/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 1998-2000, Matthes Bender * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/ * Copyright (c) 2009-2016, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ /* A viewport to each player */ #include "C4Include.h" #include "editor/C4ViewportWindow.h" #include "game/C4Viewport.h" #include "editor/C4Console.h" #include "landscape/C4Landscape.h" #include "player/C4PlayerList.h" #ifdef WITH_QT_EDITOR #include "editor/C4ConsoleQtViewport.h" #endif #ifdef WITH_QT_EDITOR bool C4Viewport::ScrollBarsByViewPosition() { if (PlayerLock) return false; scrollarea->ScrollBarsByViewPosition(); return true; } bool C4Viewport::TogglePlayerLock() { PlayerLock = !PlayerLock; scrollarea->setScrollBarVisibility(!PlayerLock); ScrollBarsByViewPosition(); return true; } #elif defined(USE_WIN32_WINDOWS) void UpdateWindowLayout(HWND hwnd) { RECT rect; GetWindowRect(hwnd,&rect); MoveWindow(hwnd,rect.left,rect.top,rect.right-rect.left-1,rect.bottom-rect.top,true); MoveWindow(hwnd,rect.left,rect.top,rect.right-rect.left,rect.bottom-rect.top,true); } bool C4Viewport::TogglePlayerLock() { // Disable player lock if (PlayerLock) { PlayerLock=false; SetWindowLong(pWindow->hWindow,GWL_STYLE,C4ViewportWindowStyle | WS_HSCROLL | WS_VSCROLL); UpdateWindowLayout(pWindow->hWindow); ScrollBarsByViewPosition(); } // Enable player lock else if (ValidPlr(Player)) { PlayerLock=true; SetWindowLong(pWindow->hWindow,GWL_STYLE,C4ViewportWindowStyle); UpdateWindowLayout(pWindow->hWindow); } return true; } bool C4Viewport::ViewPositionByScrollBars() { if (PlayerLock) return false; SCROLLINFO scroll; scroll.cbSize=sizeof(SCROLLINFO); // Vertical scroll.fMask=SIF_POS; GetScrollInfo(pWindow->hWindow,SB_VERT,&scroll); SetViewY(float(scroll.nPos)); // Horizontal scroll.fMask=SIF_POS; GetScrollInfo(pWindow->hWindow,SB_HORZ,&scroll); SetViewX(float(scroll.nPos)); return true; } bool C4Viewport::ScrollBarsByViewPosition() { if (PlayerLock) return false; SCROLLINFO scroll; scroll.cbSize=sizeof(SCROLLINFO); // Vertical scroll.fMask=SIF_ALL; scroll.nMin=0; scroll.nMax = ::Landscape.GetHeight() * Zoom; scroll.nPage=ViewHgt; scroll.nPos=int(GetViewY() * Zoom); SetScrollInfo(pWindow->hWindow,SB_VERT,&scroll,true); // Horizontal scroll.fMask=SIF_ALL; scroll.nMin=0; scroll.nMax=::Landscape.GetWidth() * Zoom; scroll.nPage=ViewWdt; scroll.nPos = int(GetViewX() * Zoom); SetScrollInfo(pWindow->hWindow,SB_HORZ,&scroll,true); return true; } #endif void C4ViewportWindow::PerformUpdate() { #ifdef WITH_QT_EDITOR if (viewport_widget) viewport_widget->update(); #else if (cvp) { cvp->UpdateOutputSize(); cvp->Execute(); } #endif } C4Window * C4ViewportWindow::Init(int32_t Player) { C4Window* result; const char * Title = Player == NO_OWNER ? LoadResStr("IDS_CNS_VIEWPORT") : ::Players.Get(Player)->GetName(); C4Rect r(0,0,800,500); result = C4Window::Init(C4Window::W_Viewport, &Application, Title, &r); if (!result) return result; pSurface = new C4Surface(&Application, this); #ifndef WITH_QT_EDITOR // Position and size RestorePosition(FormatString("Viewport%i", Player+1).getData(), Config.GetSubkeyPath("Console")); #endif return result; } void C4ViewportWindow::Close() { ::Viewports.CloseViewport(cvp); } void C4ViewportWindow::EditCursorMove(int X, int Y, uint32_t state) { Console.EditCursor.Move(cvp->WindowToGameX(X), cvp->WindowToGameY(Y), cvp->GetZoom(), state); }