forked from Mirrors/openclonk
1168 lines
33 KiB
C++
1168 lines
33 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 "game/C4Viewport.h"
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#include "editor/C4ViewportWindow.h"
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#include "editor/C4Console.h"
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#include "object/C4Def.h"
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#include "object/C4Object.h"
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#include "game/C4FullScreen.h"
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#include "lib/C4Stat.h"
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#include "player/C4Player.h"
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#include "object/C4ObjectMenu.h"
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#include "gui/C4MouseControl.h"
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#include "landscape/C4PXS.h"
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#include "gui/C4GameMessage.h"
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#include "gui/C4ScriptGuiWindow.h"
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#include "graphics/C4GraphicsResource.h"
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#include "game/C4GraphicsSystem.h"
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#include "landscape/C4Landscape.h"
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#include "landscape/C4Sky.h"
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#include "player/C4PlayerList.h"
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#include "object/C4GameObjects.h"
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#include "network/C4Network2.h"
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#include "landscape/fow/C4FoWRegion.h"
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void C4Viewport::DropFile(const char* fileName, float x, float y)
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{
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Game.DropFile(fileName, GetViewX()+x/Zoom, GetViewY()+y/Zoom);
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}
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bool C4Viewport::UpdateOutputSize()
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{
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if (!pWindow) return false;
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// Output size
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C4Rect rect;
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#ifdef USE_GTK
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GtkAllocation allocation;
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gtk_widget_get_allocation(GTK_WIDGET(pWindow->render_widget), &allocation);
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// Use only size of drawing area without scrollbars
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rect.x = allocation.x;
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rect.y = allocation.y;
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rect.Wdt = allocation.width;
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rect.Hgt = allocation.height;
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#else
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if (!pWindow->GetSize(&rect)) return false;
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#endif
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OutX=rect.x; OutY=rect.y;
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ViewWdt=rect.Wdt; ViewHgt=rect.Hgt;
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ScrollView(0,0);
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// Scroll bars
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ScrollBarsByViewPosition();
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// Reset menus
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ResetMenuPositions=true;
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// update internal GL size
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if (pWindow && pWindow->pSurface)
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pWindow->pSurface->UpdateSize(ViewWdt, ViewHgt);
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// Done
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return true;
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}
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C4Viewport::C4Viewport()
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{
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Player = 0;
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viewX = viewY = 0;
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targetViewX = targetViewY = 0;
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ViewWdt = ViewHgt = 0;
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BorderLeft = BorderTop = BorderRight = BorderBottom = 0;
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OutX = OutY = ViewWdt = ViewHgt = 0;
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DrawX = DrawY = 0;
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Zoom = 1.0;
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ZoomTarget = 0.0;
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ViewportOpenFrame = 0;
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ZoomLimitMin = ZoomLimitMax = 0; // no limit
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Next = NULL;
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PlayerLock = true;
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ResetMenuPositions = false;
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viewOffsX = viewOffsY = 0;
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fIsNoOwnerViewport = false;
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}
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C4Viewport::~C4Viewport()
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{
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DisableFoW();
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if (pWindow) { delete pWindow->pSurface; pWindow->Clear(); }
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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
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C4ST_STARTNEW(PInfoStat, "C4Viewport::DrawOverlay: Player Info")
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DrawPlayerInfo(cgo);
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C4ST_STOP(PInfoStat)
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C4ST_STARTNEW(MenuStat, "C4Viewport::DrawOverlay: Menu")
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DrawMenu(cgo);
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C4ST_STOP(MenuStat)
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}
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// Control overlays (if not film/replay)
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if (!Game.C4S.Head.Film || !Game.C4S.Head.Replay)
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{
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// Mouse control
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if (::MouseControl.IsViewport(this))
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{
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C4ST_STARTNEW(MouseStat, "C4Viewport::DrawOverlay: Mouse")
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::MouseControl.Draw(cgo, GameZoom);
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// Draw GUI-mouse in EM if active
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if (pWindow) ::pGUI->RenderMouse(cgo);
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C4ST_STOP(MouseStat)
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}
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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
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C4TargetFacet cgo; cgo.Set(cgo0);
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cgo.X = 0; cgo.Y = 0;
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cgo.Wdt = cgo0.Wdt * cgo0.Zoom; cgo.Hgt = cgo0.Hgt * cgo0.Zoom;
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cgo.TargetX = float(cgo0.X); cgo.TargetY = float(cgo0.Y);
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cgo.Zoom = 1;
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pDraw->SetZoom(cgo.X, cgo.Y, cgo.Zoom);
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// Player eliminated
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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
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if (pPlr && pPlr->Cursor && pPlr->Cursor->Menu)
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{
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if (ResetMenuPositions) pPlr->Cursor->Menu->ResetLocation();
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// if mouse is dragging, make it transparent to easy construction site drag+drop
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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
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pPlr->Cursor->Menu->Draw(cgo);
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// reset modulation for dragging
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if (fDragging) pDraw->DeactivateBlitModulation();
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}
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// Player menu
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if (pPlr && pPlr->Menu.IsActive())
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{
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if (ResetMenuPositions) pPlr->Menu.ResetLocation();
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pPlr->Menu.Draw(cgo);
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}
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// Fullscreen menu
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if (FullScreen.pMenu && FullScreen.pMenu->IsActive())
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{
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if (ResetMenuPositions) FullScreen.pMenu->ResetLocation();
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FullScreen.pMenu->Draw(cgo);
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}
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// Flag done
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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 fDrawGame, bool fDrawOverlay)
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{
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#ifdef USE_CONSOLE
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// No drawing in console mode
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return;
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#endif
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C4TargetFacet cgo; cgo.Set(cgo0);
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ZoomData GameZoom;
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GameZoom.X = cgo.X; GameZoom.Y = cgo.Y;
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GameZoom.Zoom = cgo.Zoom;
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// Draw landscape borders
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if (BorderLeft > 0.0f) pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface, cgo.Surface, DrawX, DrawY, BorderLeft, ViewHgt, -DrawX, -DrawY, NULL);
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if (BorderTop > 0.0f) pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface, cgo.Surface, DrawX + BorderLeft, DrawY, ViewWdt - BorderLeft - BorderRight, BorderTop, -DrawX - BorderLeft, -DrawY, NULL);
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if (BorderRight > 0.0f) pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface, cgo.Surface, DrawX + ViewWdt - BorderRight, DrawY, BorderRight, ViewHgt, -DrawX - ViewWdt + BorderRight, -DrawY, NULL);
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if (BorderBottom > 0.0f) pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface, cgo.Surface, DrawX + BorderLeft, DrawY + ViewHgt - BorderBottom, ViewWdt - BorderLeft - BorderRight, BorderBottom, -DrawX - BorderLeft, -DrawY - ViewHgt + BorderBottom, NULL);
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// Compute non-bordered viewport area
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cgo.X += BorderLeft; cgo.Y += BorderTop; cgo.Wdt -= (BorderLeft + BorderRight) / cgo.Zoom; cgo.Hgt -= (BorderTop + BorderBottom) / cgo.Zoom;
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cgo.TargetX += BorderLeft / Zoom; cgo.TargetY += BorderTop / Zoom;
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// Apply Zoom
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GameZoom.X = cgo.X; GameZoom.Y = cgo.Y;
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pDraw->SetZoom(GameZoom);
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// Set clipper to integer bounds around floating point viewport region
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const FLOAT_RECT clipRect = { DrawX + BorderLeft, DrawX + ViewWdt - BorderRight, DrawY + BorderTop, DrawY + ViewHgt - BorderBottom };
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const C4Rect& clipRectInt(clipRect);
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pDraw->SetPrimaryClipper(clipRectInt.x, clipRectInt.y, clipRectInt.x + clipRectInt.Wdt - 1, clipRectInt.y + clipRectInt.Hgt - 1);
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last_game_draw_cgo = cgo;
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if (fDrawGame)
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{
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// --- activate FoW here ---
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// Render FoW only if active for player
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C4FoWRegion* pFoW = NULL;
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if (Player != NO_OWNER)
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{
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C4Player *pPlr = ::Players.Get(Player);
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assert(pPlr != NULL);
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if (pPlr->fFogOfWar) pFoW = this->pFoW.get();
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}
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// Update FoW
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if (pFoW)
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{
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// Viewport region in landscape coordinates
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const FLOAT_RECT vpRect = { cgo.TargetX, cgo.TargetX + cgo.Wdt, cgo.TargetY, cgo.TargetY + cgo.Hgt };
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// Region in which the light is calculated
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// At the moment, just choose integer coordinates to surround the viewport
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const C4Rect lightRect(vpRect);
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if (!lightRect.Wdt || !lightRect.Hgt)
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{
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// Do not bother initializing FoW on empty region; would cause errors in drawing proc
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pFoW = NULL;
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}
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else
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{
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pFoW->Update(lightRect, vpRect);
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if (!pFoW->Render())
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{
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// If FoW init fails, do not set it for further drawing
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pFoW = NULL;
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}
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}
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}
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pDraw->SetFoW(pFoW);
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C4ST_STARTNEW(SkyStat, "C4Viewport::Draw: Sky")
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::Landscape.GetSky().Draw(cgo);
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C4ST_STOP(SkyStat)
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::Objects.Draw(cgo, Player, -2147483647 - 1 /* INT32_MIN */, 0);
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// Draw Landscape
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C4ST_STARTNEW(LandStat, "C4Viewport::Draw: Landscape")
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::Landscape.Draw(cgo, pFoW);
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C4ST_STOP(LandStat)
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// draw PXS (unclipped!)
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C4ST_STARTNEW(PXSStat, "C4Viewport::Draw: PXS")
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::PXS.Draw(cgo);
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C4ST_STOP(PXSStat)
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// Draw objects which are behind the particle plane.
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const int particlePlane = 900;
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C4ST_STARTNEW(ObjStat, "C4Viewport::Draw: Objects (1)")
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::Objects.Draw(cgo, Player, 1, particlePlane);
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C4ST_STOP(ObjStat)
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// Draw global dynamic particles on a specific Plane
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// to enable scripters to put objects both behind and in front of particles.
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C4ST_STARTNEW(PartStat, "C4Viewport::Draw: Dynamic Particles")
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::Particles.DrawGlobalParticles(cgo);
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C4ST_STOP(PartStat)
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// Now the remaining objects in front of the particles (e.g. GUI elements)
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C4ST_STARTNEW(Obj2Stat, "C4Viewport::Draw: Objects (2)")
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::Objects.Draw(cgo, Player, particlePlane + 1, 2147483647 /* INT32_MAX */);
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C4ST_STOP(Obj2Stat)
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// Draw everything else without FoW
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pDraw->SetFoW(NULL);
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}
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else
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{
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pDraw->DrawBoxDw(cgo.Surface, cgo.X, cgo.Y, cgo.X + cgo.Wdt, cgo.Y + cgo.Hgt, 0xff000000);
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}
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// Draw PathFinder
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if (::GraphicsSystem.ShowPathfinder) Game.PathFinder.Draw(cgo);
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// Draw overlay
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if (!Game.C4S.Head.Film || !Game.C4S.Head.Replay) Game.DrawCrewOverheadText(cgo, Player);
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// Lights overlay
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if (::GraphicsSystem.ShowLights && pFoW) pFoW->Render(&cgo);
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if (fDrawOverlay)
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{
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// Determine zoom of overlay
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float fGUIZoom = GetGUIZoom();
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// now restore complete cgo range for overlay drawing
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pDraw->SetZoom(DrawX,DrawY, fGUIZoom);
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pDraw->SetPrimaryClipper(DrawX,DrawY,DrawX+(ViewWdt-1),DrawY+(ViewHgt-1));
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C4TargetFacet gui_cgo;
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gui_cgo.Set(cgo0);
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gui_cgo.X = DrawX; gui_cgo.Y = DrawY; gui_cgo.Zoom = fGUIZoom;
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gui_cgo.Wdt = int(float(ViewWdt)/fGUIZoom); gui_cgo.Hgt = int(float(ViewHgt)/fGUIZoom);
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gui_cgo.TargetX = GetViewX(); gui_cgo.TargetY = GetViewY();
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last_gui_draw_cgo = gui_cgo;
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// draw custom GUI objects
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::Objects.ForeObjects.DrawIfCategory(gui_cgo, Player, C4D_Foreground, false);
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// Draw overlay
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C4ST_STARTNEW(OvrStat, "C4Viewport::Draw: Overlay")
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if (Application.isEditor) Console.EditCursor.Draw(cgo);
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// Game messages
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C4ST_STARTNEW(MsgStat, "C4Viewport::DrawOverlay: Messages")
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pDraw->SetZoom(0, 0, 1.0);
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::Messages.Draw(gui_cgo, cgo, Player);
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C4ST_STOP(MsgStat)
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// ingame menus
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C4ST_STARTNEW(GuiWindowStat, "C4Viewport::DrawOverlay: Menus")
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pDraw->SetZoom(0, 0, 1.0);
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::Game.ScriptGuiRoot->DrawAll(gui_cgo, Player);
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C4ST_STOP(GuiWindowStat)
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DrawOverlay(gui_cgo, GameZoom);
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// Netstats
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if (::GraphicsSystem.ShowNetstatus)
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::Network.DrawStatus(gui_cgo);
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C4ST_STOP(OvrStat)
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}
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// Remove zoom n clippers
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pDraw->SetZoom(0, 0, 1.0);
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pDraw->NoPrimaryClipper();
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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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{
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C4Rect rtSrc,rtDst;
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rtSrc.x = DrawX; rtSrc.y = DrawY; rtSrc.Wdt = ViewWdt; rtSrc.Hgt = ViewHgt;
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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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// Adjust position
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AdjustZoomAndPosition();
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// Current graphics output
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C4TargetFacet cgo;
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C4Surface *target = pWindow ? pWindow->pSurface : FullScreen.pSurface;
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cgo.Set(target,DrawX,DrawY,float(ViewWdt)/Zoom,float(ViewHgt)/Zoom,GetViewX(),GetViewY(),Zoom);
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pDraw->PrepareRendering(target);
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// Do not spoil game contents on owner-less viewport
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bool draw_game = true;
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if (Player == NO_OWNER)
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if (!::Application.isEditor && !::Game.DebugMode)
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if (!::Network.isEnabled() || !::Network.Clients.GetLocal() || !::Network.Clients.GetLocal()->isObserver())
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if (::Game.PlayerInfos.GetJoinIssuedPlayerCount() > 0) // free scrolling allowed if the scenario was started explicitely without players to inspect the landscape
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draw_game = false;
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// Draw
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Draw(cgo, draw_game, true);
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// Blit output
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BlitOutput();
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}
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/* This method is called whenever the viewport size is changed. Thus, its job
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is to recalculate the zoom and zoom limits with the new values for ViewWdt
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and ViewHgt. */
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void C4Viewport::CalculateZoom()
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{
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// Zoom is only initialized by player or global setting during viewport creation time, because after that
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// the player may have changed to another preferred zoom.
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// However, viewports may change multiple times during startup (because of NO_OWNER viewport being deleted
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// and possible other player joins). So check by frame counter. Zoom changes done in paused mode on the
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// player init frame will be lost, but that should not be a problem.
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if(ViewportOpenFrame >= Game.FrameCounter)
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InitZoom();
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C4Player *plr = Players.Get(Player);
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if (plr)
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plr->ZoomLimitsToViewport(this);
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else
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SetZoomLimits(0.8*std::min<float>(float(ViewWdt)/::Landscape.GetWidth(),float(ViewHgt)/::Landscape.GetHeight()), 8);
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}
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void C4Viewport::InitZoom()
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{
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C4Player *plr = Players.Get(Player);
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if (plr)
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{
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plr->ZoomToViewport(this, true);
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}
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else
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{
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ZoomTarget = std::max<float>(float(ViewWdt)/::Landscape.GetWidth(), 1.0f);
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Zoom = ZoomTarget;
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}
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}
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void C4Viewport::ChangeZoom(float by_factor)
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{
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ZoomTarget *= by_factor;
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if (ZoomLimitMin && ZoomTarget < ZoomLimitMin) ZoomTarget = ZoomLimitMin;
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if (ZoomLimitMax && ZoomTarget > ZoomLimitMax) ZoomTarget = ZoomLimitMax;
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}
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void C4Viewport::SetZoom(float to_value, bool direct)
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{
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ZoomTarget = to_value;
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if (Player != NO_OWNER || !::Application.isEditor)
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{
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if (ZoomLimitMin && ZoomTarget < ZoomLimitMin) ZoomTarget = ZoomLimitMin;
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if (ZoomLimitMax && ZoomTarget > ZoomLimitMax) ZoomTarget = ZoomLimitMax;
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}
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// direct: Set zoom without scrolling to it
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if (direct) Zoom = ZoomTarget;
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}
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void C4Viewport::SetZoomLimits(float to_min_zoom, float to_max_zoom)
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{
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ZoomLimitMin = to_min_zoom;
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ZoomLimitMax = to_max_zoom;
|
|
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
|
|
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 = C4VP_DefViewRangeX * 2;
|
|
zoom_by_y = false;
|
|
}
|
|
// zoom calculation
|
|
if (zoom_by_y)
|
|
return float(ViewHgt) / size_y;
|
|
else
|
|
return float(ViewWdt) / size_x;
|
|
}
|
|
|
|
void C4Viewport::SetZoom(float zoomValue)
|
|
{
|
|
Zoom = zoomValue;
|
|
// also set target to prevent zoom from changing back
|
|
ZoomTarget = zoomValue;
|
|
}
|
|
|
|
void C4Viewport::AdjustZoomAndPosition()
|
|
{
|
|
// Move zoom towards target zoom
|
|
if (ZoomTarget < 0.000001f) CalculateZoom();
|
|
// Change Zoom
|
|
|
|
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 = std::min(Zoom * ZoomAdjustFactor, ZoomTarget);
|
|
if (Zoom > ZoomTarget)
|
|
Zoom = std::max(Zoom / ZoomAdjustFactor, ZoomTarget);
|
|
}
|
|
// Adjust position
|
|
AdjustPosition(false);
|
|
}
|
|
|
|
void C4Viewport::AdjustPosition(bool immediate)
|
|
{
|
|
if (ViewWdt == 0 || ViewHgt == 0)
|
|
{
|
|
// zero-sized viewport, possibly minimized editor window
|
|
// don't do anything then
|
|
return;
|
|
}
|
|
|
|
assert(Zoom>0);
|
|
assert(ZoomTarget>0);
|
|
|
|
float ViewportScrollBorder = fIsNoOwnerViewport ? 0 : float(C4ViewportScrollBorder);
|
|
C4Player *pPlr = ::Players.Get(Player);
|
|
|
|
// View position
|
|
if (PlayerLock && ValidPlr(Player))
|
|
{
|
|
float scrollRange, extraBoundsX, extraBoundsY;
|
|
|
|
scrollRange = extraBoundsX = extraBoundsY = 0;
|
|
|
|
// target view position (landscape coordinates)
|
|
float targetCenterViewX = fixtof(pPlr->ViewX);
|
|
float targetCenterViewY = fixtof(pPlr->ViewY);
|
|
|
|
if (pPlr->ViewMode == C4PVM_Scrolling)
|
|
{
|
|
extraBoundsX = extraBoundsY = ViewportScrollBorder;
|
|
}
|
|
else
|
|
{
|
|
scrollRange = std::min(ViewWdt/(10*Zoom),ViewHgt/(10*Zoom));
|
|
|
|
// if view is close to border, allow scrolling
|
|
if (targetCenterViewX < ViewportScrollBorder) extraBoundsX = std::min<float>(ViewportScrollBorder - targetCenterViewX, ViewportScrollBorder);
|
|
else if (targetCenterViewX >= ::Landscape.GetWidth() - ViewportScrollBorder) extraBoundsX = std::min<float>(targetCenterViewX - ::Landscape.GetWidth(), 0) + ViewportScrollBorder;
|
|
if (targetCenterViewY < ViewportScrollBorder) extraBoundsY = std::min<float>(ViewportScrollBorder - targetCenterViewY, ViewportScrollBorder);
|
|
else if (targetCenterViewY >= ::Landscape.GetHeight() - ViewportScrollBorder) extraBoundsY = std::min<float>(targetCenterViewY - ::Landscape.GetHeight(), 0) + ViewportScrollBorder;
|
|
}
|
|
|
|
extraBoundsX = std::max(extraBoundsX, (ViewWdt/Zoom - ::Landscape.GetWidth())/2 + 1);
|
|
extraBoundsY = std::max(extraBoundsY, (ViewHgt/Zoom - ::Landscape.GetHeight())/2 + 1);
|
|
|
|
// add mouse auto scroll
|
|
if (pPlr->MouseControl && ::MouseControl.InitCentered && Config.Controls.MouseAutoScroll)
|
|
{
|
|
float strength = Config.Controls.MouseAutoScroll/100.0f;
|
|
targetCenterViewX += strength*(::MouseControl.VpX - ViewWdt/2.0f)/Zoom;
|
|
targetCenterViewY += strength*(::MouseControl.VpY - ViewHgt/2.0f)/Zoom;
|
|
}
|
|
|
|
// scroll range
|
|
if (!immediate)
|
|
{
|
|
targetCenterViewX = Clamp(targetCenterViewX, targetCenterViewX - scrollRange, targetCenterViewX + scrollRange);
|
|
targetCenterViewY = Clamp(targetCenterViewY, targetCenterViewY - scrollRange, targetCenterViewY + scrollRange);
|
|
}
|
|
// bounds
|
|
targetCenterViewX = Clamp(targetCenterViewX, ViewWdt/Zoom/2 - extraBoundsX, ::Landscape.GetWidth() - ViewWdt/Zoom/2 + extraBoundsX);
|
|
targetCenterViewY = Clamp(targetCenterViewY, ViewHgt/Zoom/2 - extraBoundsY, ::Landscape.GetHeight() - ViewHgt/Zoom/2 + extraBoundsY);
|
|
|
|
targetViewX = targetCenterViewX - ViewWdt/Zoom/2 + viewOffsX;
|
|
targetViewY = targetCenterViewY - ViewHgt/Zoom/2 + viewOffsY;
|
|
|
|
if (immediate)
|
|
{
|
|
// immediate scroll
|
|
SetViewX(targetViewX);
|
|
SetViewY(targetViewY);
|
|
}
|
|
else
|
|
{
|
|
// smooth scroll
|
|
int32_t smooth = Clamp<int32_t>(Config.General.ScrollSmooth, 1, 50);
|
|
ScrollView((targetViewX - viewX) / smooth, (targetViewY - viewY) / smooth);
|
|
}
|
|
}
|
|
|
|
UpdateBordersX();
|
|
UpdateBordersY();
|
|
|
|
// NO_OWNER can't scroll
|
|
if (fIsNoOwnerViewport) { viewOffsX=0; viewOffsY=0; }
|
|
}
|
|
|
|
void C4Viewport::CenterPosition()
|
|
{
|
|
// center viewport position on map
|
|
// set center position
|
|
SetViewX(::Landscape.GetWidth()/2 + ViewWdt/Zoom/2);
|
|
SetViewY(::Landscape.GetHeight()/2 + ViewHgt/Zoom/2);
|
|
}
|
|
|
|
void C4Viewport::UpdateBordersX()
|
|
{
|
|
BorderLeft = std::max(-GetViewX() * Zoom, 0.0f);
|
|
BorderRight = std::max(ViewWdt - ::Landscape.GetWidth() * Zoom + GetViewX() * Zoom, 0.0f);
|
|
}
|
|
|
|
void C4Viewport::UpdateBordersY()
|
|
{
|
|
BorderTop = std::max(-GetViewY() * Zoom, 0.0f);
|
|
BorderBottom = std::max(ViewHgt - ::Landscape.GetHeight() * Zoom + GetViewY() * Zoom, 0.0f);
|
|
}
|
|
|
|
void C4Viewport::DrawPlayerInfo(C4TargetFacet &cgo)
|
|
{
|
|
C4Facet ccgo;
|
|
if (!ValidPlr(Player)) return;
|
|
// Controls
|
|
DrawPlayerStartup(cgo);
|
|
}
|
|
|
|
bool C4Viewport::Init(int32_t iPlayer, bool fSetTempOnly)
|
|
{
|
|
// Fullscreen viewport initialization
|
|
// Set Player
|
|
if (!ValidPlr(iPlayer)) iPlayer = NO_OWNER;
|
|
Player=iPlayer;
|
|
ViewportOpenFrame = Game.FrameCounter;
|
|
if (!fSetTempOnly) fIsNoOwnerViewport = (iPlayer == NO_OWNER);
|
|
if (Application.isEditor)
|
|
{
|
|
// Console viewport initialization
|
|
// Create window
|
|
pWindow.reset(new C4ViewportWindow(this));
|
|
if (!pWindow->Init(Player))
|
|
return false;
|
|
UpdateOutputSize();
|
|
// Disable player lock on unowned viewports
|
|
if (!ValidPlr(Player)) TogglePlayerLock();
|
|
// 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.
|
|
}
|
|
else
|
|
{
|
|
// Owned viewport: clear any flash message explaining observer menu
|
|
if (ValidPlr(iPlayer)) ::GraphicsSystem.FlashMessage("");
|
|
}
|
|
|
|
EnableFoW();
|
|
return true;
|
|
}
|
|
|
|
void C4Viewport::DisableFoW()
|
|
{
|
|
pFoW.reset();
|
|
}
|
|
|
|
void C4Viewport::EnableFoW()
|
|
{
|
|
if (::Landscape.HasFoW() && Player != NO_OWNER)
|
|
{
|
|
pFoW.reset(new C4FoWRegion(::Landscape.GetFoW(), ::Players.Get(Player)));
|
|
}
|
|
else
|
|
{
|
|
DisableFoW();
|
|
}
|
|
}
|
|
|
|
extern int32_t DrawMessageOffset;
|
|
|
|
void C4Viewport::DrawPlayerStartup(C4TargetFacet &cgo)
|
|
{
|
|
C4Player *pPlr;
|
|
if (!(pPlr = ::Players.Get(Player))) return;
|
|
if (!pPlr->LocalControl || !pPlr->ShowStartup) return;
|
|
int32_t iNameHgtOff=0;
|
|
|
|
// Control
|
|
// unnecessary with the current control sets
|
|
if (pPlr && pPlr->ControlSet)
|
|
{
|
|
C4Facet controlset_facet = pPlr->ControlSet->GetPicture();
|
|
if (controlset_facet.Wdt) controlset_facet.Draw(cgo.Surface,
|
|
cgo.X+(cgo.Wdt-controlset_facet.Wdt)/2,
|
|
cgo.Y+cgo.Hgt * 2/3 + DrawMessageOffset,
|
|
0,0);
|
|
iNameHgtOff=GfxR->fctKeyboard.Hgt;
|
|
}
|
|
|
|
// Name
|
|
pDraw->TextOut(pPlr->GetName(), ::GraphicsResource.FontRegular, 1.0, cgo.Surface,
|
|
cgo.X+cgo.Wdt/2,cgo.Y+cgo.Hgt*2/3+iNameHgtOff + DrawMessageOffset,
|
|
pPlr->ColorDw | 0xff000000, ACenter);
|
|
}
|
|
|
|
void C4Viewport::ScrollView(float byX, float byY)
|
|
{
|
|
SetViewX(viewX + byX);
|
|
SetViewY(viewY + byY);
|
|
}
|
|
|
|
void C4Viewport::SetViewX(float x)
|
|
{
|
|
viewX = x;
|
|
|
|
if (fIsNoOwnerViewport)
|
|
{
|
|
if(::Landscape.GetWidth() < ViewWdt / Zoom)
|
|
{
|
|
viewX = ::Landscape.GetWidth()/2 - ViewWdt / Zoom / 2;
|
|
}
|
|
else
|
|
{
|
|
viewX = Clamp(x, 0.0f, ::Landscape.GetWidth() - ViewWdt / Zoom);
|
|
}
|
|
}
|
|
|
|
UpdateBordersX();
|
|
}
|
|
|
|
void C4Viewport::SetViewY(float y)
|
|
{
|
|
viewY = y;
|
|
|
|
if (fIsNoOwnerViewport)
|
|
{
|
|
if(::Landscape.GetHeight() < ViewHgt / Zoom)
|
|
{
|
|
viewY = ::Landscape.GetHeight()/2 - ViewHgt / Zoom / 2;
|
|
}
|
|
else
|
|
{
|
|
viewY = Clamp(y, 0.0f, ::Landscape.GetHeight() - ViewHgt / Zoom);
|
|
}
|
|
}
|
|
|
|
UpdateBordersY();
|
|
}
|
|
|
|
void C4Viewport::SetOutputSize(int32_t iDrawX, int32_t iDrawY, int32_t iOutX, int32_t iOutY, int32_t iOutWdt, int32_t iOutHgt)
|
|
{
|
|
int32_t deltaWidth = ViewWdt-iOutWdt;
|
|
int32_t deltaHeight = ViewHgt-iOutHgt;
|
|
// update output parameters
|
|
DrawX=iDrawX; DrawY=iDrawY;
|
|
OutX=iOutX; OutY=iOutY;
|
|
ViewWdt=iOutWdt; ViewHgt=iOutHgt;
|
|
// update view position: Remain centered at previous position
|
|
// scrolling the view must be done after setting the new view width and height
|
|
ScrollView(deltaWidth/2, deltaHeight/2);
|
|
CalculateZoom();
|
|
// Reset menus
|
|
ResetMenuPositions=true;
|
|
// player uses mouse control? then clip the cursor
|
|
C4Player *pPlr;
|
|
if ((pPlr=::Players.Get(Player)))
|
|
if (pPlr->MouseControl)
|
|
{
|
|
::MouseControl.UpdateClip();
|
|
// and inform GUI
|
|
::pGUI->SetPreferredDlgRect(C4Rect(iOutX, iOutY, iOutWdt, iOutHgt));
|
|
}
|
|
}
|
|
|
|
void C4Viewport::ClearPointers(C4Object *pObj)
|
|
{
|
|
|
|
}
|
|
|
|
void C4Viewport::NextPlayer()
|
|
{
|
|
C4Player *pPlr; int32_t iPlr;
|
|
if (!(pPlr = ::Players.Get(Player)))
|
|
{
|
|
if (!(pPlr = ::Players.First)) return;
|
|
}
|
|
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
|
|
if (pPlr) iPlr = pPlr->Number; else iPlr = NO_OWNER;
|
|
if (iPlr != Player) Init(iPlr, true);
|
|
}
|
|
|
|
bool C4Viewport::IsViewportMenu(class C4Menu *pMenu)
|
|
{
|
|
// check all associated menus
|
|
// Get player
|
|
C4Player *pPlr = ::Players.Get(Player);
|
|
// 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;
|
|
}
|
|
|
|
// 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);
|
|
pDraw->BlitSurfaceTile(::GraphicsResource.fctBackground.Surface,FullScreen.pSurface,rc.x,rc.y,rc.Wdt,rc.Hgt,-rc.x,-rc.y, NULL);
|
|
}
|
|
}
|
|
|
|
bool C4ViewportList::CloseViewport(C4Viewport * cvp)
|
|
{
|
|
if (!cvp) return false;
|
|
// Chop the start of the chain off
|
|
if (FirstViewport == cvp)
|
|
{
|
|
FirstViewport = cvp->Next;
|
|
delete cvp;
|
|
StartSoundEffect("UI::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("UI::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();
|
|
// Initial player zoom values to viewport (in case they were set early in InitializePlayer, loaded from savegame, etc.)
|
|
C4Player *plr = ::Players.Get(iPlayer);
|
|
if (plr)
|
|
{
|
|
plr->ZoomToViewport(nvp, true, false, false);
|
|
plr->ZoomLimitsToViewport(nvp);
|
|
}
|
|
// Action sound
|
|
if (GetViewportCount()!=iLastCount) if (!fSilent)
|
|
StartSoundEffect("UI::CloseViewport");
|
|
return true;
|
|
}
|
|
|
|
void C4ViewportList::DisableFoW()
|
|
{
|
|
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next)
|
|
cvp->DisableFoW();
|
|
}
|
|
|
|
void C4ViewportList::EnableFoW()
|
|
{
|
|
for (C4Viewport *cvp=FirstViewport; cvp; cvp=cvp->Next)
|
|
cvp->EnableFoW();
|
|
}
|
|
|
|
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("UI::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);
|
|
}
|
|
}
|
|
// and finally recalculate script menus
|
|
if (::Game.ScriptGuiRoot)
|
|
::Game.ScriptGuiRoot->RequestLayoutUpdate();
|
|
}
|
|
|
|
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, int32_t *outPlayer)
|
|
{
|
|
// 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)
|
|
{
|
|
float distanceToCenterOfViewport = Distance(cvp->GetViewCenterX(),cvp->GetViewCenterY(),iX,iY);
|
|
int32_t audibility = Clamp<int32_t>(100 - 100 * distanceToCenterOfViewport / C4AudibilityRadius, 0, 100);
|
|
if (audibility > iAudible)
|
|
{
|
|
iAudible = audibility;
|
|
if (outPlayer) *outPlayer = cvp->Player;
|
|
}
|
|
*iPan += (iX-(cvp->GetViewCenterX())) / 5;
|
|
}
|
|
*iPan = Clamp<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->ScrollView(dx, 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,
|
|
Clamp<int32_t>(iX-cvp->OutX,0,cvp->ViewWdt-1),
|
|
Clamp<int32_t>(iY-cvp->OutY,0,cvp->ViewHgt-1),
|
|
dwKeyParam );
|
|
}
|