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