File: CWindowObject.cpp

package info (click to toggle)
vcmi 0.99%2Bdfsg%2Bgit20190113.f06c8a87-1
  • links: PTS, VCS
  • area: contrib
  • in suites: buster
  • size: 11,096 kB
  • sloc: cpp: 142,605; sh: 315; objc: 248; makefile: 32; ansic: 28; python: 13
file content (254 lines) | stat: -rw-r--r-- 6,590 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
/*
 * 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 "../gui/SDL_Pixels.h"
#include "../gui/SDL_Extensions.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CCursorHandler.h"

#include "../battle/CBattleInterface.h"
#include "../battle/CBattleInterfaceClasses.h"

#include "../CBitmapHandler.h"
#include "../Graphics.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
#include "../windows/CAdvmapInterface.h"

#include "../../CCallback.h"

#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff

CWindowObject::CWindowObject(int options_, std::string imageName, Point centerAt):
	WindowBase(getUsedEvents(options_), Point()),
	options(options_),
	background(createBg(imageName, options & PLAYER_COLORED))
{
	assert(parent == nullptr); //Safe to remove, but windows should not have parent

	defActions = 255-DISPOSE;

	if (options & RCLICK_POPUP)
		CCS->curh->hide();

	if (background)
		pos = background->center(centerAt);
	else
		center(centerAt);

	if (!(options & SHADOW_DISABLED))
		setShadow(true);
}

CWindowObject::CWindowObject(int options_, std::string imageName):
	WindowBase(getUsedEvents(options_), Point()),
	options(options_),
	background(createBg(imageName, options_ & PLAYER_COLORED))
{
	assert(parent == nullptr); //Safe to remove, but windows should not have parent

	defActions = 255-DISPOSE;

	if(options & RCLICK_POPUP)
		CCS->curh->hide();

	if(background)
		pos = background->center();
	else
		center(Point(screen->w/2, screen->h/2));

	if(!(options & SHADOW_DISABLED))
		setShadow(true);
}

CWindowObject::~CWindowObject() = default;

std::shared_ptr<CPicture> CWindowObject::createBg(std::string imageName, bool playerColored)
{
	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);

	if(imageName.empty())
		return nullptr;

	auto image = std::make_shared<CPicture>(imageName);
	if(playerColored)
		image->colorize(LOCPLINT->playerID);
	return image;
}

void CWindowObject::setBackground(std::string filename)
{
	OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);

	background = createBg(filename, options & PLAYER_COLORED);

	if(background)
		pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y));

	updateShadow();
}

int CWindowObject::getUsedEvents(int options)
{
	if (options & RCLICK_POPUP)
		return RCLICK;
	return 0;
}

void CWindowObject::updateShadow()
{
	setShadow(false);
	if (!(options & SHADOW_DISABLED))
		setShadow(true);
}

void CWindowObject::setShadow(bool on)
{
	//size of shadow
	static const 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)
	{

		//helper to set last row
		auto blitAlphaRow = [](SDL_Surface *surf, size_t row)
		{
			Uint8 * ptr = (Uint8*)surf->pixels + surf->pitch * (row);

			for (size_t i=0; i< surf->w; i++)
			{
				Channels::px<4>::a.set(ptr, 128);
				ptr+=4;
			}
		};

		// helper to set last column
		auto blitAlphaCol = [](SDL_Surface *surf, size_t col)
		{
			Uint8 * ptr = (Uint8*)surf->pixels + 4 * (col);

			for (size_t i=0; i< surf->h; i++)
			{
				Channels::px<4>::a.set(ptr, 128);
				ptr+= surf->pitch;
			}
		};

		static SDL_Surface * shadowCornerTempl = nullptr;
		static SDL_Surface * shadowBottomTempl = nullptr;
		static SDL_Surface * shadowRightTempl = nullptr;

		//one-time initialization
		if(!shadowCornerTempl)
		{
			//create "template" surfaces
			shadowCornerTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, size);
			shadowBottomTempl = CSDL_Ext::createSurfaceWithBpp<4>(1, size);
			shadowRightTempl  = CSDL_Ext::createSurfaceWithBpp<4>(size, 1);

			Uint32 shadowColor = SDL_MapRGBA(shadowCornerTempl->format, 0, 0, 0, 192);

			//fill with shadow body color
			SDL_FillRect(shadowCornerTempl, nullptr, shadowColor);
			SDL_FillRect(shadowBottomTempl, nullptr, shadowColor);
			SDL_FillRect(shadowRightTempl,  nullptr, shadowColor);

			//fill last row and column with more transparent color
			blitAlphaCol(shadowRightTempl , size-1);
			blitAlphaCol(shadowCornerTempl, size-1);
			blitAlphaRow(shadowBottomTempl, size-1);
			blitAlphaRow(shadowCornerTempl, size-1);
		}

		//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);

		//create base 8x8 piece of shadow
		SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);
		SDL_Surface * shadowBottom = CSDL_Ext::scaleSurfaceFast(shadowBottomTempl, fullsize.x - size, size);
		SDL_Surface * shadowRight  = CSDL_Ext::scaleSurfaceFast(shadowRightTempl,  size, fullsize.y - size);

		blitAlphaCol(shadowBottom, 0);
		blitAlphaRow(shadowRight, 0);

		//generate "shadow" object with these 3 pieces in it
		{
			OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);

			shadowParts.push_back(std::make_shared<CPicture>(shadowCorner, shadowPos.x, shadowPos.y));
			shadowParts.push_back(std::make_shared<CPicture>(shadowRight, shadowPos.x, shadowStart.y));
			shadowParts.push_back(std::make_shared<CPicture>(shadowBottom, shadowStart.x, shadowPos.y));

		}
	}
}

void CWindowObject::showAll(SDL_Surface *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.h != to->h || pos.w != to->w))
		CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
}

void CWindowObject::clickRight(tribool down, bool previousState)
{
	close();
	CCS->curh->show();
}

CStatusbarWindow::CStatusbarWindow(int options, std::string imageName, Point centerAt) : CWindowObject(options, imageName, centerAt)
{
}

CStatusbarWindow::CStatusbarWindow(int options, std::string imageName) : CWindowObject(options, imageName)
{
}

void CStatusbarWindow::activate()
{
	CIntObject::activate();
	GH.statusbar = statusbar;
}