File: CWindowObject.cpp

package info (click to toggle)
vcmi 1.6.5%2Bdfsg-2
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 32,060 kB
  • sloc: cpp: 238,971; python: 265; sh: 224; xml: 157; ansic: 78; objc: 61; makefile: 49
file content (198 lines) | stat: -rw-r--r-- 5,741 bytes parent folder | download
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
/*
 * 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 "../gui/CGuiHandler.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 "../CGameInfo.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)
		CCS->curh->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)
		CCS->curh->hide();

	if(background)
		pos = background->center();
	else
		center(GH.screenDimensions() / 2);

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

CWindowObject::~CWindowObject()
{
	if(options & RCLICK_POPUP)
		CCS->curh->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 = GH.renderHandler().createImage(sizeCorner, CanvasScalingPolicy::AUTO);
		auto imageRight  = GH.renderHandler().createImage(sizeRight,  CanvasScalingPolicy::AUTO);
		auto imageBottom = GH.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() != GH.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;
}