}
maxDistance = max(maxDistance, distance);
}
// 2400 -> 120.
scale = .03;
maxDistance *= scale;
if(maxDistance > 115.)
scale *= 115. / maxDistance;
// Draw the orbits.
static const Color habitColor[7] = {
Color(.4, .2, .2, 1.),
Color(.3, .3, 0., 1.),
Color(0., .4, 0., 1.),
Color(0., .3, .4, 1.),
Color(.1, .2, .5, 1.),
Color(.2, .2, .2, 1.),
Color(1., 1., 1., 1.)
};
for(const StellarObject &object : selectedSystem->Objects())
{
if(object.Radius() <= 0.)
continue;
Point parentPos;
int habit = 5;
if(object.Parent() >= 0)
parentPos = selectedSystem->Objects()[object.Parent()].Position();
else
{
double warmth = object.Distance() / selectedSystem->HabitableZone();
habit = (warmth > .5) + (warmth > .8) + (warmth > 1.2) + (warmth > 2.0);
}
double radius = object.Distance() * scale;
RingShader::Draw(orbitCenter + parentPos * scale,
radius + .7, radius - .7,
habitColor[habit]);
}
// Draw the planets themselves.
for(const StellarObject &object : selectedSystem->Objects())
{
if(object.Radius() <= 0.)
continue;
Point pos = orbitCenter + object.Position() * scale;
// Special case: wormholes which would lead to an inaccessible location should not
// be drawn as landable.
bool hasPlanet = object.HasValidPlanet();
bool inaccessible = hasPlanet && object.GetPlanet()->GetWormhole()
&& object.GetPlanet()->GetWormhole()->WormholeDestination(*selectedSystem).Inaccessible();
if(hasPlanet && object.GetPlanet()->IsAccessible(player.Flagship()) && !inaccessible)
planets[object.GetPlanet()] = pos;
// The above wormhole check prevents the wormhole from being selected, but does not change its color
// on the orbits radar.
const float *rgb = inaccessible ? Radar::GetColor(Radar::INACTIVE).Get()
: Radar::GetColor(object.RadarType(player.Flagship())).Get();
// Darken and saturate the color, and make it opaque.
Color color(max(0.f, rgb[0] * 1.2f - .2f), max(0.f, rgb[1] * 1.2f - .2f), max(0.f, rgb[2] * 1.2f - .2f), 1.f);
RingShader::Draw(pos, object.Radius() * scale + 1., 0.f, color);
}
// If the player has a pending order for escorts to move to a new system, draw it.
if(player.HasEscortDestination())
{
auto pendingOrder = player.GetEscortDestination();
if(pendingOrder.first == selectedSystem)
{
// Draw an X (to mark the spot, of course).
auto uiPoint = (pendingOrder.second * scale) + orbitCenter;
const Color *color = GameData::Colors().Get("map orbits fleet destination");
// TODO: Add a "batch pointershader" method that takes
// the shape description, a count, and a reference point+orientation.
// Use that method below and in Engine for drawing target reticles.
auto a = Angle{45.};
auto inc = Angle{90.};
PointerShader::Bind();
for(int i = 0; i < 4; ++i)
{
PointerShader::Add(uiPoint, a.Unit(), 6.f, 6.f, -3.f, *color);
a += inc;
}
PointerShader::Unbind();
}
}
// Draw the selection ring on top of everything else.
for(const StellarObject &object : selectedSystem->Objects())
if(selectedPlanet && object.GetPlanet() == selectedPlanet)
RingShader::Draw(orbitCenter + object.Position() * scale,
object.Radius() * scale + 5., object.Radius() * scale + 4.,
habitColor[6]);
// Draw the name of the selected planet.
const string &name = selectedPlanet ? selectedPlanet->DisplayName() : selectedSystem->DisplayName();
Point namePos(Screen::Right() - 190., Screen::Top() + 7.);
font.Draw({name, {180, Alignment::CENTER, Truncate::BACK}},
namePos, *GameData::Colors().Get("medium"));
}
// Set the commodity coloring, and update the player info as well.
void MapDetailPanel::SetCommodity(int index)
{
commodity = index;
if(index != SHOW_STARS)
isStars = false;
player.SetMapColoring(commodity);
}
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