openclonk/src/game/C4Viewport.cpp

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/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, 2004, 2007-2008 Matthes Bender
* Copyright (c) 2001-2003, 2005-2010 Sven Eberhardt
* Copyright (c) 2001 Michael Käser
* Copyright (c) 2003-2005, 2007-2008 Peter Wortmann
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* Copyright (c) 2005-2011 Günther Brammer
* Copyright (c) 2006, 2010 Armin Burgmeier
* Copyright (c) 2010 Tobias Zwick
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* Copyright (c) 2010 Martin Plicht
* Copyright (c) 2011 Nicolas Hake
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* A viewport to each player */
#include <C4Include.h>
#include <C4Viewport.h>
#include <C4ViewportWindow.h>
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#include <C4Console.h>
#include <C4Object.h>
#include <C4FullScreen.h>
#include <C4Stat.h>
#include <C4Player.h>
#include <C4ObjectMenu.h>
#include <C4MouseControl.h>
#include <C4PXS.h>
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#include <C4GameMessage.h>
#include <C4GraphicsResource.h>
#include <C4GraphicsSystem.h>
#include <C4Landscape.h>
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#include <C4PlayerList.h>
#include <C4GameObjects.h>
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#include <C4Network2.h>
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void C4Viewport::DropFile(const char* fileName, float x, float y)
{
Game.DropFile(fileName, ViewX+x/Zoom, ViewY+y/Zoom);
}
bool C4Viewport::UpdateOutputSize()
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{
if (!pWindow) return false;
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// Output size
C4Rect rect;
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#ifdef WITH_DEVELOPER_MODE
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GtkAllocation allocation;
gtk_widget_get_allocation(GTK_WIDGET(pWindow->render_widget), &allocation);
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// Use only size of drawing area without scrollbars
rect.x = allocation.x;
rect.y = allocation.y;
rect.Wdt = allocation.width;
rect.Hgt = allocation.height;
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#else
if (!pWindow->GetSize(&rect)) return false;
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#endif
OutX=rect.x; OutY=rect.y;
ViewWdt=rect.Wdt; ViewHgt=rect.Hgt;
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// Scroll bars
ScrollBarsByViewPosition();
// Reset menus
ResetMenuPositions=true;
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// update internal GL size
if (pWindow && pWindow->pSurface)
pWindow->pSurface->UpdateSize(ViewWdt, ViewHgt);
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// Done
return true;
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}
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C4Viewport::C4Viewport()
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{
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Default();
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}
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C4Viewport::~C4Viewport()
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{
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Clear();
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}
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void C4Viewport::Clear()
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{
if (pWindow) { delete pWindow->pSurface; pWindow->Clear(); delete pWindow; pWindow = NULL; }
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Player=NO_OWNER;
ViewX=ViewY=0;
ViewWdt=ViewHgt=0;
OutX=OutY=ViewWdt=ViewHgt=0;
DrawX=DrawY=0;
Regions.Clear();
ViewOffsX = ViewOffsY = 0;
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}
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void C4Viewport::DrawOverlay(C4TargetFacet &cgo, const ZoomData &GameZoom)
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{
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if (!Game.C4S.Head.Film || !Game.C4S.Head.Replay)
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{
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// Player info
C4ST_STARTNEW(PInfoStat, "C4Viewport::DrawOverlay: Player Info")
DrawPlayerInfo(cgo);
C4ST_STOP(PInfoStat)
C4ST_STARTNEW(MenuStat, "C4Viewport::DrawOverlay: Menu")
DrawMenu(cgo);
C4ST_STOP(MenuStat)
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}
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// Control overlays (if not film/replay)
if (!Game.C4S.Head.Film || !Game.C4S.Head.Replay)
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{
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// Mouse control
if (::MouseControl.IsViewport(this))
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{
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C4ST_STARTNEW(MouseStat, "C4Viewport::DrawOverlay: Mouse")
::MouseControl.Draw(cgo, GameZoom);
// Draw GUI-mouse in EM if active
if (pWindow) ::pGUI->RenderMouse(cgo);
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C4ST_STOP(MouseStat)
}
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}
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}
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void C4Viewport::DrawMenu(C4TargetFacet &cgo0)
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{
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// Get player
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C4Player *pPlr = ::Players.Get(Player);
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// for menus, cgo is using GUI-syntax: TargetX/Y marks the drawing offset; x/y/Wdt/Hgt marks the offset rect
C4TargetFacet cgo; cgo.Set(cgo0);
cgo.X = 0; cgo.Y = 0;
cgo.Wdt = cgo0.Wdt * cgo0.Zoom; cgo.Hgt = cgo0.Hgt * cgo0.Zoom;
cgo.TargetX = float(cgo0.X); cgo.TargetY = float(cgo0.Y);
cgo.Zoom = 1;
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pDraw->SetZoom(cgo.X, cgo.Y, cgo.Zoom);
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// Player eliminated
if (pPlr && pPlr->Eliminated)
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{
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pDraw->TextOut(FormatString(LoadResStr(pPlr->Surrendered ? "IDS_PLR_SURRENDERED" : "IDS_PLR_ELIMINATED"),pPlr->GetName()).getData(),
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::GraphicsResource.FontRegular, 1.0, cgo.Surface,cgo.TargetX+cgo.Wdt/2,cgo.TargetY+2*cgo.Hgt/3,0xfaFF0000,ACenter);
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return;
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}
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// Player cursor object menu
if (pPlr && pPlr->Cursor && pPlr->Cursor->Menu)
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{
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if (ResetMenuPositions) pPlr->Cursor->Menu->ResetLocation();
// if mouse is dragging, make it transparent to easy construction site drag+drop
bool fDragging=false;
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if (::MouseControl.IsDragging() && ::MouseControl.IsViewport(this))
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{
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fDragging = true;
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pDraw->ActivateBlitModulation(0x4fffffff);
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}
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// draw menu
pPlr->Cursor->Menu->Draw(cgo);
// reset modulation for dragging
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if (fDragging) pDraw->DeactivateBlitModulation();
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}
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// Player menu
if (pPlr && pPlr->Menu.IsActive())
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{
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if (ResetMenuPositions) pPlr->Menu.ResetLocation();
pPlr->Menu.Draw(cgo);
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}
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// Fullscreen menu
if (FullScreen.pMenu && FullScreen.pMenu->IsActive())
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{
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if (ResetMenuPositions) FullScreen.pMenu->ResetLocation();
FullScreen.pMenu->Draw(cgo);
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}
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// Flag done
ResetMenuPositions=false;
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// restore Zoom
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pDraw->SetZoom(cgo0.X, cgo0.Y, cgo0.Zoom);
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}
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void C4Viewport::Draw(C4TargetFacet &cgo0, bool fDrawOverlay)
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{
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#ifdef USE_CONSOLE
// No drawing in console mode
return;
#endif
C4TargetFacet cgo; cgo.Set(cgo0);
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ZoomData GameZoom;
GameZoom.X = cgo.X; GameZoom.Y = cgo.Y;
GameZoom.Zoom = cgo.Zoom;
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if (fDrawOverlay)
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{
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// Draw landscape borders. Only if overlay, so complete map screenshots don't get messed up
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if (BorderLeft) pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface,cgo.Surface,DrawX,DrawY,BorderLeft,ViewHgt,-DrawX,-DrawY);
if (BorderTop) pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface,cgo.Surface,DrawX+BorderLeft,DrawY,ViewWdt-BorderLeft-BorderRight,BorderTop,-DrawX-BorderLeft,-DrawY);
if (BorderRight) pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface,cgo.Surface,DrawX+ViewWdt-BorderRight,DrawY,BorderRight,ViewHgt,-DrawX-ViewWdt+BorderRight,-DrawY);
if (BorderBottom)pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface,cgo.Surface,DrawX+BorderLeft,DrawY+ViewHgt-BorderBottom,ViewWdt-BorderLeft-BorderRight,BorderBottom,-DrawX-BorderLeft,-DrawY-ViewHgt+BorderBottom);
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// Set clippers
cgo.X += BorderLeft; cgo.Y += BorderTop; cgo.Wdt -= int(float(BorderLeft+BorderRight)/cgo.Zoom); cgo.Hgt -= int(float(BorderTop+BorderBottom)/cgo.Zoom);
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GameZoom.X = cgo.X; GameZoom.Y = cgo.Y;
cgo.TargetX += BorderLeft/Zoom; cgo.TargetY += BorderTop/Zoom;
// Apply Zoom
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pDraw->SetZoom(GameZoom);
pDraw->SetPrimaryClipper(cgo.X,cgo.Y,DrawX+ViewWdt-1-BorderRight,DrawY+ViewHgt-1-BorderBottom);
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}
last_game_draw_cgo = cgo;
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// landscape mod by FoW
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/*
Fog of war disabled until proper Shader-implementation is around
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C4Player *pPlr=::Players.Get(Player);
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if (pPlr && pPlr->fFogOfWar)
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{
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ClrModMap.Reset(Game.C4S.Landscape.FoWRes, Game.C4S.Landscape.FoWRes, ViewWdt, ViewHgt, int(cgo.TargetX*Zoom), int(cgo.TargetY*Zoom), 0, cgo.X-BorderLeft, cgo.Y-BorderTop, Game.FoWColor, cgo.Surface);
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pPlr->FoW2Map(ClrModMap, int(float(cgo.X)/Zoom-cgo.TargetX), int(float(cgo.Y)/Zoom-cgo.TargetY));
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pDraw->SetClrModMap(&ClrModMap);
pDraw->SetClrModMapEnabled(true);
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}
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else
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pDraw->SetClrModMapEnabled(false);
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*/
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C4ST_STARTNEW(SkyStat, "C4Viewport::Draw: Sky")
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::Landscape.Sky.Draw(cgo);
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C4ST_STOP(SkyStat)
::Objects.Draw(cgo, Player, -2147483647 - 1 /* INT32_MIN */, 0);
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// Draw Landscape
C4ST_STARTNEW(LandStat, "C4Viewport::Draw: Landscape")
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::Landscape.Draw(cgo,Player);
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C4ST_STOP(LandStat)
// draw PXS (unclipped!)
C4ST_STARTNEW(PXSStat, "C4Viewport::Draw: PXS")
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::PXS.Draw(cgo);
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C4ST_STOP(PXSStat)
// draw objects
C4ST_STARTNEW(ObjStat, "C4Viewport::Draw: Objects")
::Objects.Draw(cgo, Player, 1, 2147483647 /* INT32_MAX */);
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C4ST_STOP(ObjStat)
// draw global particles
C4ST_STARTNEW(PartStat, "C4Viewport::Draw: Particles")
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::Particles.GlobalParticles.Draw(cgo,NULL);
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C4ST_STOP(PartStat)
// Draw PathFinder
if (::GraphicsSystem.ShowPathfinder) Game.PathFinder.Draw(cgo);
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// Draw overlay
if (!Game.C4S.Head.Film || !Game.C4S.Head.Replay) Game.DrawCursors(cgo, Player);
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/* Fog of war disabled, see above
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// FogOfWar-mod off
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pDraw->SetClrModMapEnabled(false);
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*/
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if (fDrawOverlay)
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{
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// Determine zoom of overlay
float fGUIZoom = GetGUIZoom();
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// now restore complete cgo range for overlay drawing
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pDraw->SetZoom(DrawX,DrawY, fGUIZoom);
pDraw->SetPrimaryClipper(DrawX,DrawY,DrawX+(ViewWdt-1),DrawY+(ViewHgt-1));
C4TargetFacet gui_cgo;
gui_cgo.Set(cgo0);
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gui_cgo.X = DrawX; gui_cgo.Y = DrawY; gui_cgo.Zoom = fGUIZoom;
gui_cgo.Wdt = int(float(ViewWdt)/fGUIZoom); gui_cgo.Hgt = int(float(ViewHgt)/fGUIZoom);
gui_cgo.TargetX = ViewX; gui_cgo.TargetY = ViewY;
last_gui_draw_cgo = gui_cgo;
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// draw custom GUI objects
::Objects.ForeObjects.DrawIfCategory(gui_cgo, Player, C4D_Foreground, false);
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// Draw overlay
C4ST_STARTNEW(OvrStat, "C4Viewport::Draw: Overlay")
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if (Application.isEditor) Console.EditCursor.Draw(cgo);
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DrawOverlay(gui_cgo, GameZoom);
// Game messages
C4ST_STARTNEW(MsgStat, "C4Viewport::DrawOverlay: Messages")
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pDraw->SetZoom(0, 0, 1.0);
::Messages.Draw(gui_cgo, cgo, Player);
C4ST_STOP(MsgStat)
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// Netstats
if (::GraphicsSystem.ShowNetstatus)
::Network.DrawStatus(gui_cgo);
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C4ST_STOP(OvrStat)
// Remove zoom n clippers
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pDraw->SetZoom(0, 0, 1.0);
pDraw->NoPrimaryClipper();
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}
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}
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void C4Viewport::BlitOutput()
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{
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if (pWindow)
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{
C4Rect rtSrc,rtDst;
rtSrc.x = DrawX; rtSrc.y = DrawY; rtSrc.Wdt = ViewWdt; rtSrc.Hgt = ViewHgt;
rtDst.x = OutX; rtDst.y = OutY; rtDst.Wdt = ViewWdt; rtDst.Hgt = ViewHgt;
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pWindow->pSurface->PageFlip(&rtSrc, &rtDst);
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}
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}
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void C4Viewport::Execute()
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{
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// Update regions
static int32_t RegionUpdate=0;
SetRegions=NULL;
RegionUpdate++;
if (RegionUpdate>=5)
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{
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RegionUpdate=0;
Regions.Clear();
Regions.SetAdjust(-OutX,-OutY);
SetRegions=&Regions;
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}
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// Adjust position
AdjustPosition();
// Current graphics output
C4TargetFacet cgo;
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C4Window * w = pWindow;
if (!w) w = &FullScreen;
cgo.Set(w->pSurface,DrawX,DrawY,int32_t(ceilf(float(ViewWdt)/Zoom)),int32_t(ceilf(float(ViewHgt)/Zoom)),ViewX,ViewY,Zoom);
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pDraw->PrepareRendering(w->pSurface);
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// Draw
Draw(cgo, true);
// Video record & status (developer mode, first player viewport)
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if (Application.isEditor)
if (Player==0 && (this==::Viewports.GetViewport((int32_t) 0)))
::GraphicsSystem.Video.Execute();
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// Blit output
BlitOutput();
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}
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void C4Viewport::InitZoom()
{
// player viewport: Init zoom by view range parameters
C4Player *plr = Players.Get(Player);
if (plr)
{
// Note this affects all viewports for this player (not just
// this one), but it is a noop for the others.
plr->ZoomLimitsToViewport(this);
plr->ZoomToViewport(this, true);
}
else
{
// general viewport? Default zoom parameters
ZoomTarget = Max<float>(float(ViewWdt)/GBackWdt, 1.0f);
Zoom = ZoomTarget;
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SetZoomLimits(0.8*Min<float>(float(ViewWdt)/GBackWdt,float(ViewHgt)/GBackHgt), 12);
}
}
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void C4Viewport::ChangeZoom(float by_factor)
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{
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ZoomTarget *= by_factor;
if (ZoomLimitMin && ZoomTarget < ZoomLimitMin) ZoomTarget = ZoomLimitMin;
if (ZoomLimitMax && ZoomTarget > ZoomLimitMax) ZoomTarget = ZoomLimitMax;
}
void C4Viewport::SetZoom(float to_value, bool direct)
{
ZoomTarget = to_value;
if (Player != NO_OWNER || !::Application.isEditor)
{
if (ZoomLimitMin && ZoomTarget < ZoomLimitMin) ZoomTarget = ZoomLimitMin;
if (ZoomLimitMax && ZoomTarget > ZoomLimitMax) ZoomTarget = ZoomLimitMax;
}
// direct: Set zoom without scrolling to it
if (direct) Zoom = ZoomTarget;
}
void C4Viewport::SetZoomLimits(float to_min_zoom, float to_max_zoom)
{
ZoomLimitMin = to_min_zoom;
ZoomLimitMax = to_max_zoom;
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if (ZoomLimitMax && ZoomLimitMax < ZoomLimitMin) ZoomLimitMax = ZoomLimitMin;
ChangeZoom(1); // Constrains zoom to limit.
}
float C4Viewport::GetZoomByViewRange(int32_t size_x, int32_t size_y) const
{
// set zoom such that both size_x and size_y are guarantueed to fit into the viewport range
// determine whether zoom is to be calculated by x or by y
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bool zoom_by_y = false;
if (size_x && size_y)
{
zoom_by_y = (size_y * ViewWdt > size_x * ViewHgt);
}
else if (size_y)
{
// no x size passed - zoom by y
zoom_by_y = true;
}
else
{
// 0/0 size passed - zoom to default
if (!size_x)
size_x = C4FOW_Def_View_RangeX * 2;
zoom_by_y = false;
}
// zoom calculation
if (zoom_by_y)
return float(ViewHgt) / size_y;
else
return float(ViewWdt) / size_x;
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}
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void C4Viewport::SetZoom(float zoomValue)
{
Zoom = zoomValue;
// also set target to prevent zoom from changing back
ZoomTarget = zoomValue;
}
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void C4Viewport::AdjustPosition()
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{
if (ViewWdt == 0 || ViewHgt == 0)
{
// zero-sized viewport, possibly minimized editor window
// don't do anything then
return;
}
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float ViewportScrollBorder = fIsNoOwnerViewport ? 0 : float(C4ViewportScrollBorder);
C4Player *pPlr = ::Players.Get(Player);
if (ZoomTarget < 0.000001f) InitZoom();
// Change Zoom
assert(Zoom>0);
assert(ZoomTarget>0);
float PrefViewX = ViewX + ViewWdt / (Zoom * 2) - ViewOffsX;
float PrefViewY = ViewY + ViewHgt / (Zoom * 2) - ViewOffsY;
if(Zoom != ZoomTarget)
{
float DeltaZoom = Zoom/ZoomTarget;
if(DeltaZoom<1) DeltaZoom = 1/DeltaZoom;
// Minimal Zoom change factor
static const float Z0 = pow(C4GFX_ZoomStep, 1.0f/8.0f);
// We change zoom based on (logarithmic) distance of current zoom
// to target zoom. The greater the distance the more we adjust the
// zoom in one frame. There is a minimal zoom change Z0 to make sure
// we reach ZoomTarget in finite time.
float ZoomAdjustFactor = Z0 * pow(DeltaZoom, 1.0f/8.0f);
if (Zoom < ZoomTarget)
Zoom = Min(Zoom * ZoomAdjustFactor, ZoomTarget);
if (Zoom > ZoomTarget)
Zoom = Max(Zoom / ZoomAdjustFactor, ZoomTarget);
}
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// View position
if (PlayerLock && ValidPlr(Player))
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{
float ScrollRange = Min(ViewWdt/(10*Zoom),ViewHgt/(10*Zoom));
float ExtraBoundsX = 0, ExtraBoundsY = 0;
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if (pPlr->ViewMode == C4PVM_Scrolling)
{
ScrollRange=0;
ExtraBoundsX=ExtraBoundsY=ViewportScrollBorder;
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}
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else
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{
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// if view is close to border, allow scrolling
if (fixtof(pPlr->ViewX) < ViewportScrollBorder) ExtraBoundsX = Min<float>(ViewportScrollBorder - fixtof(pPlr->ViewX), ViewportScrollBorder);
else if (fixtof(pPlr->ViewX) >= GBackWdt - ViewportScrollBorder) ExtraBoundsX = Min<float>(fixtof(pPlr->ViewX) - GBackWdt, 0) + ViewportScrollBorder;
if (fixtof(pPlr->ViewY) < ViewportScrollBorder) ExtraBoundsY = Min<float>(ViewportScrollBorder - fixtof(pPlr->ViewY), ViewportScrollBorder);
else if (fixtof(pPlr->ViewY) >= GBackHgt - ViewportScrollBorder) ExtraBoundsY = Min<float>(fixtof(pPlr->ViewY) - GBackHgt, 0) + ViewportScrollBorder;
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}
ExtraBoundsX = Max(ExtraBoundsX, (ViewWdt/Zoom - GBackWdt) / 2+1);
ExtraBoundsY = Max(ExtraBoundsY, (ViewHgt/Zoom - GBackHgt) / 2+1);
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// calc target view position
float TargetViewX = fixtof(pPlr->ViewX) /* */;
float TargetViewY = fixtof(pPlr->ViewY) /* */;
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// add mouse auto scroll
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if (pPlr->MouseControl && ::MouseControl.InitCentered && Config.Controls.MouseAScroll)
{
TargetViewX += (::MouseControl.VpX - ViewWdt / 2) / Zoom;
TargetViewY += (::MouseControl.VpY - ViewHgt / 2) / Zoom;
}
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// scroll range
TargetViewX = BoundBy(PrefViewX, TargetViewX - ScrollRange, TargetViewX + ScrollRange);
TargetViewY = BoundBy(PrefViewY, TargetViewY - ScrollRange, TargetViewY + ScrollRange);
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// bounds
TargetViewX = BoundBy(TargetViewX, ViewWdt / (Zoom * 2) - ExtraBoundsX, GBackWdt - ViewWdt / (Zoom * 2) + ExtraBoundsX);
TargetViewY = BoundBy(TargetViewY, ViewHgt / (Zoom * 2) - ExtraBoundsY, GBackHgt - ViewHgt / (Zoom * 2) + ExtraBoundsY);
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// smooth
ViewX = PrefViewX + (TargetViewX - PrefViewX) / BoundBy<int32_t>(Config.General.ScrollSmooth, 1, 50);
ViewY = PrefViewY + (TargetViewY - PrefViewY) / BoundBy<int32_t>(Config.General.ScrollSmooth, 1, 50);
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// apply offset
ViewX -= ViewWdt / (Zoom * 2) - ViewOffsX;
ViewY -= ViewHgt / (Zoom * 2) - ViewOffsY;
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}
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// NO_OWNER can't scroll
if (fIsNoOwnerViewport) { ViewOffsX=0; ViewOffsY=0; }
// clip at borders, update vars
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UpdateViewPosition();
#ifdef WITH_DEVELOPER_MODE
//ScrollBarsByViewPosition();
#endif
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}
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void C4Viewport::CenterPosition()
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{
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// center viewport position on map
// set center position
ViewX = (GBackWdt-ViewWdt/Zoom)/2;
ViewY = (GBackHgt-ViewHgt/Zoom)/2;
// clips and updates
UpdateViewPosition();
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}
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void C4Viewport::UpdateViewPosition()
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{
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// no-owner viewports should not scroll outside viewing area
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if (fIsNoOwnerViewport)
{
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if (!Application.isEditor && GBackWdt<ViewWdt / Zoom)
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{
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ViewX = (GBackWdt-ViewWdt / Zoom)/2;
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}
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else
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{
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ViewX = Min(ViewX, GBackWdt-ViewWdt / Zoom);
ViewX = Max(ViewX, 0.0f);
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}
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if (!Application.isEditor && GBackHgt<ViewHgt / Zoom)
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{
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ViewY = (GBackHgt-ViewHgt / Zoom)/2;
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}
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else
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{
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ViewY = Min(ViewY, GBackHgt-ViewHgt / Zoom);
ViewY = Max(ViewY, 0.0f);
}
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}
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// update borders
BorderLeft = int32_t(Max(-ViewX * Zoom, 0.0f));
BorderTop = int32_t(Max(-ViewY * Zoom, 0.0f));
BorderRight = int32_t(Max(ViewWdt - GBackWdt * Zoom + ViewX * Zoom, 0.0f));
BorderBottom = int32_t(Max(ViewHgt - GBackHgt * Zoom + ViewY * Zoom, 0.0f));
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}
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void C4Viewport::Default()
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{
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pWindow=NULL;
Player=0;
ViewX=ViewY=0;
ViewWdt=ViewHgt=0;
BorderLeft=BorderTop=BorderRight=BorderBottom=0;
OutX=OutY=ViewWdt=ViewHgt=0;
DrawX=DrawY=0;
Zoom = 1.0;
ZoomTarget = 0.0;
ZoomLimitMin=ZoomLimitMax=0; // no limit
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Next=NULL;
PlayerLock=true;
ResetMenuPositions=false;
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SetRegions=NULL;
Regions.Default();
ViewOffsX = ViewOffsY = 0;
fIsNoOwnerViewport = false;
last_game_draw_cgo.Default();
last_gui_draw_cgo.Default();
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}
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void C4Viewport::DrawPlayerInfo(C4TargetFacet &cgo)
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{
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C4Facet ccgo;
if (!ValidPlr(Player)) return;
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// Controls
DrawPlayerStartup(cgo);
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}
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bool C4Viewport::Init(int32_t iPlayer, bool fSetTempOnly)
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{
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// Fullscreen viewport initialization
// Set Player
if (!ValidPlr(iPlayer)) iPlayer = NO_OWNER;
Player=iPlayer;
if (!fSetTempOnly) fIsNoOwnerViewport = (iPlayer == NO_OWNER);
if (Application.isEditor)
{
// Console viewport initialization
// Create window
pWindow = new C4ViewportWindow(this);
if (!pWindow->Init(Player))
return false;
UpdateOutputSize();
// Disable player lock on unowned viewports
if (!ValidPlr(Player)) TogglePlayerLock();
// Draw
// Don't call Execute right away since it is not yet guaranteed that
// the Player has set this as its Viewport, and the drawing routines rely
// on that.
//Execute();
}
else
{
// Owned viewport: clear any flash message explaining observer menu
if (ValidPlr(iPlayer)) ::GraphicsSystem.FlashMessage("");
}
return true;
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}
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extern int32_t DrawMessageOffset;
void C4Viewport::DrawPlayerStartup(C4TargetFacet &cgo)
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{
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C4Player *pPlr;
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if (!(pPlr = ::Players.Get(Player))) return;
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if (!pPlr->LocalControl || !pPlr->ShowStartup) return;
int32_t iNameHgtOff=0;
// Control
// unnecessary with the current control sets
/* if (pPlr->MouseControl)
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GfxR->fctMouse.Draw(cgo.Surface,
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cgo.X+(cgo.Wdt-GfxR->fctKeyboard.Wdt)/2+55,
cgo.Y+cgo.Hgt * 2/3 - 10 + DrawMessageOffset,
0,0);*/
if (pPlr && pPlr->ControlSet)
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{
C4Facet controlset_facet = pPlr->ControlSet->GetPicture();
if (controlset_facet.Wdt) controlset_facet.Draw(cgo.Surface,
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cgo.X+(cgo.Wdt-controlset_facet.Wdt)/2,
cgo.Y+cgo.Hgt * 2/3 + DrawMessageOffset,
0,0);
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iNameHgtOff=GfxR->fctKeyboard.Hgt;
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}
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// Name
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pDraw->TextOut(pPlr->GetName(), ::GraphicsResource.FontRegular, 1.0, cgo.Surface,
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cgo.X+cgo.Wdt/2,cgo.Y+cgo.Hgt*2/3+iNameHgtOff + DrawMessageOffset,
pPlr->ColorDw | 0xff000000, ACenter);
}
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void C4Viewport::SetOutputSize(int32_t iDrawX, int32_t iDrawY, int32_t iOutX, int32_t iOutY, int32_t iOutWdt, int32_t iOutHgt)
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{
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// update view position: Remain centered at previous position
ViewX += (ViewWdt-iOutWdt)/2;
ViewY += (ViewHgt-iOutHgt)/2;
// update output parameters
DrawX=iDrawX; DrawY=iDrawY;
OutX=iOutX; OutY=iOutY;
ViewWdt=iOutWdt; ViewHgt=iOutHgt;
InitZoom();
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UpdateViewPosition();
// Reset menus
ResetMenuPositions=true;
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// player uses mouse control? then clip the cursor
C4Player *pPlr;
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if ((pPlr=::Players.Get(Player)))
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if (pPlr->MouseControl)
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{
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::MouseControl.UpdateClip();
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// and inform GUI
::pGUI->SetPreferredDlgRect(C4Rect(iOutX, iOutY, iOutWdt, iOutHgt));
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}
}
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void C4Viewport::ClearPointers(C4Object *pObj)
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{
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Regions.ClearPointers(pObj);
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}
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void C4Viewport::NextPlayer()
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{
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C4Player *pPlr; int32_t iPlr;
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if (!(pPlr = ::Players.Get(Player)))
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{
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if (!(pPlr = ::Players.First)) return;
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}
else if (!(pPlr = pPlr->Next))
if (Game.C4S.Head.Film && Game.C4S.Head.Replay)
pPlr = ::Players.First; // cycle to first in film mode only; in network obs mode allow NO_OWNER-view
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if (pPlr) iPlr = pPlr->Number; else iPlr = NO_OWNER;
if (iPlr != Player) Init(iPlr, true);
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}
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bool C4Viewport::IsViewportMenu(class C4Menu *pMenu)
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{
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// check all associated menus
// Get player
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C4Player *pPlr = ::Players.Get(Player);
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// Player eliminated: No menu
if (pPlr && pPlr->Eliminated) return false;
// Player cursor object menu
if (pPlr && pPlr->Cursor && pPlr->Cursor->Menu == pMenu) return true;
// Player menu
if (pPlr && pPlr->Menu.IsActive() && &(pPlr->Menu) == pMenu) return true;
// Fullscreen menu (if active, only one viewport can exist)
if (FullScreen.pMenu && FullScreen.pMenu->IsActive() && FullScreen.pMenu == pMenu) return true;
// no match
return false;
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}
// C4ViewportList
C4ViewportList Viewports;
C4ViewportList::C4ViewportList():
FirstViewport(NULL)
{
ViewportArea.Default();
}
C4ViewportList::~C4ViewportList()
{
}
void C4ViewportList::Clear()
{
C4Viewport *next;
while (FirstViewport)
{
next=FirstViewport->Next;
delete FirstViewport;
FirstViewport=next;
}
FirstViewport=NULL;
}
void C4ViewportList::Execute(bool DrawBackground)
{
// Background redraw
if (DrawBackground)
DrawFullscreenBackground();
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next)
{
if (cvp->GetWindow())
cvp->GetWindow()->RequestUpdate();
else
cvp->Execute();
}
}
void C4ViewportList::DrawFullscreenBackground()
{
for (int i=0, iNum=BackgroundAreas.GetCount(); i<iNum; ++i)
{
const C4Rect &rc = BackgroundAreas.Get(i);
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pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface,FullScreen.pSurface,rc.x,rc.y,rc.Wdt,rc.Hgt,-rc.x,-rc.y);
}
}
bool C4ViewportList::CloseViewport(C4Viewport * cvp)
{
if (!cvp) return false;
/*C4Viewport *next,*prev=NULL;
for (C4Viewport *cvp2=FirstViewport; cvp2; cvp2=next)
{
next=cvp2->Next;
if (cvp2 == cvp)
{
delete cvp;
StartSoundEffect("CloseViewport");
if (prev) prev->Next=next;
else FirstViewport=next;
}
else
prev=cvp2;
}*/
// Chop the start of the chain off
if (FirstViewport == cvp)
{
FirstViewport = cvp->Next;
delete cvp;
StartSoundEffect("CloseViewport");
}
// Take out of the chain
else for (C4Viewport * prev = FirstViewport; prev; prev = prev->Next)
{
if (prev->Next == cvp)
{
prev->Next = cvp->Next;
delete cvp;
StartSoundEffect("CloseViewport");
}
}
// Recalculate viewports
RecalculateViewports();
// Done
return true;
}
#ifdef USE_WIN32_WINDOWS
C4Viewport* C4ViewportList::GetViewport(HWND hwnd)
{
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next)
if (cvp->pWindow->hWindow==hwnd)
return cvp;
return NULL;
}
#endif
bool C4ViewportList::CreateViewport(int32_t iPlayer, bool fSilent)
{
// Create and init new viewport, add to viewport list
int32_t iLastCount = GetViewportCount();
C4Viewport *nvp = new C4Viewport;
bool fOkay = nvp->Init(iPlayer, false);
if (!fOkay) { delete nvp; return false; }
C4Viewport *pLast;
for (pLast=FirstViewport; pLast && pLast->Next; pLast=pLast->Next) {}
if (pLast) pLast->Next=nvp; else FirstViewport=nvp;
// Recalculate viewports
RecalculateViewports();
// Viewports start off at centered position
nvp->CenterPosition();
// Action sound
if (GetViewportCount()!=iLastCount) if (!fSilent)
StartSoundEffect("CloseViewport");
return true;
}
void C4ViewportList::ClearPointers(C4Object *pObj)
{
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next)
cvp->ClearPointers(pObj);
}
bool C4ViewportList::CloseViewport(int32_t iPlayer, bool fSilent)
{
// Close all matching viewports
int32_t iLastCount = GetViewportCount();
C4Viewport *next,*prev=NULL;
for (C4Viewport *cvp=FirstViewport; cvp; cvp=next)
{
next=cvp->Next;
if (cvp->Player==iPlayer || (iPlayer==NO_OWNER && cvp->fIsNoOwnerViewport))
{
delete cvp;
if (prev) prev->Next=next;
else FirstViewport=next;
}
else
prev=cvp;
}
// Anything was done?
if (GetViewportCount()!=iLastCount)
{
// Recalculate viewports
RecalculateViewports();
// Action sound
if (!fSilent) StartSoundEffect("CloseViewport");
}
return true;
}
void C4ViewportList::RecalculateViewports()
{
// Fullscreen only
if (Application.isEditor) return;
// Sort viewports
SortViewportsByPlayerControl();
// Viewport area
int32_t iBorderTop = 0;
if (Config.Graphics.UpperBoard)
iBorderTop = C4UpperBoardHeight;
ViewportArea.Set(FullScreen.pSurface,0,iBorderTop, C4GUI::GetScreenWdt(), C4GUI::GetScreenHgt()-iBorderTop);
// Redraw flag
::GraphicsSystem.InvalidateBg();
#ifdef _WIN32
// reset mouse clipping
ClipCursor(NULL);
#else
// StdWindow handles this.
#endif
// reset GUI dlg pos
::pGUI->SetPreferredDlgRect(C4Rect(ViewportArea.X, ViewportArea.Y, ViewportArea.Wdt, ViewportArea.Hgt));
// fullscreen background: First, cover all of screen
BackgroundAreas.Clear();
BackgroundAreas.AddRect(C4Rect(ViewportArea.X, ViewportArea.Y, ViewportArea.Wdt, ViewportArea.Hgt));
// Viewports
C4Viewport *cvp;
int32_t iViews = 0;
for (cvp=FirstViewport; cvp; cvp=cvp->Next) iViews++;
if (!iViews) return;
int32_t iViewsH = (int32_t) sqrt(float(iViews));
int32_t iViewsX = iViews / iViewsH;
int32_t iViewsL = iViews % iViewsH;
int32_t cViewH,cViewX,ciViewsX;
int32_t cViewWdt,cViewHgt,cOffWdt,cOffHgt,cOffX,cOffY;
cvp=FirstViewport;
for (cViewH=0; cViewH<iViewsH; cViewH++)
{
ciViewsX = iViewsX; if (cViewH<iViewsL) ciViewsX++;
for (cViewX=0; cViewX<ciViewsX; cViewX++)
{
cViewWdt = ViewportArea.Wdt/ciViewsX;
cViewHgt = ViewportArea.Hgt/iViewsH;
cOffX = ViewportArea.X;
cOffY = ViewportArea.Y;
cOffWdt = cOffHgt = 0;
if (ciViewsX * cViewWdt < ViewportArea.Wdt)
cOffX = (ViewportArea.Wdt - ciViewsX * cViewWdt) / 2;
if (iViewsH * cViewHgt < ViewportArea.Hgt)
cOffY = (ViewportArea.Hgt - iViewsH * cViewHgt) / 2 + ViewportArea.Y;
if (Config.Graphics.SplitscreenDividers)
{
if (cViewX < ciViewsX - 1) cOffWdt=4;
if (cViewH < iViewsH - 1) cOffHgt=4;
}
int32_t coViewWdt=cViewWdt-cOffWdt;
int32_t coViewHgt=cViewHgt-cOffHgt;
C4Rect rcOut(cOffX+cViewX*cViewWdt, cOffY+cViewH*cViewHgt, coViewWdt, coViewHgt);
cvp->SetOutputSize(rcOut.x,rcOut.y,rcOut.x,rcOut.y,rcOut.Wdt,rcOut.Hgt);
cvp=cvp->Next;
// clip down area avaiable for background drawing
BackgroundAreas.ClipByRect(rcOut);
}
}
}
int32_t C4ViewportList::GetViewportCount()
{
int32_t iResult = 0;
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next) iResult++;
return iResult;
}
C4Viewport* C4ViewportList::GetViewport(int32_t iPlayer, C4Viewport* pPrev)
{
for (C4Viewport *cvp=pPrev ? pPrev->Next : FirstViewport; cvp; cvp=cvp->Next)
if (cvp->Player==iPlayer || (iPlayer==NO_OWNER && cvp->fIsNoOwnerViewport))
return cvp;
return NULL;
}
int32_t C4ViewportList::GetAudibility(int32_t iX, int32_t iY, int32_t *iPan, int32_t iAudibilityRadius)
{
// default audibility radius
if (!iAudibilityRadius) iAudibilityRadius = C4AudibilityRadius;
// Accumulate audibility by viewports
int32_t iAudible=0; *iPan = 0;
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next)
{
iAudible = Max( iAudible,
BoundBy<int32_t>(100-100*Distance(cvp->ViewX+cvp->ViewWdt/2,cvp->ViewY+cvp->ViewHgt/2,iX,iY)/C4AudibilityRadius,0,100) );
*iPan += (iX-(cvp->ViewX+cvp->ViewWdt/2)) / 5;
}
*iPan = BoundBy<int32_t>(*iPan, -100, 100);
return iAudible;
}
void C4ViewportList::SortViewportsByPlayerControl()
{
// Sort
bool fSorted;
C4Player *pPlr1,*pPlr2;
C4Viewport *pView,*pNext,*pPrev;
do
{
fSorted = true;
for (pPrev=NULL,pView=FirstViewport; pView && (pNext = pView->Next); pView=pNext)
{
// Get players
pPlr1 = ::Players.Get(pView->Player);
pPlr2 = ::Players.Get(pNext->Player);
// Swap order
if (pPlr1 && pPlr2 && pPlr1->ControlSet && pPlr2->ControlSet && ( pPlr1->ControlSet->GetLayoutOrder() > pPlr2->ControlSet->GetLayoutOrder() ))
{
if (pPrev) pPrev->Next = pNext; else FirstViewport = pNext;
pView->Next = pNext->Next;
pNext->Next = pView;
pPrev = pNext;
pNext = pView;
fSorted = false;
}
// Don't swap
else
{
pPrev = pView;
}
}
}
while (!fSorted);
}
bool C4ViewportList::ViewportNextPlayer()
{
// safety: switch valid?
if ((!Game.C4S.Head.Film || !Game.C4S.Head.Replay) && !GetViewport(NO_OWNER)) return false;
// do switch then
C4Viewport *vp = GetFirstViewport();
if (!vp) return false;
vp->NextPlayer();
return true;
}
bool C4ViewportList::FreeScroll(C4Vec2D vScrollBy)
{
// safety: move valid?
if ((!Game.C4S.Head.Replay || !Game.C4S.Head.Film) && !GetViewport(NO_OWNER)) return false;
C4Viewport *vp = GetFirstViewport();
if (!vp) return false;
// move then (old static code crap...)
static int32_t vp_vx=0; static int32_t vp_vy=0; static int32_t vp_vf=0;
int32_t dx=vScrollBy.x; int32_t dy=vScrollBy.y;
if (Game.FrameCounter-vp_vf < 5)
{ dx += vp_vx; dy += vp_vy; }
vp_vx=dx; vp_vy=dy; vp_vf=Game.FrameCounter;
vp->ViewX+=dx; vp->ViewY+=dy;
return true;
}
bool C4ViewportList::ViewportZoomOut()
{
for (C4Viewport *vp = FirstViewport; vp; vp = vp->Next) vp->ChangeZoom(1.0f/C4GFX_ZoomStep);
return true;
}
bool C4ViewportList::ViewportZoomIn()
{
for (C4Viewport *vp = FirstViewport; vp; vp = vp->Next) vp->ChangeZoom(C4GFX_ZoomStep);
return true;
}
void C4ViewportList::MouseMoveToViewport(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam)
{
// Pass on to mouse controlled viewport
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next)
if (::MouseControl.IsViewport(cvp))
::MouseControl.Move( iButton,
BoundBy<int32_t>(iX-cvp->OutX,0,cvp->ViewWdt-1),
BoundBy<int32_t>(iY-cvp->OutY,0,cvp->ViewHgt-1),
dwKeyParam );
}