The Battle for Wesnoth  1.15.1+dev
display.cpp
Go to the documentation of this file.
1 /*
2  Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 /**
16  * @file
17  * Routines to set up the display, scroll and zoom the map.
18  */
19 
20 #include "arrow.hpp"
21 #include "cursor.hpp"
22 #include "display.hpp"
23 #include "fake_unit_manager.hpp"
24 #include "font/sdl_ttf.hpp"
25 #include "font/text.hpp"
26 #include "preferences/game.hpp"
27 #include "gettext.hpp"
28 #include "halo.hpp"
30 #include "language.hpp"
31 #include "log.hpp"
32 #include "font/marked-up_text.hpp"
33 #include "map/map.hpp"
34 #include "map/label.hpp"
35 #include "minimap.hpp"
36 #include "overlay.hpp"
37 #include "play_controller.hpp" //note: this can probably be refactored out
38 #include "reports.hpp"
39 #include "resources.hpp"
40 #include "color.hpp"
41 #include "synced_context.hpp"
42 #include "team.hpp"
43 #include "terrain/builder.hpp"
44 #include "time_of_day.hpp"
45 #include "tooltips.hpp"
46 #include "tod_manager.hpp"
47 #include "units/unit.hpp"
49 #include "units/drawer.hpp"
50 #include "whiteboard/manager.hpp"
51 #include "show_dialog.hpp"
53 
54 #include <SDL2/SDL_image.h>
55 
56 #include <algorithm>
57 #include <array>
58 #include <cmath>
59 #include <iomanip>
60 #include <utility>
61 
62 #ifdef _WIN32
63 #include <windows.h>
64 #endif
65 
66 // Includes for bug #17573
67 
68 static lg::log_domain log_display("display");
69 #define ERR_DP LOG_STREAM(err, log_display)
70 #define LOG_DP LOG_STREAM(info, log_display)
71 #define DBG_DP LOG_STREAM(debug, log_display)
72 
73 // These are macros instead of proper constants so that they auto-update if the game config is reloaded.
74 #define zoom_levels (game_config::zoom_levels)
75 #define final_zoom_index (static_cast<int>(zoom_levels.size()) - 1)
76 #define DefaultZoom (game_config::tile_size)
77 #define SmallZoom (DefaultZoom / 2)
78 #define MinZoom (zoom_levels.front())
79 #define MaxZoom (zoom_levels.back())
80 
81 namespace {
82  bool benchmark = false;
83 
84  bool debug_foreground = false;
85 
86  int prevLabel = 0;
87 }
88 
89 unsigned int display::zoom_ = DefaultZoom;
90 unsigned int display::last_zoom_ = SmallZoom;
91 
93 {
94  const team& curr_team = dc_->teams()[playing_team()];
95  const team& prev_team = playing_team() == 0
96  ? dc_->teams().back()
98  for (const auto& i : get_overlays()) {
99  for(const overlay& ov : i.second) {
100  if(!ov.team_name.empty() &&
101  ((ov.team_name.find(curr_team.team_name()) + 1) != 0) !=
102  ((ov.team_name.find(prev_team.team_name()) + 1) != 0))
103  {
104  invalidate(i.first);
105  }
106  }
107  }
108 }
109 
110 
111 void display::add_overlay(const map_location& loc, const std::string& img, const std::string& halo, const std::string& team_name, const std::string& item_id, bool visible_under_fog, float z_order)
112 {
113  if (halo_man_) {
114  halo::handle halo_handle;
115  if(halo != "") {
116  halo_handle = halo_man_->add(get_location_x(loc) + hex_size() / 2,
117  get_location_y(loc) + hex_size() / 2, halo, loc);
118  }
119 
120  std::vector<overlay>& overlays = get_overlays()[loc];
121  auto it = std::find_if(overlays.begin(), overlays.end(), [z_order](const overlay& ov) { return ov.z_order > z_order; });
122  overlays.emplace(it, img, halo, halo_handle, team_name, item_id, visible_under_fog, z_order);
123  }
124 }
125 
127 {
128  get_overlays().erase(loc);
129 }
130 
131 void display::remove_single_overlay(const map_location& loc, const std::string& toDelete)
132 {
133  std::vector<overlay>& overlays = get_overlays()[loc];
134  overlays.erase(
135  std::remove_if(
136  overlays.begin(), overlays.end(),
137  [&toDelete](const overlay& ov) { return ov.image == toDelete || ov.halo == toDelete || ov.id == toDelete; }
138  ),
139  overlays.end()
140  );
141 }
142 
143 display::display(const display_context * dc, std::weak_ptr<wb::manager> wb, reports & reports_object, const config& theme_cfg, const config& level, bool auto_join) :
144  video2::draw_layering(auto_join),
145  dc_(dc),
146  halo_man_(new halo::manager(*this)),
147  wb_(wb),
150  currentTeam_(0),
151  dont_show_all_(false),
152  xpos_(0),
153  ypos_(0),
154  view_locked_(false),
155  theme_(theme_cfg, screen_.screen_area()),
156  zoom_index_(0),
157  fake_unit_man_(new fake_unit_manager(*this)),
158  builder_(new terrain_builder(level, (dc_ ? &dc_->map() : nullptr), theme_.border().tile_image, theme_.border().show_border)),
159  minimap_(nullptr),
161  redrawMinimap_(false),
162  redraw_background_(true),
163  invalidateAll_(true),
164  grid_(false),
166  panelsDrawn_(false),
167  turbo_speed_(2),
168  turbo_(false),
169  invalidateGameStatus_(true),
170  map_labels_(new map_labels(nullptr)),
171  reports_object_(&reports_object),
172  scroll_event_("scrolled"),
173  complete_redraw_event_("completely_redrawn"),
174  frametimes_(50),
175  fps_counter_(),
176  fps_start_(),
177  fps_actual_(),
178  reportRects_(),
179  reportSurfaces_(),
180  reports_(),
181  menu_buttons_(),
182  action_buttons_(),
183  invalidated_(),
184  mouseover_hex_overlay_(nullptr),
185  tod_hex_mask1(nullptr),
186  tod_hex_mask2(nullptr),
187  fog_images_(),
188  shroud_images_(),
189  selectedHex_(),
190  mouseoverHex_(),
191  keys_(),
192  animate_map_(true),
193  animate_water_(true),
194  flags_(),
195  activeTeam_(0),
196  drawing_buffer_(),
197  map_screenshot_(false),
198  reach_map_(),
199  reach_map_old_(),
200  reach_map_changed_(true),
201  fps_handle_(0),
203  drawn_hexes_(0),
205  idle_anim_rate_(1.0),
206  map_screenshot_surf_(nullptr),
208  draw_coordinates_(false),
209  draw_terrain_codes_(false),
210  draw_num_of_bitmaps_(false),
211  arrows_map_(),
212  color_adjust_(),
213  dirty_()
214 {
215  //The following assertion fails when starting a campaign
216  assert(singleton_ == nullptr);
217  singleton_ = this;
218 
220 
221  blindfold_ctr_ = 0;
222 
223  read(level.child_or_empty("display"));
224 
226  && (screen_.getSurface() != nullptr
227  && screen_.faked())) {
228  screen_.lock_updates(true);
229  }
230 
233 
235 
236  zoom_index_ = std::distance(zoom_levels.begin(), std::find(zoom_levels.begin(), zoom_levels.end(), zoom_));
237 
239 
240  init_flags();
241 
242  if(!menu_buttons_.empty() || !action_buttons_.empty()) {
243  create_buttons();
244  }
245 
246 #ifdef _WIN32
247  // Increase timer resolution to prevent delays getting much longer than they should.
248  timeBeginPeriod(1u);
249 #endif
250 }
251 
253 {
254 #ifdef _WIN32
255  timeEndPeriod(1u);
256 #endif
257 
258  singleton_ = nullptr;
259  resources::fake_units = nullptr;
260 }
261 
262 void display::set_theme(config theme_cfg) {
263  theme_ = theme(theme_cfg, screen_.screen_area());
264  builder_->set_draw_border(theme_.border().show_border);
265  menu_buttons_.clear();
266  action_buttons_.clear();
267  create_buttons();
269  rebuild_all();
271 }
272 
274 
275  flags_.clear();
276  if (!dc_) return;
277  flags_.resize(dc_->teams().size());
278 
279  std::vector<std::string> side_colors;
280  side_colors.reserve(dc_->teams().size());
281 
282  for(const team& t : dc_->teams()) {
283  std::string side_color = t.color();
284  side_colors.push_back(side_color);
285  init_flags_for_side_internal(t.side() - 1, side_color);
286  }
287  image::set_team_colors(&side_colors);
288 }
289 
290 void display::reinit_flags_for_side(std::size_t side)
291 {
292  if (!dc_ || side >= dc_->teams().size()) {
293  ERR_DP << "Cannot rebuild flags for inexistent or unconfigured side " << side << '\n';
294  return;
295  }
296 
297  init_flags_for_side_internal(side, dc_->teams()[side].color());
298 }
299 
300 void display::init_flags_for_side_internal(std::size_t n, const std::string& side_color)
301 {
302  assert(dc_ != nullptr);
303  assert(n < dc_->teams().size());
304  assert(n < flags_.size());
305 
306  std::string flag = dc_->teams()[n].flag();
307  std::string old_rgb = game_config::flag_rgb;
308  std::string new_rgb = side_color;
309 
310  if(flag.empty()) {
312  }
313 
314  LOG_DP << "Adding flag for team " << n << " from animation " << flag << "\n";
315 
316  // Must recolor flag image
317  animated<image::locator> temp_anim;
318 
319  std::vector<std::string> items = utils::square_parenthetical_split(flag);
320 
321  for(const std::string& item : items) {
322  const std::vector<std::string>& sub_items = utils::split(item, ':');
323  std::string str = item;
324  int time = 100;
325 
326  if(sub_items.size() > 1) {
327  str = sub_items.front();
328  try {
329  time = std::max<int>(1, std::stoi(sub_items.back()));
330  } catch(const std::invalid_argument&) {
331  ERR_DP << "Invalid time value found when constructing flag for side " << n << ": " << sub_items.back() << "\n";
332  }
333  }
334 
335  std::stringstream temp;
336  temp << str << "~RC(" << old_rgb << ">"<< new_rgb << ")";
337  image::locator flag_image(temp.str());
338  temp_anim.add_frame(time, flag_image);
339  }
340 
342  f = temp_anim;
343  auto time = f.get_end_time();
344  if (time > 0) {
345  f.start_animation(randomness::rng::default_instance().get_random_int(0, time-1), true);
346  }
347  else {
348  // this can happen if both flag and game_config::images::flag are empty.
349  ERR_DP << "missing flag for team" << n << "\n";
350  }
351 }
352 
354 {
355  if(!get_map().is_village(loc)) {
356  return surface(nullptr);
357  }
358 
359  for (const team& t : dc_->teams()) {
360  if (t.owns_village(loc) && (!fogged(loc) || !dc_->get_team(viewing_side()).is_enemy(t.side())))
361  {
362  auto& flag = flags_[t.side() - 1];
363  flag.update_last_draw_time();
364  const image::locator &image_flag = animate_map_ ?
365  flag.get_current_frame() : flag.get_first_frame();
366  return image::get_image(image_flag, image::TOD_COLORED);
367  }
368  }
369 
370  return surface(nullptr);
371 }
372 
373 void display::set_team(std::size_t teamindex, bool show_everything)
374 {
375  assert(teamindex < dc_->teams().size());
376  currentTeam_ = teamindex;
377  if (!show_everything)
378  {
379  labels().set_team(&dc_->teams()[teamindex]);
380  dont_show_all_ = true;
381  }
382  else
383  {
384  labels().set_team(nullptr);
385  dont_show_all_ = false;
386  }
388  if(std::shared_ptr<wb::manager> w = wb_.lock())
389  w->on_viewer_change(teamindex);
390 }
391 
392 void display::set_playing_team(std::size_t teamindex)
393 {
394  assert(teamindex < dc_->teams().size());
395  activeTeam_ = teamindex;
397 }
398 
400 {
401  if (loc.valid() && exclusive_unit_draw_requests_.find(loc) == exclusive_unit_draw_requests_.end())
402  {
403  exclusive_unit_draw_requests_[loc] = unit.id();
404  return true;
405  }
406  else
407  {
408  return false;
409  }
410 }
411 
413 {
414  std::string id = "";
415  if(loc.valid())
416  {
418  //id will be set to the default "" string by the [] operator if the map doesn't have anything for that loc.
420  }
421  return id;
422 }
423 
424 const time_of_day & display::get_time_of_day(const map_location& /*loc*/) const
425 {
426  static time_of_day tod;
427  return tod;
428 }
429 
430 void display::update_tod(const time_of_day* tod_override)
431 {
432  const time_of_day* tod = tod_override;
433  if(tod == nullptr) {
434  tod = &get_time_of_day();
435  }
436 
437  const tod_color col = color_adjust_ + tod->color;
438  image::set_color_adjustment(col.r, col.g, col.b);
439 }
440 
441 void display::adjust_color_overlay(int r, int g, int b)
442 {
443  color_adjust_ = tod_color(r, g, b);
444  update_tod();
445 }
446 
447 void display::fill_images_list(const std::string& prefix, std::vector<std::string>& images)
448 {
449  if(prefix == ""){
450  return;
451  }
452 
453  // search prefix.png, prefix1.png, prefix2.png ...
454  for(int i=0; ; ++i){
455  std::ostringstream s;
456  s << prefix;
457  if(i != 0)
458  s << i;
459  s << ".png";
460  if(image::exists(s.str()))
461  images.push_back(s.str());
462  else if(i>0)
463  break;
464  }
465  if (images.empty())
466  images.emplace_back();
467 }
468 
469 const std::string& display::get_variant(const std::vector<std::string>& variants, const map_location &loc)
470 {
471  //TODO use better noise function
472  return variants[std::abs(loc.x + loc.y) % variants.size()];
473 }
474 
476 {
477  builder_->rebuild_all();
478 }
479 
481 {
482  redraw_background_ = true;
483  builder_->reload_map();
484 }
485 
487 {
488  dc_ = dc;
489  builder_->change_map(&dc_->map()); //TODO: Should display_context own and initialize the builder object?
490 }
491 
493 {
494  halo_man_.reset(new halo::manager(*this));
495 }
496 
498 {
499  halo_man_.reset(&halo_man);
500 }
501 
502 void display::blindfold(bool value)
503 {
504  if(value == true)
505  ++blindfold_ctr_;
506  else
507  --blindfold_ctr_;
508 }
509 
511 {
512  return blindfold_ctr_ > 0;
513 }
514 
515 
516 const SDL_Rect& display::max_map_area() const
517 {
518  static SDL_Rect max_area {0, 0, 0, 0};
519 
520  // hex_size() is always a multiple of 4
521  // and hex_width() a multiple of 3,
522  // so there shouldn't be off-by-one-errors
523  // due to rounding.
524  // To display a hex fully on screen,
525  // a little bit extra space is needed.
526  // Also added the border two times.
527  max_area.w = static_cast<int>((get_map().w() + 2 * theme_.border().size + 1.0/3.0) * hex_width());
528  max_area.h = static_cast<int>((get_map().h() + 2 * theme_.border().size + 0.5) * hex_size());
529 
530  return max_area;
531 }
532 
533 const SDL_Rect& display::map_area() const
534 {
535  static SDL_Rect max_area;
536  max_area = max_map_area();
537 
538  // if it's for map_screenshot, maximize and don't recenter
539  if (map_screenshot_) {
540  return max_area;
541  }
542 
543  static SDL_Rect res;
544  res = map_outside_area();
545 
546  if(max_area.w < res.w) {
547  // map is smaller, center
548  res.x += (res.w - max_area.w)/2;
549  res.w = max_area.w;
550  }
551 
552  if(max_area.h < res.h) {
553  // map is smaller, center
554  res.y += (res.h - max_area.h)/2;
555  res.h = max_area.h;
556  }
557 
558  return res;
559 }
560 
561 bool display::outside_area(const SDL_Rect& area, const int x, const int y)
562 {
563  const int x_thresh = hex_size();
564  const int y_thresh = hex_size();
565  return (x < area.x || x > area.x + area.w - x_thresh ||
566  y < area.y || y > area.y + area.h - y_thresh);
567 }
568 
569 // This function uses the screen as reference
570 const map_location display::hex_clicked_on(int xclick, int yclick) const
571 {
572  const SDL_Rect& rect = map_area();
573  if(sdl::point_in_rect(xclick,yclick,rect) == false) {
574  return map_location();
575  }
576 
577  xclick -= rect.x;
578  yclick -= rect.y;
579 
580  return pixel_position_to_hex(xpos_ + xclick, ypos_ + yclick);
581 }
582 
583 
584 // This function uses the rect of map_area as reference
586 {
587  // adjust for the border
588  x -= static_cast<int>(theme_.border().size * hex_width());
589  y -= static_cast<int>(theme_.border().size * hex_size());
590  // The editor can modify the border and this will result in a negative y
591  // value. Instead of adding extra cases we just shift the hex. Since the
592  // editor doesn't use the direction this is no problem.
593  const int offset = y < 0 ? 1 : 0;
594  if(offset) {
595  x += hex_width();
596  y += hex_size();
597  }
598  const int s = hex_size();
599  const int tesselation_x_size = hex_width() * 2;
600  const int tesselation_y_size = s;
601  const int x_base = x / tesselation_x_size * 2;
602  const int x_mod = x % tesselation_x_size;
603  const int y_base = y / tesselation_y_size;
604  const int y_mod = y % tesselation_y_size;
605 
606  int x_modifier = 0;
607  int y_modifier = 0;
608 
609  if (y_mod < tesselation_y_size / 2) {
610  if ((x_mod * 2 + y_mod) < (s / 2)) {
611  x_modifier = -1;
612  y_modifier = -1;
613  } else if ((x_mod * 2 - y_mod) < (s * 3 / 2)) {
614  x_modifier = 0;
615  y_modifier = 0;
616  } else {
617  x_modifier = 1;
618  y_modifier = -1;
619  }
620 
621  } else {
622  if ((x_mod * 2 - (y_mod - s / 2)) < 0) {
623  x_modifier = -1;
624  y_modifier = 0;
625  } else if ((x_mod * 2 + (y_mod - s / 2)) < s * 2) {
626  x_modifier = 0;
627  y_modifier = 0;
628  } else {
629  x_modifier = 1;
630  y_modifier = 0;
631  }
632  }
633 
634  return map_location(x_base + x_modifier - offset, y_base + y_modifier - offset);
635 }
636 
638 {
639  if (loc_.y < rect_.bottom[loc_.x & 1])
640  ++loc_.y;
641  else {
642  ++loc_.x;
643  loc_.y = rect_.top[loc_.x & 1];
644  }
645 
646  return *this;
647 }
648 
649 // begin is top left, and end is after bottom right
651 {
652  return iterator(map_location(left, top[left & 1]), *this);
653 }
655 {
656  return iterator(map_location(right+1, top[(right+1) & 1]), *this);
657 }
658 
659 const display::rect_of_hexes display::hexes_under_rect(const SDL_Rect& r) const
660 {
661  rect_of_hexes res;
662 
663  if (r.w<=0 || r.h<=0) {
664  // empty rect, return dummy values giving begin=end
665  res.left = 0;
666  res.right = -1; // end is right+1
667  res.top[0] = 0;
668  res.top[1] = 0;
669  res.bottom[0] = 0;
670  res.bottom[1] = 0;
671  return res;
672  }
673 
674  SDL_Rect map_rect = map_area();
675  // translate rect coordinates from screen-based to map_area-based
676  int x = xpos_ - map_rect.x + r.x;
677  int y = ypos_ - map_rect.y + r.y;
678  // we use the "double" type to avoid important rounding error (size of an hex!)
679  // we will also need to use std::floor to avoid bad rounding at border (negative values)
680  double tile_width = hex_width();
681  double tile_size = hex_size();
682  double border = theme_.border().size;
683  // we minus "0.(3)", for horizontal imbrication.
684  // reason is: two adjacent hexes each overlap 1/4 of their width, so for
685  // grid calculation 3/4 of tile width is used, which by default gives
686  // 18/54=0.(3). Note that, while tile_width is zoom dependent, 0.(3) is not.
687  res.left = static_cast<int>(std::floor(-border + x / tile_width - 0.3333333));
688  // we remove 1 pixel of the rectangle dimensions
689  // (the rounded division take one pixel more than needed)
690  res.right = static_cast<int>(std::floor(-border + (x + r.w-1) / tile_width));
691 
692  // for odd x, we must shift up one half-hex. Since x will vary along the edge,
693  // we store here the y values for even and odd x, respectively
694  res.top[0] = static_cast<int>(std::floor(-border + y / tile_size));
695  res.top[1] = static_cast<int>(std::floor(-border + y / tile_size - 0.5));
696  res.bottom[0] = static_cast<int>(std::floor(-border + (y + r.h-1) / tile_size));
697  res.bottom[1] = static_cast<int>(std::floor(-border + (y + r.h-1) / tile_size - 0.5));
698 
699  // TODO: in some rare cases (1/16), a corner of the big rect is on a tile
700  // (the 72x72 rectangle containing the hex) but not on the hex itself
701  // Can maybe be optimized by using pixel_position_to_hex
702 
703  return res;
704 }
705 
707 {
708  return currentTeam_ < dc_->teams().size();
709 }
710 
711 bool display::shrouded(const map_location& loc) const
712 {
713  return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].shrouded(loc));
714 }
715 
716 bool display::fogged(const map_location& loc) const
717 {
718  return is_blindfolded() || (dont_show_all_ && dc_->teams()[currentTeam_].fogged(loc));
719 }
720 
722 {
723  return static_cast<int>(map_area().x + (loc.x + theme_.border().size) * hex_width() - xpos_);
724 }
725 
727 {
728  return static_cast<int>(map_area().y + (loc.y + theme_.border().size) * zoom_ - ypos_ + (is_odd(loc.x) ? zoom_/2 : 0));
729 }
730 
732 {
733  //TODO: don't return location for this,
734  // instead directly scroll to the clicked pixel position
735 
736  if (!sdl::point_in_rect(x, y, minimap_area())) {
737  return map_location();
738  }
739 
740  // we transform the coordinates from minimap to the full map image
741  // probably more adjustments to do (border, minimap shift...)
742  // but the mouse and human capacity to evaluate the rectangle center
743  // is not pixel precise.
744  int px = (x - minimap_location_.x) * get_map().w()*hex_width() / std::max (minimap_location_.w, 1);
745  int py = (y - minimap_location_.y) * get_map().h()*hex_size() / std::max(minimap_location_.h, 1);
746 
747  map_location loc = pixel_position_to_hex(px, py);
748  if (loc.x < 0)
749  loc.x = 0;
750  else if (loc.x >= get_map().w())
751  loc.x = get_map().w() - 1;
752 
753  if (loc.y < 0)
754  loc.y = 0;
755  else if (loc.y >= get_map().h())
756  loc.y = get_map().h() - 1;
757 
758  return loc;
759 }
760 
761 surface display::screenshot(bool map_screenshot)
762 {
763  if (!map_screenshot) {
764  return screen_.getSurface().clone();
765  } else {
766  if (get_map().empty()) {
767  ERR_DP << "No map loaded, cannot create a map screenshot.\n";
768  return nullptr;
769  }
770 
771  SDL_Rect area = max_map_area();
772  map_screenshot_surf_ = surface(area.w, area.h);
773 
774  if (map_screenshot_surf_ == nullptr) {
775  // Memory problem ?
776  ERR_DP << "Could not create screenshot surface, try zooming out.\n";
777  return nullptr;
778  }
779 
780  // back up the current map view position and move to top-left
781  int old_xpos = xpos_;
782  int old_ypos = ypos_;
783  xpos_ = 0;
784  ypos_ = 0;
785 
786  // we reroute render output to the screenshot surface and invalidate all
787  map_screenshot_= true;
788  invalidateAll_ = true;
789  DBG_DP << "draw() with map_screenshot\n";
790  draw(true,true);
791 
792  // restore normal rendering
793  map_screenshot_= false;
794  xpos_ = old_xpos;
795  ypos_ = old_ypos;
796 
797  // Clear map_screenshot_surf_ and return a new surface that contains the same data
798  surface surf(std::move(map_screenshot_surf_));
799  return surf;
800  }
801 }
802 
803 std::shared_ptr<gui::button> display::find_action_button(const std::string& id)
804 {
805  for (std::size_t i = 0; i < action_buttons_.size(); ++i) {
806  if(action_buttons_[i]->id() == id) {
807  return action_buttons_[i];
808  }
809  }
810  return nullptr;
811 }
812 
813 std::shared_ptr<gui::button> display::find_menu_button(const std::string& id)
814 {
815  for (std::size_t i = 0; i < menu_buttons_.size(); ++i) {
816  if(menu_buttons_[i]->id() == id) {
817  return menu_buttons_[i];
818  }
819  }
820  return nullptr;
821 }
822 
824 {
825  DBG_DP << "positioning menu buttons...\n";
826  for(const auto& menu : theme_.menus()) {
827  std::shared_ptr<gui::button> b = find_menu_button(menu.get_id());
828  if(b) {
829  const SDL_Rect& loc = menu.location(screen_.screen_area());
830  b->set_location(loc);
831  b->set_measurements(0,0);
832  b->set_label(menu.title());
833  b->set_image(menu.image());
834  }
835  }
836 
837  DBG_DP << "positioning action buttons...\n";
838  for(const auto& action : theme_.actions()) {
839  std::shared_ptr<gui::button> b = find_action_button(action.get_id());
840  if(b) {
841  const SDL_Rect& loc = action.location(screen_.screen_area());
842  b->set_location(loc);
843  b->set_measurements(0,0);
844  b->set_label(action.title());
845  b->set_image(action.image());
846  }
847  }
848 }
849 
851 {
852  std::vector<std::shared_ptr<gui::button>> menu_work;
853  std::vector<std::shared_ptr<gui::button>> action_work;
854 
855  DBG_DP << "creating menu buttons...\n";
856  for(const auto& menu : theme_.menus()) {
857  if (!menu.is_button()) continue;
858 
859  std::shared_ptr<gui::button> b(new gui::button(screen_, menu.title(), gui::button::TYPE_PRESS, menu.image(),
860  gui::button::DEFAULT_SPACE, false, menu.overlay()));
861  DBG_DP << "drawing button " << menu.get_id() << "\n";
862  b->join_same(this);
863  b->set_id(menu.get_id());
864  if (!menu.tooltip().empty()){
865  b->set_tooltip_string(menu.tooltip());
866  }
867 
868  std::shared_ptr<gui::button> b_prev = find_menu_button(b->id());
869  if(b_prev) {
870  b->enable(b_prev->enabled());
871  }
872 
873  menu_work.push_back(b);
874  }
875 
876  DBG_DP << "creating action buttons...\n";
877  for(const auto& action : theme_.actions()) {
878  std::shared_ptr<gui::button> b(new gui::button(screen_, action.title(), string_to_button_type(action.type()), action.image(),
879  gui::button::DEFAULT_SPACE, false, action.overlay()));
880 
881  DBG_DP << "drawing button " << action.get_id() << "\n";
882  b->set_id(action.get_id());
883  b->join_same(this);
884  if (!action.tooltip(0).empty()){
885  b->set_tooltip_string(action.tooltip(0));
886  }
887 
888  std::shared_ptr<gui::button> b_prev = find_action_button(b->id());
889  if(b_prev) {
890  b->enable(b_prev->enabled());
891  if (b_prev->get_type() == gui::button::TYPE_CHECK) {
892  b->set_check(b_prev->checked());
893  }
894  }
895 
896  action_work.push_back(b);
897  }
898 
899 
900  menu_buttons_.clear();
901  menu_buttons_.assign(menu_work.begin(), menu_work.end());
902  action_buttons_.clear();
903  action_buttons_.assign(action_work.begin(), action_work.end());
904 
905  layout_buttons();
906  DBG_DP << "buttons created\n";
907 }
908 
910 {
911  for (std::shared_ptr<gui::button> btn : menu_buttons_) {
912  btn->set_dirty(true);
913  btn->draw();
914  }
915 
916  for (std::shared_ptr<gui::button> btn : action_buttons_) {
917  btn->set_dirty(true);
918  btn->draw();
919  }
920 }
921 
922 
924 {
926  if (type == "checkbox") { res = gui::button::TYPE_CHECK; }
927  else if (type == "image") { res = gui::button::TYPE_IMAGE; }
928  else if (type == "radiobox") { res = gui::button::TYPE_RADIO; }
929  else if (type == "turbo") { res = gui::button::TYPE_TURBO; }
930  return res;
931 }
932 
933 static const std::string& get_direction(std::size_t n)
934 {
935  static const std::array<std::string, 6> dirs {{ "-n", "-ne", "-se", "-s", "-sw", "-nw" }};
936  return dirs[n >= dirs.size() ? 0 : n];
937 }
938 
939 std::vector<surface> display::get_fog_shroud_images(const map_location& loc, image::TYPE image_type)
940 {
941  std::vector<std::string> names;
942 
943  adjacent_loc_array_t adjacent;
944  get_adjacent_tiles(loc, adjacent.data());
945 
946  enum visibility {FOG=0, SHROUD=1, CLEAR=2};
947  visibility tiles[6];
948 
949  const std::string* image_prefix[] =
951 
952  for(int i = 0; i < 6; ++i) {
953  if(shrouded(adjacent[i])) {
954  tiles[i] = SHROUD;
955  } else if(!fogged(loc) && fogged(adjacent[i])) {
956  tiles[i] = FOG;
957  } else {
958  tiles[i] = CLEAR;
959  }
960  }
961 
962  for(int v = FOG; v != CLEAR; ++v) {
963  // Find somewhere that doesn't have overlap to use as a starting point
964  int start;
965  for(start = 0; start != 6; ++start) {
966  if(tiles[start] != v) {
967  break;
968  }
969  }
970 
971  if(start == 6) {
972  // Completely surrounded by fog or shroud. This might have
973  // a special graphic.
974  const std::string name = *image_prefix[v] + "-all.png";
975  if ( image::exists(name) ) {
976  names.push_back(name);
977  // Proceed to the next visibility (fog -> shroud -> clear).
978  continue;
979  }
980  // No special graphic found. We'll just combine some other images
981  // and hope it works out.
982  start = 0;
983  }
984 
985  // Find all the directions overlap occurs from
986  for (int i = (start+1)%6, cap1 = 0; i != start && cap1 != 6; ++cap1) {
987  if(tiles[i] == v) {
988  std::ostringstream stream;
989  std::string name;
990  stream << *image_prefix[v];
991 
992  for (int cap2 = 0; v == tiles[i] && cap2 != 6; i = (i+1)%6, ++cap2) {
993  stream << get_direction(i);
994 
995  if(!image::exists(stream.str() + ".png")) {
996  // If we don't have any surface at all,
997  // then move onto the next overlapped area
998  if(name.empty()) {
999  i = (i+1)%6;
1000  }
1001  break;
1002  } else {
1003  name = stream.str();
1004  }
1005  }
1006 
1007  if(!name.empty()) {
1008  names.push_back(name + ".png");
1009  }
1010  } else {
1011  i = (i+1)%6;
1012  }
1013  }
1014  }
1015 
1016  // now get the surfaces
1017  std::vector<surface> res;
1018 
1019  for (std::string& name : names) {
1020  surface surf(image::get_image(name, image_type));
1021  if (surf)
1022  res.push_back(std::move(surf));
1023  }
1024 
1025  return res;
1026 }
1027 
1029  const std::string& timeid,
1031 {
1032  terrain_image_vector_.clear();
1033 
1034  terrain_builder::TERRAIN_TYPE builder_terrain_type =
1035  (terrain_type == FOREGROUND ?
1037 
1038  const terrain_builder::imagelist* const terrains = builder_->get_terrain_at(loc,
1039  timeid, builder_terrain_type);
1040 
1042 
1043  const time_of_day& tod = get_time_of_day(loc);
1044 
1045  //get all the light transitions
1046  adjacent_loc_array_t adjs;
1047  std::array<const time_of_day*, 6> atods;
1048  get_adjacent_tiles(loc, adjs.data());
1049  for(size_t d = 0; d < adjs.size(); ++d){
1050  atods[d] = &get_time_of_day(adjs[d]);
1051  }
1052 
1053  for(int d=0; d<6; ++d){
1054  /* concave
1055  _____
1056  / \
1057  / atod1 \_____
1058  \ !tod / \
1059  \_____/ atod2 \
1060  / \__\ !tod /
1061  / \_____/
1062  \ tod /
1063  \_____/*/
1064 
1065  const time_of_day& atod1 = *atods[d];
1066  const time_of_day& atod2 = *atods[(d + 1) % 6];
1067 
1068  if(atod1.color == tod.color || atod2.color == tod.color || atod1.color != atod2.color)
1069  continue;
1070 
1071  if(lt.empty()) {
1072  //color the full hex before adding transitions
1073  tod_color col = tod.color + color_adjust_;
1074  lt = image::get_light_string(0, col.r, col.g, col.b);
1075  }
1076 
1077  // add the directional transitions
1078  tod_color acol = atod1.color + color_adjust_;
1079  lt += image::get_light_string(d + 1, acol.r, acol.g, acol.b);
1080  }
1081  for(int d=0; d<6; ++d){
1082  /* convex 1
1083  _____
1084  / \
1085  / atod1 \_____
1086  \ !tod / \
1087  \_____/ atod2 \
1088  / \__\ tod /
1089  / \_____/
1090  \ tod /
1091  \_____/*/
1092 
1093  const time_of_day& atod1 = *atods[d];
1094  const time_of_day& atod2 = *atods[(d + 1) % 6];
1095 
1096  if(atod1.color == tod.color || atod1.color == atod2.color)
1097  continue;
1098 
1099  if(lt.empty()) {
1100  //color the full hex before adding transitions
1101  tod_color col = tod.color + color_adjust_;
1102  lt = image::get_light_string(0, col.r, col.g, col.b);
1103  }
1104 
1105  // add the directional transitions
1106  tod_color acol = atod1.color + color_adjust_;
1107  lt += image::get_light_string(d + 7, acol.r, acol.g, acol.b);
1108  }
1109  for(int d=0; d<6; ++d){
1110  /* convex 2
1111  _____
1112  / \
1113  / atod1 \_____
1114  \ tod / \
1115  \_____/ atod2 \
1116  / \__\ !tod /
1117  / \_____/
1118  \ tod /
1119  \_____/*/
1120 
1121  const time_of_day& atod1 = *atods[d];
1122  const time_of_day& atod2 = *atods[(d + 1) % 6];
1123 
1124  if(atod2.color == tod.color || atod1.color == atod2.color)
1125  continue;
1126 
1127  if(lt.empty()) {
1128  //color the full hex before adding transitions
1129  tod_color col = tod.color + color_adjust_;
1130  lt = image::get_light_string(0, col.r, col.g, col.b);
1131  }
1132 
1133  // add the directional transitions
1134  tod_color acol = atod2.color + color_adjust_;
1135  lt += image::get_light_string(d + 13, acol.r, acol.g, acol.b);
1136  }
1137 
1138  if(lt.empty()){
1139  tod_color col = tod.color + color_adjust_;
1140  if(!col.is_zero()){
1141  // no real lightmap needed but still color the hex
1142  lt = image::get_light_string(-1, col.r, col.g, col.b);
1143  }
1144  }
1145 
1146  if(terrains != nullptr) {
1147  // Cache the offmap name.
1148  // Since it is themeable it can change,
1149  // so don't make it static.
1150  const std::string off_map_name = "terrain/" + theme_.border().tile_image;
1151  for(const auto& terrain : *terrains) {
1152  const image::locator &image = animate_map_ ?
1153  terrain.get_current_frame() : terrain.get_first_frame();
1154 
1155  // We prevent ToD coloring and brightening of off-map tiles,
1156  // We need to test for the tile to be rendered and
1157  // not the location, since the transitions are rendered
1158  // over the offmap-terrain and these need a ToD coloring.
1159  surface surf;
1160  const bool off_map = (image.get_filename() == off_map_name || image.get_modifications().find("NO_TOD_SHIFT()") != std::string::npos);
1161 
1162  if(off_map) {
1163  surf = image::get_image(image, image::SCALED_TO_HEX);
1164  } else if(lt.empty()) {
1165  surf = image::get_image(image, image::SCALED_TO_HEX);
1166  } else {
1167  surf = image::get_lighted_image(image, lt, image::SCALED_TO_HEX);
1168  }
1169 
1170  if (surf) {
1171  terrain_image_vector_.push_back(std::move(surf));
1172  }
1173  }
1174  }
1175 }
1176 
1177 void display::drawing_buffer_add(const drawing_layer layer,
1178  const map_location& loc, int x, int y, const surface& surf,
1179  const SDL_Rect &clip)
1180 {
1181  drawing_buffer_.emplace_back(layer, loc, x, y, surf, clip);
1182 }
1183 
1184 void display::drawing_buffer_add(const drawing_layer layer,
1185  const map_location& loc, int x, int y,
1186  const std::vector<surface> &surf,
1187  const SDL_Rect &clip)
1188 {
1189  drawing_buffer_.emplace_back(layer, loc, x, y, surf, clip);
1190 }
1191 
1192 // FIXME: temporary method. Group splitting should be made
1193 // public into the definition of drawing_layer
1194 //
1195 // The drawing is done per layer_group, the range per group is [low, high).
1196 const std::array<display::drawing_layer, 4> display::drawing_buffer_key::layer_groups {{
1197  LAYER_TERRAIN_BG,
1198  LAYER_UNIT_FIRST,
1199  LAYER_UNIT_MOVE_DEFAULT,
1200  // Make sure the movement doesn't show above fog and reachmap.
1201  LAYER_REACHMAP
1202 }};
1203 
1204 enum {
1205  // you may adjust the following when needed:
1206 
1207  // maximum border. 3 should be safe even if a larger border is in use somewhere
1208  MAX_BORDER = 3,
1209 
1210  // store x, y, and layer in one 32 bit integer
1211  // 4 most significant bits == layer group => 16
1212  BITS_FOR_LAYER_GROUP = 4,
1213 
1214  // 10 second most significant bits == y => 1024
1215  BITS_FOR_Y = 10,
1216 
1217  // 1 third most significant bit == x parity => 2
1218  BITS_FOR_X_PARITY = 1,
1219 
1220  // 8 fourth most significant bits == layer => 256
1221  BITS_FOR_LAYER = 8,
1222 
1223  // 9 least significant bits == x / 2 => 512 (really 1024 for x)
1224  BITS_FOR_X_OVER_2 = 9
1225 };
1226 
1227 inline display::drawing_buffer_key::drawing_buffer_key(const map_location &loc, drawing_layer layer)
1228  : key_(0)
1229 {
1230  // Start with the index of last group entry...
1231  unsigned int group_i = layer_groups.size() - 1;
1232 
1233  // ...and works backwards until the group containing the specified layer is found.
1234  while(layer < layer_groups[group_i]) {
1235  --group_i;
1236  }
1237 
1238  enum {
1239  SHIFT_LAYER = BITS_FOR_X_OVER_2,
1240  SHIFT_X_PARITY = BITS_FOR_LAYER + SHIFT_LAYER,
1241  SHIFT_Y = BITS_FOR_X_PARITY + SHIFT_X_PARITY,
1242  SHIFT_LAYER_GROUP = BITS_FOR_Y + SHIFT_Y
1243  };
1244  static_assert(SHIFT_LAYER_GROUP + BITS_FOR_LAYER_GROUP == sizeof(key_) * 8, "Bit field too small");
1245 
1246  // the parity of x must be more significant than the layer but less significant than y.
1247  // Thus basically every row is split in two: First the row containing all the odd x
1248  // then the row containing all the even x. Since thus the least significant bit of x is
1249  // not required for x ordering anymore it can be shifted out to the right.
1250  const unsigned int x_parity = static_cast<unsigned int>(loc.x) & 1;
1251  key_ = (group_i << SHIFT_LAYER_GROUP) | (static_cast<unsigned int>(loc.y + MAX_BORDER) << SHIFT_Y);
1252  key_ |= (x_parity << SHIFT_X_PARITY);
1253  key_ |= (static_cast<unsigned int>(layer) << SHIFT_LAYER) | static_cast<unsigned int>(loc.x + MAX_BORDER) / 2;
1254 }
1255 
1256 void display::drawing_buffer_commit()
1257 {
1258  // std::list::sort() is a stable sort
1259  drawing_buffer_.sort();
1260 
1261  SDL_Rect clip_rect = map_area();
1262  surface& screen = get_screen_surface();
1263  clip_rect_setter set_clip_rect(screen, &clip_rect);
1264 
1265  /*
1266  * Info regarding the rendering algorithm.
1267  *
1268  * In order to render a hex properly it needs to be rendered per row. On
1269  * this row several layers need to be drawn at the same time. Mainly the
1270  * unit and the background terrain. This is needed since both can spill
1271  * in the next hex. The foreground terrain needs to be drawn before to
1272  * avoid decapitation a unit.
1273  *
1274  * This ended in the following priority order:
1275  * layergroup > location > layer > 'blit_helper' > surface
1276  */
1277 
1278  for (const blit_helper &blit : drawing_buffer_) {
1279  for (const surface& surf : blit.surf()) {
1280  // Note that dstrect can be changed by sdl_blit
1281  // and so a new instance should be initialized
1282  // to pass to each call to sdl_blit.
1283  SDL_Rect dstrect {blit.x(), blit.y(), 0, 0};
1284  SDL_Rect srcrect = blit.clip();
1285  SDL_Rect *srcrectArg = (srcrect.x | srcrect.y | srcrect.w | srcrect.h)
1286  ? &srcrect : nullptr;
1287  sdl_blit(surf, srcrectArg, screen, &dstrect);
1288  //NOTE: the screen part should already be marked as 'to update'
1289  }
1290  }
1292 }
1293 
1295 {
1296  drawing_buffer_.clear();
1297 }
1298 
1300 {
1301  benchmark = !benchmark;
1302 }
1303 
1305 {
1306  debug_foreground = !debug_foreground;
1307 }
1308 
1310 {
1311  if(video().faked()) {
1312  return;
1313  }
1314 
1315  surface& frameBuffer = video().getSurface();
1316 
1317  font::draw_floating_labels(frameBuffer);
1319 
1320  video().flip();
1321 
1323  font::undraw_floating_labels(frameBuffer);
1324 }
1325 
1326 // frametime is in milliseconds
1327 static unsigned calculate_fps(unsigned frametime)
1328 {
1329  return frametime != 0u ? 1000u / frametime : 999u;
1330 }
1331 
1333 {
1334  if (screen_.update_locked()) {
1335  return;
1336  }
1337 
1338  if(preferences::show_fps() || benchmark) {
1339  static int frames = 0;
1340  ++frames;
1341  const int sample_freq = 10;
1342  if(frames == sample_freq) {
1343  const auto minmax_it = std::minmax_element(frametimes_.begin(), frametimes_.end());
1344  const unsigned render_avg = std::accumulate(frametimes_.begin(), frametimes_.end(), 0) / frametimes_.size();
1345  const int avg_fps = calculate_fps(render_avg);
1346  const int max_fps = calculate_fps(*minmax_it.first);
1347  const int min_fps = calculate_fps(*minmax_it.second);
1348  frames = 0;
1349 
1350  if(fps_handle_ != 0) {
1352  fps_handle_ = 0;
1353  }
1354  std::ostringstream stream;
1355  stream << "<tt> min/avg/max/act</tt>\n";
1356  stream << "<tt>FPS: " << std::setfill(' ') << std::setw(3) << min_fps << '/'<< std::setw(3) << avg_fps << '/' << std::setw(3) << max_fps << '/' << std::setw(3) << fps_actual_ << "</tt>\n";
1357  stream << "<tt>Time: " << std::setfill(' ') << std::setw(3) << *minmax_it.first << '/' << std::setw(3) << render_avg << '/' << std::setw(3) << *minmax_it.second << " ms</tt>\n";
1358  if (game_config::debug) {
1359  stream << "\nhex: " << drawn_hexes_*1.0/sample_freq;
1361  stream << " (" << (invalidated_hexes_-drawn_hexes_)*1.0/sample_freq << ")";
1362  }
1363  drawn_hexes_ = 0;
1364  invalidated_hexes_ = 0;
1365 
1366  font::floating_label flabel(stream.str());
1367  flabel.set_font_size(12);
1368  flabel.set_color(benchmark ? font::BAD_COLOR : font::NORMAL_COLOR);
1369  flabel.set_position(10, 100);
1370  flabel.set_alignment(font::LEFT_ALIGN);
1371 
1373  }
1374  } else if(fps_handle_ != 0) {
1376  fps_handle_ = 0;
1377  drawn_hexes_ = 0;
1378  invalidated_hexes_ = 0;
1379  }
1380 
1381  flip();
1382 }
1383 static void draw_panel(CVideo &video, const theme::panel& panel, std::vector<std::shared_ptr<gui::button>>& /*buttons*/)
1384 {
1385  //log_scope("draw panel");
1386  DBG_DP << "drawing panel " << panel.get_id() << "\n";
1387 
1388  surface surf(image::get_image(panel.image()));
1389 
1390  const SDL_Rect screen = video.screen_area();
1391  SDL_Rect& loc = panel.location(screen);
1392 
1393  DBG_DP << "panel location: x=" << loc.x << ", y=" << loc.y
1394  << ", w=" << loc.w << ", h=" << loc.h << "\n";
1395 
1396  if(surf) {
1397  if(surf->w != loc.w || surf->h != loc.h) {
1398  surf = tile_surface(surf,loc.w,loc.h);
1399  }
1400  video.blit_surface(loc.x, loc.y, surf);
1401  }
1402 }
1403 
1404 static void draw_label(CVideo& video, surface target, const theme::label& label)
1405 {
1406  //log_scope("draw label");
1407 
1408  const color_t& RGB = label.font_rgb();
1409 
1410  std::string c_start="<";
1411  std::string c_sep=",";
1412  std::string c_end=">";
1413  std::stringstream color;
1414  color<< c_start << RGB.r << c_sep << RGB.g << c_sep << RGB.b << c_end;
1415  std::string text = label.text();
1416 
1417  if(label.font_rgb_set()) {
1418  color<<text;
1419  text = color.str();
1420  }
1421  const std::string& icon = label.icon();
1422  SDL_Rect& loc = label.location(video.screen_area());
1423 
1424  if(icon.empty() == false) {
1425  surface surf(image::get_image(icon));
1426  if(surf) {
1427  if(surf->w > loc.w || surf->h > loc.h) {
1428  surf = scale_surface(surf,loc.w,loc.h);
1429  }
1430 
1431  sdl_blit(surf,nullptr,target,&loc);
1432  }
1433 
1434  if(text.empty() == false) {
1435  tooltips::add_tooltip(loc,text);
1436  }
1437  } else if(text.empty() == false) {
1438  font::draw_text(&video,loc,label.font_size(),font::NORMAL_COLOR,text,loc.x,loc.y);
1439  }
1440 
1441 }
1442 
1444 {
1445  surface& screen(screen_.getSurface());
1446 
1447  /*
1448  * The minimap is also a panel, force it to update its contents.
1449  * This is required when the size of the minimap has been modified.
1450  */
1452 
1453  for(const auto& panel : theme_.panels()) {
1454  draw_panel(video(), panel, menu_buttons_);
1455  }
1456 
1457  for(const auto& label : theme_.labels()) {
1458  draw_label(video(), screen, label);
1459  }
1460 
1461  render_buttons();
1462 }
1463 
1464 static void draw_background(surface screen, const SDL_Rect& area, const std::string& image)
1465 {
1466  // No background image, just fill in black.
1467  if(image.empty()) {
1468  sdl::fill_rectangle(area, color_t(0, 0, 0));
1469  return;
1470  }
1471 
1472  const surface background(image::get_image(image));
1473  if(!background) {
1474  return;
1475  }
1476 
1477  const unsigned int width = background->w;
1478  const unsigned int height = background->h;
1479 
1480  const unsigned int w_count = static_cast<int>(std::ceil(static_cast<double>(area.w) / static_cast<double>(width)));
1481  const unsigned int h_count = static_cast<int>(std::ceil(static_cast<double>(area.h) / static_cast<double>(height)));
1482 
1483  for(unsigned int w = 0, w_off = area.x; w < w_count; ++w, w_off += width) {
1484  for(unsigned int h = 0, h_off = area.y; h < h_count; ++h, h_off += height) {
1485  SDL_Rect clip = sdl::create_rect(w_off, h_off, 0, 0);
1486  sdl_blit(background, nullptr, screen, &clip);
1487  }
1488  }
1489 }
1490 
1492  const drawing_layer layer,
1493  const std::string& text,
1494  std::size_t font_size,
1495  color_t color,
1496  double x_in_hex,
1497  double y_in_hex)
1498 {
1499  if (text.empty()) return;
1500 
1501  const std::size_t font_sz = static_cast<std::size_t>(font_size * get_zoom_factor());
1502 
1503  surface text_surf = font::get_rendered_text(text, font_sz, color);
1504  surface back_surf = font::get_rendered_text(text, font_sz, font::BLACK_COLOR);
1505  const int x = get_location_x(loc) - text_surf->w/2
1506  + static_cast<int>(x_in_hex* hex_size());
1507  const int y = get_location_y(loc) - text_surf->h/2
1508  + static_cast<int>(y_in_hex* hex_size());
1509  for (int dy=-1; dy <= 1; ++dy) {
1510  for (int dx=-1; dx <= 1; ++dx) {
1511  if (dx!=0 || dy!=0) {
1512  drawing_buffer_add(layer, loc, x + dx, y + dy, back_surf);
1513  }
1514  }
1515  }
1516  drawing_buffer_add(layer, loc, x, y, text_surf);
1517 }
1518 
1519 //TODO: convert this to use sdl::ttexture
1521  const map_location& loc, surface image,
1522  bool hreverse, bool greyscale, fixed_t alpha,
1523  color_t blendto, double blend_ratio, double submerged, bool vreverse)
1524 {
1525  if (image==nullptr)
1526  return;
1527 
1528  SDL_Rect image_rect {x, y, image->w, image->h};
1529  SDL_Rect clip_rect = map_area();
1530  if (!sdl::rects_overlap(image_rect, clip_rect))
1531  return;
1532 
1533  surface surf(image);
1534 
1535  if(hreverse) {
1536  surf = image::reverse_image(surf);
1537  }
1538  if(vreverse) {
1539  surf = flop_surface(surf);
1540  }
1541 
1542  if(greyscale) {
1543  surf = greyscale_image(surf);
1544  }
1545 
1546  if(blend_ratio != 0) {
1547  surf = blend_surface(surf, blend_ratio, blendto);
1548  }
1549  if(alpha > ftofxp(1.0)) {
1550  surf = brighten_image(surf, alpha);
1551  //} else if(alpha != 1.0 && blendto != 0) {
1552  // surf.assign(blend_surface(surf,1.0-alpha,blendto));
1553  } else if(alpha != ftofxp(1.0)) {
1554  surf = surf.clone();
1555  adjust_surface_alpha(surf, alpha);
1556  }
1557 
1558  if(surf == nullptr) {
1559  ERR_DP << "surface lost..." << std::endl;
1560  return;
1561  }
1562 
1563  if(submerged > 0.0) {
1564  // divide the surface into 2 parts
1565  const int submerge_height = std::max<int>(0, surf->h*(1.0-submerged));
1566  const int depth = surf->h - submerge_height;
1567  SDL_Rect srcrect {0, 0, surf->w, submerge_height};
1568  drawing_buffer_add(drawing_layer, loc, x, y, surf, srcrect);
1569 
1570  if(submerge_height != surf->h) {
1571  //the lower part will be transparent
1572  float alpha_base = 0.3f; // 30% alpha at surface of water
1573  float alpha_delta = 0.015f; // lose 1.5% per pixel depth
1574  alpha_delta *= zoom_ / DefaultZoom; // adjust with zoom
1575  surf = submerge_alpha(surf, depth, alpha_base, alpha_delta);
1576 
1577  srcrect.y = submerge_height;
1578  srcrect.h = surf->h-submerge_height;
1579  y += submerge_height;
1580 
1581  drawing_buffer_add(drawing_layer, loc, x, y, surf, srcrect);
1582  }
1583  } else {
1584  // simple blit
1585  drawing_buffer_add(drawing_layer, loc, x, y, surf);
1586  }
1587 }
1589 {
1591  selectedHex_ = hex;
1594 }
1595 
1597 {
1599  mouseoverHex_ = hex;
1601 }
1602 
1603 void display::set_diagnostic(const std::string& msg)
1604 {
1605  if(diagnostic_label_ != 0) {
1607  diagnostic_label_ = 0;
1608  }
1609 
1610  if(!msg.empty()) {
1611  font::floating_label flabel(msg);
1613  flabel.set_color(font::YELLOW_COLOR);
1614  flabel.set_position(300, 50);
1615  flabel.set_clip_rect(map_outside_area());
1616 
1618  }
1619 }
1620 
1622 {
1623  if (get_map().empty()) {
1624  return;
1625  }
1626 
1627  if(benchmark) {
1628  invalidateAll_ = true;
1629  }
1630 
1631  if(!panelsDrawn_) {
1632  draw_all_panels();
1633  panelsDrawn_ = true;
1634  }
1635 
1636  if(redraw_background_) {
1637  // Full redraw of the background
1638  const SDL_Rect clip_rect = map_outside_area();
1639  const surface& screen = get_screen_surface();
1640  clip_rect_setter set_clip_rect(screen, &clip_rect);
1641  SDL_FillRect(screen, &clip_rect, 0x00000000);
1642  draw_background(screen, clip_rect, theme_.border().background_image);
1643  redraw_background_ = false;
1644 
1645  // Force a full map redraw
1646  invalidateAll_ = true;
1647  }
1648 
1649  if(invalidateAll_) {
1650  DBG_DP << "draw() with invalidateAll\n";
1651 
1652  // toggle invalidateAll_ first to allow regular invalidations
1653  invalidateAll_ = false;
1655 
1656  redrawMinimap_ = true;
1657  }
1658 }
1659 
1660 void display::draw_wrap(bool update, bool force)
1661 {
1662  static int time_between_draws = preferences::draw_delay();
1663  if(time_between_draws < 0) {
1664  time_between_draws = 1000 / screen_.current_refresh_rate();
1665  }
1666 
1667  if(redrawMinimap_) {
1668  redrawMinimap_ = false;
1669  draw_minimap();
1670  }
1671 
1672  if(update) {
1673  update_display();
1674 
1675  frametimes_.push_back(SDL_GetTicks() - last_frame_finished_);
1676  fps_counter_++;
1677  using std::chrono::duration_cast;
1678  using std::chrono::seconds;
1679  using std::chrono::steady_clock;
1680  const seconds current_second = duration_cast<seconds>(steady_clock::now().time_since_epoch());
1681  if(current_second != fps_start_) {
1682  fps_start_ = current_second;
1684  fps_counter_ = 0;
1685  }
1686  int longest_frame = *std::max_element(frametimes_.begin(), frametimes_.end());
1687  int wait_time = time_between_draws - longest_frame;
1688 
1689  if(!force && !benchmark && wait_time > 0) {
1690  // If it's not time yet to draw, delay until it is
1691  SDL_Delay(wait_time);
1692  }
1693 
1694  last_frame_finished_ = SDL_GetTicks();
1695  }
1696 }
1697 
1699 {
1700  for(auto i = action_buttons_.begin(); i != action_buttons_.end(); ++i) {
1701  if((*i)->pressed()) {
1702  const std::size_t index = std::distance(action_buttons_.begin(), i);
1703  if(index >= theme_.actions().size()) {
1704  assert(false);
1705  return nullptr;
1706  }
1707  return &theme_.actions()[index];
1708  }
1709  }
1710 
1711  return nullptr;
1712 }
1713 
1715 {
1716  for(auto i = menu_buttons_.begin(); i != menu_buttons_.end(); ++i) {
1717  if((*i)->pressed()) {
1718  const std::size_t index = std::distance(menu_buttons_.begin(), i);
1719  if(index >= theme_.menus().size()) {
1720  assert(false);
1721  return nullptr;
1722  }
1723  return theme_.get_menu_item((*i)->id());
1724  }
1725  }
1726 
1727  return nullptr;
1728 }
1729 
1730 void display::enable_menu(const std::string& item, bool enable)
1731 {
1732  for(auto menu = theme_.menus().begin(); menu != theme_.menus().end(); ++menu) {
1733 
1734  const auto hasitem = std::find_if(menu->items().begin(), menu->items().end(),
1735  [&item](const config& c) { return c["id"].str() == item; }
1736  );
1737 
1738  if(hasitem != menu->items().end()) {
1739  const std::size_t index = std::distance(theme_.menus().begin(), menu);
1740  if(index >= menu_buttons_.size()) {
1741  continue;
1742  }
1743  menu_buttons_[index]->enable(enable);
1744  }
1745  }
1746 }
1747 
1748 void display::announce(const std::string& message, const color_t& color, const announce_options& options)
1749 {
1750  if(options.discard_previous) {
1751  font::remove_floating_label(prevLabel);
1752  }
1753  font::floating_label flabel(message);
1755  flabel.set_color(color);
1757  map_outside_area().y + map_outside_area().h/3);
1758  flabel.set_lifetime(options.lifetime);
1759  flabel.set_clip_rect(map_outside_area());
1760 
1761  prevLabel = font::add_floating_label(flabel);
1762 }
1763 
1765 {
1766  const SDL_Rect& area = minimap_area();
1767 
1768  if(area.w == 0 || area.h == 0) {
1769  return;
1770  }
1771 
1772  if(minimap_ == nullptr || minimap_->w > area.w || minimap_->h > area.h) {
1773  minimap_ = image::getMinimap(area.w, area.h, get_map(),
1774  dc_->teams().empty() ? nullptr : &dc_->teams()[currentTeam_],
1775  (selectedHex_.valid() && !is_blindfolded()) ? &reach_map_ : nullptr);
1776  if(minimap_ == nullptr) {
1777  return;
1778  }
1779  }
1780 
1781  const surface& screen(screen_.getSurface());
1782  clip_rect_setter clip_setter(screen, &area);
1783 
1784  color_t back_color {31,31,23,SDL_ALPHA_OPAQUE};
1785  draw_centered_on_background(minimap_, area, back_color, screen);
1786 
1787  //update the minimap location for mouse and units functions
1788  minimap_location_.x = area.x + (area.w - minimap_->w) / 2;
1789  minimap_location_.y = area.y + (area.h - minimap_->h) / 2;
1790  minimap_location_.w = minimap_->w;
1791  minimap_location_.h = minimap_->h;
1792 
1794 
1795  // calculate the visible portion of the map:
1796  // scaling between minimap and full map images
1797  double xscaling = 1.0*minimap_->w / (get_map().w()*hex_width());
1798  double yscaling = 1.0*minimap_->h / (get_map().h()*hex_size());
1799 
1800  // we need to shift with the border size
1801  // and the 0.25 from the minimap balanced drawing
1802  // and the possible difference between real map and outside off-map
1803  SDL_Rect map_rect = map_area();
1804  SDL_Rect map_out_rect = map_outside_area();
1805  double border = theme_.border().size;
1806  double shift_x = - border*hex_width() - (map_out_rect.w - map_rect.w) / 2;
1807  double shift_y = - (border+0.25)*hex_size() - (map_out_rect.h - map_rect.h) / 2;
1808 
1809  int view_x = static_cast<int>((xpos_ + shift_x) * xscaling);
1810  int view_y = static_cast<int>((ypos_ + shift_y) * yscaling);
1811  int view_w = static_cast<int>(map_out_rect.w * xscaling);
1812  int view_h = static_cast<int>(map_out_rect.h * yscaling);
1813 
1814  SDL_Rect outline_rect {
1815  minimap_location_.x + view_x - 1,
1816  minimap_location_.y + view_y - 1,
1817  view_w + 2,
1818  view_h + 2
1819  };
1820 
1821  sdl::draw_rectangle(outline_rect, {255, 255, 255, 255});
1822 }
1823 
1825 {
1826  if (!preferences::minimap_draw_units() || is_blindfolded()) return;
1827 
1828  double xscaling = 1.0 * minimap_location_.w / get_map().w();
1829  double yscaling = 1.0 * minimap_location_.h / get_map().h();
1830 
1831  for(const auto& u : dc_->units()) {
1832  if (fogged(u.get_location()) ||
1833  (dc_->teams()[currentTeam_].is_enemy(u.side()) &&
1834  u.invisible(u.get_location())) ||
1835  u.get_hidden()) {
1836  continue;
1837  }
1838 
1839  int side = u.side();
1840  color_t col = team::get_minimap_color(side);
1841 
1843 
1844  if (dc_->teams()[currentTeam_].is_enemy(side)) {
1846  } else {
1847 
1848  if (currentTeam_ +1 == static_cast<unsigned>(side)) {
1849 
1850  if (u.movement_left() == u.total_movement())
1852  else if (u.movement_left() == 0)
1854  else
1856 
1857  } else
1859  }
1860  }
1861 
1862  double u_x = u.get_location().x * xscaling;
1863  double u_y = (u.get_location().y + (is_odd(u.get_location().x) ? 1 : -1)/4.0) * yscaling;
1864  // use 4/3 to compensate the horizontal hexes imbrication
1865  double u_w = 4.0 / 3.0 * xscaling;
1866  double u_h = yscaling;
1867 
1868  SDL_Rect r {
1869  minimap_location_.x + int(std::round(u_x))
1870  , minimap_location_.y + int(std::round(u_y))
1871  , int(std::round(u_w))
1872  , int(std::round(u_h))
1873  };
1874 
1875  sdl::fill_rectangle(r, col);
1876  }
1877 }
1878 
1879 bool display::scroll(int xmove, int ymove, bool force)
1880 {
1881  if(view_locked_ && !force) {
1882  return false;
1883  }
1884 
1885  // No move offset, do nothing.
1886  if(xmove == 0 && ymove == 0) {
1887  return false;
1888  }
1889 
1890  int new_x = xpos_ + xmove;
1891  int new_y = ypos_ + ymove;
1892 
1893  bounds_check_position(new_x, new_y);
1894 
1895  // Camera position doesn't change, exit.
1896  if(xpos_ == new_x && ypos_ == new_y) {
1897  return false;
1898  }
1899 
1900  const int diff_x = xpos_ - new_x;
1901  const int diff_y = ypos_ - new_y;
1902 
1903  xpos_ = new_x;
1904  ypos_ = new_y;
1905 
1906  /* Adjust floating label positions. This only affects labels whose position is anchored
1907  * to the map instead of the screen. In order to do that, we want to adjust their drawing
1908  * coordinates in the opposite direction of the screen scroll.
1909  *
1910  * The check a few lines up prevents any scrolling from happening if the camera position
1911  * doesn't change. Without that, the label still scroll even when the map edge is reached.
1912  * If that's removed, the following formula should work instead:
1913  *
1914  * const int label_[x,y]_adjust = [x,y]pos_ - new_[x,y];
1915  */
1916  font::scroll_floating_labels(diff_x, diff_y);
1917 
1919 
1920  //
1921  // NOTE: the next three blocks can be removed once we switch to accelerated rendering.
1922  //
1923 
1924  if(!screen_.update_locked()) {
1925  surface& screen(screen_.getSurface());
1926 
1927  SDL_Rect dstrect = map_area();
1928  dstrect.x += diff_x;
1929  dstrect.y += diff_y;
1930  dstrect = sdl::intersect_rects(dstrect, map_area());
1931 
1932  SDL_Rect srcrect = dstrect;
1933  srcrect.x -= diff_x;
1934  srcrect.y -= diff_y;
1935 
1936  // This is a workaround for a SDL2 bug when blitting on overlapping surfaces. The bug
1937  // only strikes during scrolling, but will then duplicate textures across the entire map.
1938  surface screen_copy = screen.clone();
1939 
1940  SDL_SetSurfaceBlendMode(screen_copy, SDL_BLENDMODE_NONE);
1941  SDL_BlitSurface(screen_copy, &srcrect, screen, &dstrect);
1942  }
1943 
1944  if(diff_y != 0) {
1945  SDL_Rect r = map_area();
1946 
1947  if(diff_y < 0) {
1948  r.y = r.y + r.h + diff_y;
1949  }
1950 
1951  r.h = std::abs(diff_y);
1953  }
1954 
1955  if(diff_x != 0) {
1956  SDL_Rect r = map_area();
1957 
1958  if(diff_x < 0) {
1959  r.x = r.x + r.w + diff_x;
1960  }
1961 
1962  r.w = std::abs(diff_x);
1964  }
1965 
1967 
1968  redrawMinimap_ = true;
1969 
1970  return true;
1971 }
1972 
1974 {
1975  return zoom_ == MaxZoom;
1976 }
1977 
1979 {
1980  return zoom_ == MinZoom;
1981 }
1982 
1983 bool display::set_zoom(bool increase)
1984 {
1985  // Ensure we don't try to access nonexistent vector indices.
1986  zoom_index_ = utils::clamp(increase ? zoom_index_ + 1 : zoom_index_ - 1, 0, final_zoom_index);
1987 
1988  // No validation check is needed in the next step since we've already set the index here and
1989  // know the new zoom value is indeed valid.
1990  return set_zoom(zoom_levels[zoom_index_], false);
1991 }
1992 
1993 bool display::set_zoom(unsigned int amount, const bool validate_value_and_set_index)
1994 {
1995  unsigned int new_zoom = utils::clamp(amount, MinZoom, MaxZoom);
1996 
1997  LOG_DP << "new_zoom = " << new_zoom << std::endl;
1998 
1999  if(new_zoom == zoom_) {
2000  return false;
2001  }
2002 
2003  // Confirm this is indeed a valid zoom level.
2004  if(validate_value_and_set_index) {
2005  auto iter = std::lower_bound(zoom_levels.begin(), zoom_levels.end(), new_zoom);
2006 
2007  if(iter == zoom_levels.end()) {
2008  // This should never happen, since the value was already clamped earlier
2009  return false;
2010  } else if(iter != zoom_levels.begin()) {
2011  float diff = *iter - *(iter - 1);
2012  float lower = (new_zoom - *(iter - 1)) / diff;
2013  float upper = (*iter - new_zoom) / diff;
2014  if(lower < upper) {
2015  // It's actually closer to the previous element.
2016  iter--;
2017  }
2018  }
2019 
2020  new_zoom = *iter;
2021  zoom_index_ = std::distance(zoom_levels.begin(), iter);
2022  }
2023 
2024  const SDL_Rect& area = map_area();
2025 
2026  // Turn the zoom factor to a double in order to avoid rounding errors.
2027  double zoom_factor = static_cast<double>(new_zoom) / static_cast<double>(zoom_);
2028 
2029  xpos_ = std::round(((xpos_ + area.w / 2) * zoom_factor) - (area.w / 2));
2030  ypos_ = std::round(((ypos_ + area.h / 2) * zoom_factor) - (area.h / 2));
2031 
2032  zoom_ = new_zoom;
2034  if(zoom_ != DefaultZoom) {
2035  last_zoom_ = zoom_;
2036  }
2037 
2039 
2041  redraw_background_ = true;
2042  invalidate_all();
2043 
2044  // Forces a redraw after zooming.
2045  // This prevents some graphic glitches from occurring.
2046  draw();
2047 
2048  return true;
2049 }
2050 
2052 {
2053  if (zoom_ != DefaultZoom) {
2054  last_zoom_ = zoom_;
2056  } else {
2057  // When we are already at the default zoom,
2058  // switch to the last zoom used
2060  }
2061 }
2062 
2064 {
2065  int x = get_location_x(loc);
2066  int y = get_location_y(loc);
2067  return !outside_area(map_area(), x, y);
2068 }
2069 
2071 {
2072  int x = get_location_x(loc);
2073  int y = get_location_y(loc);
2074  const SDL_Rect &area = map_area();
2075  int hw = hex_width(), hs = hex_size();
2076  return x + hs >= area.x - hw && x < area.x + area.w + hw &&
2077  y + hs >= area.y - hs && y < area.y + area.h + hs;
2078 }
2079 
2080 void display::scroll_to_xy(int screenxpos, int screenypos, SCROLL_TYPE scroll_type, bool force)
2081 {
2082  if(!force && (view_locked_ || !preferences::scroll_to_action())) return;
2083  if(screen_.update_locked()) {
2084  return;
2085  }
2086  const SDL_Rect area = map_area();
2087  const int xmove_expected = screenxpos - (area.x + area.w/2);
2088  const int ymove_expected = screenypos - (area.y + area.h/2);
2089 
2090  int xpos = xpos_ + xmove_expected;
2091  int ypos = ypos_ + ymove_expected;
2092  bounds_check_position(xpos, ypos);
2093  int xmove = xpos - xpos_;
2094  int ymove = ypos - ypos_;
2095 
2096  if(scroll_type == WARP || scroll_type == ONSCREEN_WARP || turbo_speed() > 2.0 || preferences::scroll_speed() > 99) {
2097  scroll(xmove,ymove,true);
2098  draw();
2099  return;
2100  }
2101 
2102  // Doing an animated scroll, with acceleration etc.
2103 
2104  int x_old = 0;
2105  int y_old = 0;
2106 
2107  const double dist_total = std::hypot(xmove, ymove);
2108  double dist_moved = 0.0;
2109 
2110  int t_prev = SDL_GetTicks();
2111 
2112  double velocity = 0.0;
2113  while (dist_moved < dist_total) {
2114  events::pump();
2115 
2116  int t = SDL_GetTicks();
2117  double dt = (t - t_prev) / 1000.0;
2118  if (dt > 0.200) {
2119  // Do not skip too many frames on slow PCs
2120  dt = 0.200;
2121  }
2122  t_prev = t;
2123 
2124  const double accel_time = 0.3 / turbo_speed(); // seconds until full speed is reached
2125  const double decel_time = 0.4 / turbo_speed(); // seconds from full speed to stop
2126 
2127  double velocity_max = preferences::scroll_speed() * 60.0;
2128  velocity_max *= turbo_speed();
2129  double accel = velocity_max / accel_time;
2130  double decel = velocity_max / decel_time;
2131 
2132  // If we started to decelerate now, where would we stop?
2133  double stop_time = velocity / decel;
2134  double dist_stop = dist_moved + velocity*stop_time - 0.5*decel*stop_time*stop_time;
2135  if (dist_stop > dist_total || velocity > velocity_max) {
2136  velocity -= decel * dt;
2137  if (velocity < 1.0) velocity = 1.0;
2138  } else {
2139  velocity += accel * dt;
2140  if (velocity > velocity_max) velocity = velocity_max;
2141  }
2142 
2143  dist_moved += velocity * dt;
2144  if (dist_moved > dist_total) dist_moved = dist_total;
2145 
2146  int x_new = std::round(xmove * dist_moved / dist_total);
2147  int y_new = std::round(ymove * dist_moved / dist_total);
2148 
2149  int dx = x_new - x_old;
2150  int dy = y_new - y_old;
2151 
2152  scroll(dx,dy,true);
2153  x_old += dx;
2154  y_old += dy;
2155  draw();
2156  }
2157 }
2158 
2159 void display::scroll_to_tile(const map_location& loc, SCROLL_TYPE scroll_type, bool check_fogged, bool force)
2160 {
2161  if(get_map().on_board(loc) == false) {
2162  ERR_DP << "Tile at " << loc << " isn't on the map, can't scroll to the tile." << std::endl;
2163  return;
2164  }
2165 
2166  std::vector<map_location> locs;
2167  locs.push_back(loc);
2168  scroll_to_tiles(locs, scroll_type, check_fogged,false,0.0,force);
2169 }
2170 
2172  SCROLL_TYPE scroll_type, bool check_fogged,
2173  double add_spacing, bool force)
2174 {
2175  std::vector<map_location> locs;
2176  locs.push_back(loc1);
2177  locs.push_back(loc2);
2178  scroll_to_tiles(locs, scroll_type, check_fogged, false, add_spacing,force);
2179 }
2180 
2181 void display::scroll_to_tiles(const std::vector<map_location>::const_iterator & begin,
2182  const std::vector<map_location>::const_iterator & end,
2183  SCROLL_TYPE scroll_type, bool check_fogged,
2184  bool only_if_possible, double add_spacing, bool force)
2185 {
2186  // basically we calculate the min/max coordinates we want to have on-screen
2187  int minx = 0;
2188  int maxx = 0;
2189  int miny = 0;
2190  int maxy = 0;
2191  bool valid = false;
2192 
2193  for(std::vector<map_location>::const_iterator itor = begin; itor != end ; ++itor) {
2194  if(get_map().on_board(*itor) == false) continue;
2195  if(check_fogged && fogged(*itor)) continue;
2196 
2197  int x = get_location_x(*itor);
2198  int y = get_location_y(*itor);
2199 
2200  if (!valid) {
2201  minx = x;
2202  maxx = x;
2203  miny = y;
2204  maxy = y;
2205  valid = true;
2206  } else {
2207  int minx_new = std::min<int>(minx,x);
2208  int miny_new = std::min<int>(miny,y);
2209  int maxx_new = std::max<int>(maxx,x);
2210  int maxy_new = std::max<int>(maxy,y);
2211  SDL_Rect r = map_area();
2212  r.x = minx_new;
2213  r.y = miny_new;
2214  if(outside_area(r, maxx_new, maxy_new)) {
2215  // we cannot fit all locations to the screen
2216  if (only_if_possible) return;
2217  break;
2218  }
2219  minx = minx_new;
2220  miny = miny_new;
2221  maxx = maxx_new;
2222  maxy = maxy_new;
2223  }
2224  }
2225  //if everything is fogged or the location list is empty
2226  if(!valid) return;
2227 
2228  if (scroll_type == ONSCREEN || scroll_type == ONSCREEN_WARP) {
2229  SDL_Rect r = map_area();
2230  int spacing = std::round(add_spacing * hex_size());
2231  r.x += spacing;
2232  r.y += spacing;
2233  r.w -= 2*spacing;
2234  r.h -= 2*spacing;
2235  if (!outside_area(r, minx,miny) && !outside_area(r, maxx,maxy)) {
2236  return;
2237  }
2238  }
2239 
2240  // let's do "normal" rectangle math from now on
2241  SDL_Rect locs_bbox;
2242  locs_bbox.x = minx;
2243  locs_bbox.y = miny;
2244  locs_bbox.w = maxx - minx + hex_size();
2245  locs_bbox.h = maxy - miny + hex_size();
2246 
2247  // target the center
2248  int target_x = locs_bbox.x + locs_bbox.w/2;
2249  int target_y = locs_bbox.y + locs_bbox.h/2;
2250 
2251  if (scroll_type == ONSCREEN || scroll_type == ONSCREEN_WARP) {
2252  // when doing an ONSCREEN scroll we do not center the target unless needed
2253  SDL_Rect r = map_area();
2254  int map_center_x = r.x + r.w/2;
2255  int map_center_y = r.y + r.h/2;
2256 
2257  int h = r.h;
2258  int w = r.w;
2259 
2260  // we do not want to be only inside the screen rect, but center a bit more
2261  double inside_frac = 0.5; // 0.0 = always center the target, 1.0 = scroll the minimum distance
2262  w = static_cast<int>(w * inside_frac);
2263  h = static_cast<int>(h * inside_frac);
2264 
2265  // shrink the rectangle by the size of the locations rectangle we found
2266  // such that the new task to fit a point into a rectangle instead of rectangle into rectangle
2267  w -= locs_bbox.w;
2268  h -= locs_bbox.h;
2269 
2270  if (w < 1) w = 1;
2271  if (h < 1) h = 1;
2272 
2273  r.x = target_x - w/2;
2274  r.y = target_y - h/2;
2275  r.w = w;
2276  r.h = h;
2277 
2278  // now any point within r is a possible target to scroll to
2279  // we take the one with the minimum distance to map_center
2280  // which will always be at the border of r
2281 
2282  if (map_center_x < r.x) {
2283  target_x = r.x;
2284  target_y = map_center_y;
2285  if (target_y < r.y) target_y = r.y;
2286  if (target_y > r.y+r.h-1) target_y = r.y+r.h-1;
2287  } else if (map_center_x > r.x+r.w-1) {
2288  target_x = r.x+r.w-1;
2289  target_y = map_center_y;
2290  if (target_y < r.y) target_y = r.y;
2291  if (target_y >= r.y+r.h) target_y = r.y+r.h-1;
2292  } else if (map_center_y < r.y) {
2293  target_y = r.y;
2294  target_x = map_center_x;
2295  if (target_x < r.x) target_x = r.x;
2296  if (target_x > r.x+r.w-1) target_x = r.x+r.w-1;
2297  } else if (map_center_y > r.y+r.h-1) {
2298  target_y = r.y+r.h-1;
2299  target_x = map_center_x;
2300  if (target_x < r.x) target_x = r.x;
2301  if (target_x > r.x+r.w-1) target_x = r.x+r.w-1;
2302  } else {
2303  ERR_DP << "Bug in the scrolling code? Looks like we would not need to scroll after all..." << std::endl;
2304  // keep the target at the center
2305  }
2306  }
2307 
2308  scroll_to_xy(target_x, target_y,scroll_type,force);
2309 }
2310 
2311 
2313 {
2314  const unsigned int orig_zoom = zoom_;
2315 
2316  if(zoom_ < MinZoom) {
2317  zoom_ = MinZoom;
2318  }
2319 
2320  if(zoom_ > MaxZoom) {
2321  zoom_ = MaxZoom;
2322  }
2323 
2325 
2326  if(zoom_ != orig_zoom) {
2328  }
2329 }
2330 
2331 void display::bounds_check_position(int& xpos, int& ypos) const
2332 {
2333  const int tile_width = hex_width();
2334 
2335  // Adjust for the border 2 times
2336  const int xend = static_cast<int>(tile_width * (get_map().w() + 2 * theme_.border().size) + tile_width/3);
2337  const int yend = static_cast<int>(zoom_ * (get_map().h() + 2 * theme_.border().size) + zoom_/2);
2338 
2339  if(xpos > xend - map_area().w) {
2340  xpos = xend - map_area().w;
2341  }
2342 
2343  if(ypos > yend - map_area().h) {
2344  ypos = yend - map_area().h;
2345  }
2346 
2347  if(xpos < 0) {
2348  xpos = 0;
2349  }
2350 
2351  if(ypos < 0) {
2352  ypos = 0;
2353  }
2354 }
2355 
2356 double display::turbo_speed() const
2357 {
2358  bool res = turbo_;
2359  if(keys_[SDLK_LSHIFT] || keys_[SDLK_RSHIFT]) {
2360  res = !res;
2361  }
2362 
2363  res |= screen_.faked();
2364  if (res)
2365  return turbo_speed_;
2366  else
2367  return 1.0;
2368 }
2369 
2371 {
2372  idle_anim_rate_ = std::pow(2.0, -rate/10.0);
2373 }
2374 
2376 {
2377  if(screen_.update_locked())
2378  return;
2379 
2380  invalidateGameStatus_ = true;
2381 
2382  reportRects_.clear();
2383  reportSurfaces_.clear();
2384  reports_.clear();
2385 
2387 
2389 
2391 
2392  if(!menu_buttons_.empty() || !action_buttons_.empty()) {
2393  create_buttons();
2394  }
2395 
2396  if(resources::controller) {
2398  if(command_executor != nullptr) {
2399  // This function adds button overlays,
2400  // it needs to be run after recreating the buttons.
2401  command_executor->set_button_state();
2402  }
2403  }
2404 
2405  panelsDrawn_ = false;
2406  if (!gui::in_dialog()) {
2408  }
2409 
2410  redraw_background_ = true;
2411 
2412  for(std::function<void(display&)> f : redraw_observers_) {
2413  f(*this);
2414  }
2415 
2416  int ticks1 = SDL_GetTicks();
2417  invalidate_all();
2418  int ticks2 = SDL_GetTicks();
2419  draw(true,true);
2420  int ticks3 = SDL_GetTicks();
2421  LOG_DP << "invalidate and draw: " << (ticks3 - ticks2) << " and " << (ticks2 - ticks1) << "\n";
2422 
2424 }
2425 
2426 void display::add_redraw_observer(std::function<void(display&)> f)
2427 {
2428  redraw_observers_.push_back(f);
2429 }
2430 
2432 {
2433  redraw_observers_.clear();
2434 }
2435 
2437  draw(true, false);
2438 }
2439 
2440 void display::draw(bool update) {
2441  draw(update, false);
2442 }
2443 
2444 
2445 void display::draw(bool update,bool force) {
2446 // log_scope("display::draw");
2447 
2448  if (screen_.update_locked()) {
2449  return;
2450  }
2451 
2452  if (dirty_) {
2453  flip_locker flip_lock(screen_);
2454  dirty_ = false;
2456  return;
2457  }
2458 
2459  // Trigger cache rebuild when preference gets changed
2462  builder_->rebuild_cache_all();
2463  }
2464 
2466 
2467  draw_init();
2468  pre_draw();
2469  // invalidate all that needs to be invalidated
2471 
2472  if(!get_map().empty()) {
2473  //int simulate_delay = 0;
2474 
2475  /*
2476  * draw_invalidated() also invalidates the halos, so also needs to be
2477  * ran if invalidated_.empty() == true.
2478  */
2479  if(!invalidated_.empty() || preferences::show_haloes()) {
2480  draw_invalidated();
2481  invalidated_.clear();
2482  }
2484  post_commit();
2485  draw_sidebar();
2486 
2487  // Simulate slow PC:
2488  //SDL_Delay(2*simulate_delay + rand() % 20);
2489  }
2490  draw_wrap(update, force);
2491  post_draw();
2492 }
2493 
2495 {
2496  return *map_labels_;
2497 }
2498 
2500 {
2501  return *map_labels_;
2502 }
2503 
2504 const SDL_Rect& display::get_clip_rect()
2505 {
2506  return map_area();
2507 }
2508 
2510 // log_scope("display::draw_invalidated");
2511  SDL_Rect clip_rect = get_clip_rect();
2512  surface& screen = get_screen_surface();
2513  clip_rect_setter set_clip_rect(screen, &clip_rect);
2514  for (const map_location& loc : invalidated_) {
2515  int xpos = get_location_x(loc);
2516  int ypos = get_location_y(loc);
2517 
2518  //const bool on_map = get_map().on_board(loc);
2519  SDL_Rect hex_rect = sdl::create_rect(xpos, ypos, zoom_, zoom_);
2520  if(!sdl::rects_overlap(hex_rect,clip_rect)) {
2521  continue;
2522  }
2523  draw_hex(loc);
2524  drawn_hexes_+=1;
2525  }
2526  invalidated_hexes_ += invalidated_.size();
2527 
2528  if (dc_->teams().empty())
2529  {
2530  // The unit drawer can't function without teams
2531  return;
2532  }
2533 
2534  unit_drawer drawer = unit_drawer(*this);
2535 
2536  for (const map_location& loc : invalidated_) {
2537  unit_map::const_iterator u_it = dc_->units().find(loc);
2539  if (u_it != dc_->units().end()
2540  && (request == exclusive_unit_draw_requests_.end() || request->second == u_it->id()))
2541  drawer.redraw_unit(*u_it);
2542  }
2543 
2544 }
2545 
2547  int xpos = get_location_x(loc);
2548  int ypos = get_location_y(loc);
2549  image::TYPE image_type = get_image_type(loc);
2550  const bool on_map = get_map().on_board(loc);
2551  const time_of_day& tod = get_time_of_day(loc);
2552 
2553  int num_images_fg = 0;
2554  int num_images_bg = 0;
2555 
2556  if(!shrouded(loc)) {
2557  // unshrouded terrain (the normal case)
2558  get_terrain_images(loc, tod.id, BACKGROUND); // updates terrain_image_vector_
2560  num_images_bg = terrain_image_vector_.size();
2561 
2562  get_terrain_images(loc, tod.id, FOREGROUND); // updates terrain_image_vector_
2564  num_images_fg = terrain_image_vector_.size();
2565 
2566  // Draw the grid, if that's been enabled
2567  if(grid_) {
2569  drawing_buffer_add(LAYER_GRID_TOP, loc, xpos, ypos,
2572  drawing_buffer_add(LAYER_GRID_BOTTOM, loc, xpos, ypos,
2573  image::get_image(grid_bottom, image::TOD_COLORED));
2574  }
2575  }
2576 
2577  if(!shrouded(loc)) {
2578  auto it = get_overlays().find(loc);
2579  if(it != get_overlays().end()) {
2580  std::vector<overlay>& overlays = it->second;
2581  if(overlays.size() != 0) {
2582  tod_color tod_col = tod.color + color_adjust_;
2583  image::light_string lt = image::get_light_string(-1, tod_col.r, tod_col.g, tod_col.b);
2584 
2585  for(const overlay& ov : overlays) {
2586  const std::string& current_team_name = get_teams()[viewing_team()].team_name();
2587  const std::vector<std::string>& current_team_names = utils::split(current_team_name);
2588  const std::vector<std::string>& team_names = utils::split(ov.team_name);
2589  if((ov.team_name.empty() ||
2590  std::find_first_of(team_names.begin(), team_names.end(),
2591  current_team_names.begin(), current_team_names.end()) != team_names.end())
2592  && !(fogged(loc) && !ov.visible_in_fog))
2593  {
2594  const surface surf = ov.image.find("~NO_TOD_SHIFT()") == std::string::npos ?
2596  drawing_buffer_add(LAYER_TERRAIN_BG, loc, xpos, ypos, surf);
2597  }
2598  }
2599  }
2600  }
2601  }
2602 
2603  if(!shrouded(loc)) {
2604  // village-control flags.
2605  drawing_buffer_add(LAYER_TERRAIN_BG, loc, xpos, ypos, get_flag(loc));
2606  }
2607 
2608  // Draw the time-of-day mask on top of the terrain in the hex.
2609  // tod may differ from tod if hex is illuminated.
2610  const std::string& tod_hex_mask = tod.image_mask;
2611  if(tod_hex_mask1 != nullptr || tod_hex_mask2 != nullptr) {
2614  } else if(!tod_hex_mask.empty()) {
2615  drawing_buffer_add(LAYER_TERRAIN_FG, loc, xpos, ypos,
2616  image::get_image(tod_hex_mask,image::SCALED_TO_HEX));
2617  }
2618 
2619  // Paint mouseover overlays
2620  if(loc == mouseoverHex_ && (on_map || (in_editor() && get_map().on_board_with_border(loc)))
2621  && mouseover_hex_overlay_ != nullptr) {
2623  }
2624 
2625  // Paint arrows
2626  arrows_map_t::const_iterator arrows_in_hex = arrows_map_.find(loc);
2627  if(arrows_in_hex != arrows_map_.end()) {
2628  for (arrow* const a : arrows_in_hex->second) {
2629  a->draw_hex(loc);
2630  }
2631  }
2632 
2633  // Apply shroud, fog and linger overlay
2634 
2635  if(shrouded(loc)) {
2636  // We apply void also on off-map tiles
2637  // to shroud the half-hexes too
2638  const std::string& shroud_image = get_variant(shroud_images_, loc);
2639  drawing_buffer_add(LAYER_FOG_SHROUD, loc, xpos, ypos,
2640  image::get_image(shroud_image, image_type));
2641  } else if(fogged(loc)) {
2642  const std::string& fog_image = get_variant(fog_images_, loc);
2643  drawing_buffer_add(LAYER_FOG_SHROUD, loc, xpos, ypos,
2644  image::get_image(fog_image, image_type));
2645  }
2646 
2647  if(!shrouded(loc)) {
2648  drawing_buffer_add(LAYER_FOG_SHROUD, loc, xpos, ypos, get_fog_shroud_images(loc, image_type));
2649  }
2650 
2651  if (on_map) {
2652  if (draw_coordinates_) {
2653  int off_x = xpos + hex_size()/2;
2654  int off_y = ypos + hex_size()/2;
2655  surface text = font::get_rendered_text(lexical_cast<std::string>(loc), font::SIZE_SMALL, font::NORMAL_COLOR);
2656  surface bg(text->w, text->h);
2657  SDL_Rect bg_rect {0, 0, text->w, text->h};
2658  sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
2659  off_x -= text->w / 2;
2660  off_y -= text->h / 2;
2661  if (draw_terrain_codes_) {
2662  off_y -= text->h / 2;
2663  }
2664  if (draw_num_of_bitmaps_) {
2665  off_y -= text->h / 2;
2666  }
2667  drawing_buffer_add(LAYER_FOG_SHROUD, loc, off_x, off_y, bg);
2668  drawing_buffer_add(LAYER_FOG_SHROUD, loc, off_x, off_y, text);
2669  }
2670  if (draw_terrain_codes_ && (game_config::debug || !shrouded(loc))) {
2671  int off_x = xpos + hex_size()/2;
2672  int off_y = ypos + hex_size()/2;
2673  surface text = font::get_rendered_text(lexical_cast<std::string>(get_map().get_terrain(loc)), font::SIZE_SMALL, font::NORMAL_COLOR);
2674  surface bg(text->w, text->h);
2675  SDL_Rect bg_rect {0, 0, text->w, text->h};
2676  sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
2677  off_x -= text->w / 2;
2678  off_y -= text->h / 2;
2680  off_y += text->h / 2;
2681  } else if (draw_num_of_bitmaps_ && !draw_coordinates_) {
2682  off_y -= text->h / 2;
2683  }
2684  drawing_buffer_add(LAYER_FOG_SHROUD, loc, off_x, off_y, bg);
2685  drawing_buffer_add(LAYER_FOG_SHROUD, loc, off_x, off_y, text);
2686  }
2687  if (draw_num_of_bitmaps_) {
2688  int off_x = xpos + hex_size()/2;
2689  int off_y = ypos + hex_size()/2;
2690  surface text = font::get_rendered_text(lexical_cast<std::string>(num_images_bg + num_images_fg), font::SIZE_SMALL, font::NORMAL_COLOR);
2691  surface bg(text->w, text->h);
2692  SDL_Rect bg_rect {0, 0, text->w, text->h};
2693  sdl::fill_surface_rect(bg, &bg_rect, 0xaa000000);
2694  off_x -= text->w / 2;
2695  off_y -= text->h / 2;
2696  if (draw_coordinates_) {
2697  off_y += text->h / 2;
2698  }
2699  if (draw_terrain_codes_) {
2700  off_y += text->h / 2;
2701  }
2702  drawing_buffer_add(LAYER_FOG_SHROUD, loc, off_x, off_y, bg);
2703  drawing_buffer_add(LAYER_FOG_SHROUD, loc, off_x, off_y, text);
2704  }
2705  }
2706 
2707  if(debug_foreground) {
2708  drawing_buffer_add(LAYER_UNIT_DEFAULT, loc, xpos, ypos,
2709  image::get_image("terrain/foreground.png", image_type));
2710  }
2711 
2712 }
2713 
2715  return image::TOD_COLORED;
2716 }
2717 
2718 /*void display::draw_sidebar() {
2719 
2720 }*/
2721 
2722 void display::draw_image_for_report(surface& img, SDL_Rect& rect)
2723 {
2724  SDL_Rect visible_area = get_non_transparent_portion(img);
2725  SDL_Rect target = rect;
2726  if(visible_area.x != 0 || visible_area.y != 0 || visible_area.w != img->w || visible_area.h != img->h) {
2727  if(visible_area.w == 0 || visible_area.h == 0) {
2728  return;
2729  }
2730 
2731  if(visible_area.w > rect.w || visible_area.h > rect.h) {
2732  img = get_surface_portion(img,visible_area);
2733  img = scale_surface(img,rect.w,rect.h);
2734  visible_area.x = 0;
2735  visible_area.y = 0;
2736  visible_area.w = img->w;
2737  visible_area.h = img->h;
2738  } else {
2739  target.x = rect.x + (rect.w - visible_area.w)/2;
2740  target.y = rect.y + (rect.h - visible_area.h)/2;
2741  target.w = visible_area.w;
2742  target.h = visible_area.h;
2743  }
2744 
2745  sdl_blit(img,&visible_area,screen_.getSurface(),&target);
2746  } else {
2747  if(img->w != rect.w || img->h != rect.h) {
2748  img = scale_surface(img,rect.w,rect.h);
2749  }
2750 
2751  sdl_blit(img,nullptr,screen_.getSurface(),&target);
2752  }
2753 }
2754 
2755 /**
2756  * Redraws the specified report (if anything has changed).
2757  * If a config is not supplied, it will be generated via
2758  * reports::generate_report().
2759  */
2760 void display::refresh_report(const std::string& report_name, const config * new_cfg)
2761 {
2762  const theme::status_item *item = theme_.get_status_item(report_name);
2763  if (!item) {
2764  reportSurfaces_[report_name] = nullptr;
2765  return;
2766  }
2767 
2768  // Now we will need the config. Generate one if needed.
2769 
2770  boost::optional <events::mouse_handler &> mhb = boost::none;
2771 
2772  if (resources::controller) {
2774  }
2775 
2776  reports::context temp_context = reports::context(*dc_, *this, *resources::tod_manager, wb_.lock(), mhb);
2777 
2778  const config generated_cfg = new_cfg ? config() : reports_object_->generate_report(report_name, temp_context);
2779  if ( new_cfg == nullptr )
2780  new_cfg = &generated_cfg;
2781 
2782  SDL_Rect &rect = reportRects_[report_name];
2783  const SDL_Rect &new_rect = item->location(screen_.screen_area());
2784  surface &surf = reportSurfaces_[report_name];
2785  config &report = reports_[report_name];
2786 
2787  // Report and its location is unchanged since last time. Do nothing.
2788  if (surf && rect == new_rect && report == *new_cfg) {
2789  return;
2790  }
2791 
2792  // Update the config in reports_.
2793  report = *new_cfg;
2794 
2795  if (surf) {
2796  sdl_blit(surf, nullptr, screen_.getSurface(), &rect);
2797  }
2798 
2799  // If the rectangle has just changed, assign the surface to it
2800  if (!surf || new_rect != rect)
2801  {
2802  surf = nullptr;
2803  rect = new_rect;
2804 
2805  // If the rectangle is present, and we are blitting text,
2806  // then we need to backup the surface.
2807  // (Images generally won't need backing up,
2808  // unless they are transparent, but that is done later).
2809  if (rect.w > 0 && rect.h > 0) {
2810  surf = get_surface_portion(screen_.getSurface(), rect);
2811  if (reportSurfaces_[report_name] == nullptr) {
2812  ERR_DP << "Could not backup background for report!" << std::endl;
2813  }
2814  }
2815  }
2816 
2818 
2819  if (report.empty()) return;
2820 
2821  int x = rect.x, y = rect.y;
2822 
2823  // Add prefix, postfix elements.
2824  // Make sure that they get the same tooltip
2825  // as the guys around them.
2826  std::string str = item->prefix();
2827  if (!str.empty()) {
2828  config &e = report.add_child_at("element", config(), 0);
2829  e["text"] = str;
2830  e["tooltip"] = report.child("element")["tooltip"];
2831  }
2832  str = item->postfix();
2833  if (!str.empty()) {
2834  config &e = report.add_child("element");
2835  e["text"] = str;
2836  e["tooltip"] = report.child("element", -1)["tooltip"];
2837  }
2838 
2839  // Loop through and display each report element.
2840  int tallest = 0;
2841  int image_count = 0;
2842  bool used_ellipsis = false;
2843  std::ostringstream ellipsis_tooltip;
2844  SDL_Rect ellipsis_area = rect;
2845 
2846  for (config::const_child_itors elements = report.child_range("element");
2847  elements.begin() != elements.end(); elements.pop_front())
2848  {
2849  SDL_Rect area {x, y, rect.w + rect.x - x, rect.h + rect.y - y};
2850  if (area.h <= 0) break;
2851 
2852  std::string t = elements.front()["text"];
2853  if (!t.empty())
2854  {
2855  if (used_ellipsis) goto skip_element;
2856 
2857  // Draw a text element.
2858  font::pango_text text;
2859  if (item->font_rgb_set()) {
2860  text.set_foreground_color(item->font_rgb());
2861  }
2862  bool eol = false;
2863  if (t[t.size() - 1] == '\n') {
2864  eol = true;
2865  t = t.substr(0, t.size() - 1);
2866  }
2867  text.set_font_size(item->font_size());
2868  text.set_text(t, true);
2869  text.set_maximum_width(area.w);
2870  text.set_maximum_height(area.h, false);
2871  surface s = text.render();
2872 
2873  // check if next element is text with almost no space to show it
2874  const int minimal_text = 12; // width in pixels
2875  config::const_child_iterator ee = elements.begin();
2876  if (!eol && rect.w - (x - rect.x + s->w) < minimal_text &&
2877  ++ee != elements.end() && !(*ee)["text"].empty())
2878  {
2879  // make this element longer to trigger rendering of ellipsis
2880  // (to indicate that next elements have not enough space)
2881  //NOTE this space should be longer than minimal_text pixels
2882  t = t + " ";
2883  text.set_text(t, true);
2884  s = text.render();
2885  // use the area of this element for next tooltips
2886  used_ellipsis = true;
2887  ellipsis_area.x = x;
2888  ellipsis_area.y = y;
2889  ellipsis_area.w = s->w;
2890  ellipsis_area.h = s->h;
2891  }
2892 
2893  screen_.blit_surface(x, y, s);
2894  area.w = s->w;
2895  area.h = s->h;
2896  if (area.h > tallest) {
2897  tallest = area.h;
2898  }
2899  if (eol) {
2900  x = rect.x;
2901  y += tallest;
2902  tallest = 0;
2903  } else {
2904  x += area.w;
2905  }
2906  }
2907  else if (!(t = elements.front()["image"].str()).empty())
2908  {
2909  if (used_ellipsis) goto skip_element;
2910 
2911  // Draw an image element.
2912  surface img(image::get_image(t));
2913 
2914  if (!img) {
2915  ERR_DP << "could not find image for report: '" << t << "'" << std::endl;
2916  continue;
2917  }
2918 
2919  if (area.w < img->w && image_count) {
2920  // We have more than one image, and this one doesn't fit.
2922  used_ellipsis = true;
2923  }
2924 
2925  if (img->w < area.w) area.w = img->w;
2926  if (img->h < area.h) area.h = img->h;
2927  draw_image_for_report(img, area);
2928 
2929  ++image_count;
2930  if (area.h > tallest) {
2931  tallest = area.h;
2932  }
2933 
2934  if (!used_ellipsis) {
2935  x += area.w;
2936  } else {
2937  ellipsis_area = area;
2938  }
2939  }
2940  else
2941  {
2942  // No text nor image, skip this element
2943  continue;
2944  }
2945 
2946  skip_element:
2947  t = elements.front()["tooltip"].t_str().c_str();
2948  if (!t.empty()) {
2949  if (!used_ellipsis) {
2950  tooltips::add_tooltip(area, t, elements.front()["help"].t_str().c_str());
2951  } else {
2952  // Collect all tooltips for the ellipsis.
2953  // TODO: need a better separator
2954  // TODO: assign an action
2955  ellipsis_tooltip << t;
2956  config::const_child_iterator ee = elements.begin();
2957  if (++ee != elements.end())
2958  ellipsis_tooltip << "\n _________\n\n";
2959  }
2960  }
2961  }
2962 
2963  if (used_ellipsis) {
2964  tooltips::add_tooltip(ellipsis_area, ellipsis_tooltip.str());
2965  }
2966 }
2967 
2969 {
2970  DBG_DP << "invalidate_all()\n";
2971  invalidateAll_ = true;
2972  invalidated_.clear();
2973 }
2974 
2976 {
2977  if(invalidateAll_)
2978  return false;
2979 
2980  bool tmp;
2981  tmp = invalidated_.insert(loc).second;
2982  return tmp;
2983 }
2984 
2985 bool display::invalidate(const std::set<map_location>& locs)
2986 {
2987  if(invalidateAll_)
2988  return false;
2989  bool ret = false;
2990  for (const map_location& loc : locs) {
2991  ret = invalidated_.insert(loc).second || ret;
2992  }
2993  return ret;
2994 }
2995 
2996 bool display::propagate_invalidation(const std::set<map_location>& locs)
2997 {
2998  if(invalidateAll_)
2999  return false;
3000 
3001  if(locs.size()<=1)
3002  return false; // propagation never needed
3003 
3004  bool result = false;
3005  {
3006  // search the first hex invalidated (if any)
3007  std::set<map_location>::const_iterator i = locs.begin();
3008  for(; i != locs.end() && invalidated_.count(*i) == 0 ; ++i) {}
3009 
3010  if (i != locs.end()) {
3011 
3012  // propagate invalidation
3013  // 'i' is already in, but I suspect that splitting the range is bad
3014  // especially because locs are often adjacents
3015  size_t previous_size = invalidated_.size();
3016  invalidated_.insert(locs.begin(), locs.end());
3017  result = previous_size < invalidated_.size();
3018  }
3019  }
3020  return result;
3021 }
3022 
3024 {
3026 }
3027 
3028 bool display::invalidate_locations_in_rect(const SDL_Rect& rect)
3029 {
3030  if(invalidateAll_)
3031  return false;
3032 
3033  bool result = false;
3034  for (const map_location &loc : hexes_under_rect(rect)) {
3035  result |= invalidate(loc);
3036  }
3037  return result;
3038 }
3039 
3041  if (get_map().is_village(loc)) {
3042  const int owner = dc_->village_owner(loc);
3043  if (owner >= 0 && flags_[owner].need_update()
3044  && (!fogged(loc) || !dc_->teams()[currentTeam_].is_enemy(owner+1))) {
3045  invalidate(loc);
3046  }
3047  }
3048 }
3049 
3051 {
3054  if (animate_map_) {
3055  for (const map_location &loc : get_visible_hexes())
3056  {
3057  if (shrouded(loc)) continue;
3058  if (builder_->update_animation(loc)) {
3059  invalidate(loc);
3060  } else {
3062  }
3063  }
3064  }
3065 
3066  for(const unit& u : dc_->units()) {
3067  u.anim_comp().refresh();
3068  }
3069  for (const unit* u : *fake_unit_man_) {
3070  u->anim_comp().refresh();
3071  }
3072 
3073 
3074  bool new_inval;
3075  do {
3076  new_inval = false;
3077  for (const unit & u : dc_->units()) {
3078  new_inval |= u.anim_comp().invalidate(*this);
3079  }
3080  for (const unit* u : *fake_unit_man_) {
3081  new_inval |= u->anim_comp().invalidate(*this);
3082  }
3083  } while (new_inval);
3084 }
3085 
3087 {
3088  for(const unit & u : dc_->units()) {
3089  u.anim_comp().set_standing();
3090  }
3091 }
3092 
3094 {
3095  const arrow_path_t & arrow_path = arrow.get_path();
3096  for (const map_location& loc : arrow_path)
3097  {
3098  arrows_map_[loc].push_back(&arrow);
3099  }
3100 }
3101 
3103 {
3104  const arrow_path_t & arrow_path = arrow.get_path();
3105  for (const map_location& loc : arrow_path)
3106  {
3107  arrows_map_[loc].remove(&arrow);
3108  }
3109 }
3110 
3112 {
3113  const arrow_path_t & previous_path = arrow.get_previous_path();
3114  for (const map_location& loc : previous_path)
3115  {
3116  arrows_map_[loc].remove(&arrow);
3117  }
3118  const arrow_path_t & arrow_path = arrow.get_path();
3119  for (const map_location& loc : arrow_path)
3120  {
3121  arrows_map_[loc].push_back(&arrow);
3122  }
3123 }
3124 
3126 {
3127  const SDL_Rect& rect = map_area();
3128  return pixel_position_to_hex(xpos_ + rect.x + rect.w / 2 , ypos_ + rect.y + rect.h / 2 );
3129 }
3130 
3131 void display::write(config& cfg) const
3132 {
3133  cfg["view_locked"] = view_locked_;
3134  cfg["color_adjust_red"] = color_adjust_.r;
3135  cfg["color_adjust_green"] = color_adjust_.g;
3136  cfg["color_adjust_blue"] = color_adjust_.b;
3137  get_middle_location().write(cfg.add_child("location"));
3138 }
3139 
3140 void display::read(const config& cfg)
3141 {
3142  view_locked_ = cfg["view_locked"].to_bool(false);
3143  color_adjust_.r = cfg["color_adjust_red"].to_int(0);
3144  color_adjust_.g = cfg["color_adjust_green"].to_int(0);
3145  color_adjust_.b = cfg["color_adjust_blue"].to_int(0);
3146 }
3147 
3149 {
3150  if (!reach_map_changed_) return;
3151  if (reach_map_.empty() != reach_map_old_.empty()) {
3152  // Invalidate everything except the non-darkened tiles
3153  reach_map &full = reach_map_.empty() ? reach_map_old_ : reach_map_;
3154 
3155  for (const auto& hex : get_visible_hexes()) {
3156  reach_map::iterator reach = full.find(hex);
3157  if (reach == full.end()) {
3158  // Location needs to be darkened or brightened
3159  invalidate(hex);
3160  } else if (reach->second != 1) {
3161  // Number needs to be displayed or cleared
3162  invalidate(hex);
3163  }
3164  }
3165  } else if (!reach_map_.empty()) {
3166  // Invalidate only changes
3167  reach_map::iterator reach, reach_old;
3168  for (reach = reach_map_.begin(); reach != reach_map_.end(); ++reach) {
3169  reach_old = reach_map_old_.find(reach->first);
3170  if (reach_old == reach_map_old_.end()) {
3171  invalidate(reach->first);
3172  } else {
3173  if (reach_old->second != reach->second) {
3174  invalidate(reach->first);
3175  }
3176  reach_map_old_.erase(reach_old);
3177  }
3178  }
3179  for (reach_old = reach_map_old_.begin(); reach_old != reach_map_old_.end(); ++reach_old) {
3180  invalidate(reach_old->first);
3181  }
3182  }
3184  reach_map_changed_ = false;
3185 }
3186 
3187 void display::handle_window_event(const SDL_Event& event) {
3188  if (event.type == SDL_WINDOWEVENT) {
3189  switch (event.window.event) {
3190  case SDL_WINDOWEVENT_RESIZED:
3191  case SDL_WINDOWEVENT_RESTORED:
3192  case SDL_WINDOWEVENT_EXPOSED:
3193  dirty_ = true;
3194 
3195  break;
3196  }
3197  }
3198 
3199 
3200 }
3201 
3202 void display::handle_event(const SDL_Event& event) {
3204  return;
3205  }
3206  if (event.type == DRAW_ALL_EVENT) {
3207  draw();
3208  }
3209 }
3210 
3211 display *display::singleton_ = nullptr;
constexpr const T & clamp(const T &value, const T &min, const T &max)
Definition: general.hpp:31
std::shared_ptr< gui::button > find_action_button(const std::string &id)
Retrieves a pointer to a theme UI button.
Definition: display.cpp:803
std::size_t font_size() const
Definition: theme.hpp:109
play_controller * controller
Definition: resources.cpp:21
TYPE
UNSCALED : image will be drawn "as is" without changing size, even in case of redraw SCALED_TO_ZOOM :...
Definition: picture.hpp:185
void drawing_buffer_commit()
Draws the drawing_buffer_ and clears it.
Definition: display.cpp:1256
int village_owner(const map_location &loc) const
Given the location of a village, will return the 0-based index of the team that currently owns it...
void draw_minimap_units()
Definition: display.cpp:1824
surface get_image(const image::locator &i_locator, TYPE type)
function to get the surface corresponding to an image.
Definition: picture.cpp:875
int zoom_index_
Definition: display.hpp:740
void raise_volatile_undraw_event()
Definition: events.cpp:816
std::string unmoved_color()
Definition: general.cpp:343
void recalculate_shroud()
Definition: label.cpp:277
virtual void pre_draw()
Called near the beginning of each draw() call.
Definition: display.hpp:670
bool discard_previous
An announcement according these options should replace the previous announce (typical of fast announc...
Definition: display.hpp:598
virtual SDL_Rect & location(const SDL_Rect &screen) const
Definition: theme.cpp:317
draw_layering(const bool auto_join=true)
Definition: video.cpp:49
const std::string & icon() const
Definition: theme.hpp:105
bool is_odd(T num)
Definition: math.hpp:34
virtual void select_hex(map_location hex)
Definition: display.cpp:1588
config & child(config_key_type key, int n=0)
Returns the nth child with the given key, or a reference to an invalid config if there is none...
Definition: config.cpp:420
::tod_manager * tod_manager
Definition: resources.cpp:29
Arrows destined to be drawn on the map.
int h() const
Effective map height.
Definition: map.hpp:128
reports * reports_object_
Definition: display.hpp:756
unit_iterator end()
Definition: map.hpp:415
bool update_locked() const
Whether the screen has been &#39;locked&#39; or not.
Definition: video.cpp:344
bool minimap_draw_units()
Definition: general.cpp:923
void write(config &cfg) const
Definition: display.cpp:3131
virtual void handle_window_event(const SDL_Event &event)
Definition: display.cpp:3187
hotkey::command_executor * get_hotkey_command_executor() override
Optionally get a command executor to handle context menu events.
static display * get_singleton()
Returns the display object if a display object exists.
Definition: display.hpp:88
bool show_fps()
Definition: general.cpp:963
const team & get_team(int side) const
void invalidate_game_status()
Function to invalidate the game status displayed on the sidebar.
Definition: display.hpp:291
Small struct to store and manipulate ToD color adjusts.
Definition: time_of_day.hpp:28
void adjust_color_overlay(int r, int g, int b)
Add r,g,b to the colors for all images displayed on the map.
Definition: display.cpp:441
const arrow_path_t & get_path() const
Definition: arrow.cpp:120
#define DefaultZoom
Definition: display.cpp:76
std::string image_mask
The image that is to be laid over all images while this time of day lasts.
Definition: time_of_day.hpp:97
void get_adjacent_tiles(const map_location &a, map_location *res)
Function which, given a location, will place all adjacent locations in res.
Definition: location.cpp:517
void invalidate_animations()
Function to invalidate animated terrains and units which may have changed.
Definition: display.cpp:3050
#define ERR_DP
Definition: display.cpp:69
virtual void draw_sidebar()
Called near the end of a draw operation, derived classes can use this to render a specific sidebar...
Definition: display.hpp:713
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:2975
color_t font_rgb() const
Definition: theme.hpp:110
static int hex_size()
Function which returns the size of a hex in pixels (from top tip to bottom tip or left edge to right ...
Definition: display.hpp:255
void draw_wrap(bool update, bool force)
Definition: display.cpp:1660
void flip()
Definition: display.cpp:1309
This class represents a single unit of a specific type.
Definition: unit.hpp:99
bool animate_water_
Local version of preferences::animate_water, used to detect when it&#39;s changed.
Definition: display.hpp:794
virtual void notify_observers()
tod_color color
The color modifications that should be made to the game board to reflect the time of day...
static void toggle_benchmark()
Toggle to continuously redraw the screen.
Definition: display.cpp:1299
CKey keys_
Definition: display.hpp:788
bool set_text(const std::string &text, const bool markedup)
Sets the text to render.
Definition: text.cpp:283
void set_clip_rect(const SDL_Rect &r)
bool set_zoom(bool increase)
Zooms the display in (true) or out (false).
Definition: display.cpp:1983
void change_display_context(const display_context *dc)
Definition: display.cpp:486
const map_location hex_clicked_on(int x, int y) const
given x,y co-ordinates of an onscreen pixel, will return the location of the hex that this pixel corr...
Definition: display.cpp:570
boost::circular_buffer< unsigned > frametimes_
Definition: display.hpp:767
bool rects_overlap(const SDL_Rect &rect1, const SDL_Rect &rect2)
Tests whether two rectangles overlap.
Definition: rect.cpp:33
int ypos_
Definition: display.hpp:736
void set_team_colors(const std::vector< std::string > *colors)
set the team colors used by the TC image modification use a vector with one string for each team usin...
Definition: picture.cpp:714
bool reach_map_changed_
Definition: display.hpp:1027
static double get_zoom_factor()
Returns the current zoom factor.
Definition: display.hpp:258
drawing_buffer drawing_buffer_
Definition: display.hpp:969
void set_playing_team(std::size_t team)
set_playing_team sets the team whose turn it currently is
Definition: display.cpp:392
surface reverse_image(const surface &surf)
function to reverse an image.
Definition: picture.cpp:1048
void draw_init()
Initiate a redraw.
Definition: display.cpp:1621
void set_default_zoom()
Sets the zoom amount to the default.
Definition: display.cpp:2051
void set_idle_anim_rate(int rate)
Definition: display.cpp:2370
const map_location pixel_position_to_hex(int x, int y) const
given x,y co-ordinates of a pixel on the map, will return the location of the hex that this pixel cor...
Definition: display.cpp:585
void scroll_floating_labels(double xmove, double ymove)
moves all floating labels that have &#39;scroll_mode&#39; set to ANCHOR_LABEL_MAP
#define a
int draw_delay()
Definition: general.cpp:973
Definition: video.hpp:31
bool minimap_movement_coding()
Definition: general.cpp:903
std::map< std::string, SDL_Rect > reportRects_
Definition: display.hpp:774
void draw_all_panels()
redraw all panels associated with the map display
Definition: display.cpp:1443
void render_image(int x, int y, const display::drawing_layer drawing_layer, const map_location &loc, surface image, bool hreverse=false, bool greyscale=false, fixed_t alpha=ftofxp(1.0), color_t blendto={0, 0, 0}, double blend_ratio=0, double submerged=0.0, bool vreverse=false)
Draw an image at a certain location.
Definition: display.cpp:1520
bool in_dialog()
Definition: show_dialog.cpp:56
virtual void draw_invalidated()
Only called when there&#39;s actual redrawing to do.
Definition: display.cpp:2509
map_location mouseoverHex_
Definition: display.hpp:787
void flip()
Renders the screen.
Definition: video.cpp:324
void init_flags()
Init the flag list and the team colors used by ~TC.
Definition: display.cpp:273
Manages a list of fake units for the display object.
Mouseover overlay used by editor.
Definition: display.hpp:821
virtual void draw_hex(const map_location &hex)
Definition: arrow.cpp:136
child_itors child_range(config_key_type key)
Definition: config.cpp:362
static void draw_background(surface screen, const SDL_Rect &area, const std::string &image)
Definition: display.cpp:1464
std::string id
Definition: time_of_day.hpp:91
void lock_updates(bool value)
Stop the screen being redrawn.
Definition: video.cpp:335
bool draw_coordinates_
Debug flag - overlay x,y coords on tiles.
Definition: display.hpp:1049
const SDL_Rect & map_area() const
Returns the area used for the map.
Definition: display.cpp:533
int scroll_speed()
Definition: general.cpp:859
void remove_floating_label(int handle)
removes the floating label given by &#39;handle&#39; from the screen
void redraw_everything()
Invalidates entire screen, including all tiles and sidebar.
Definition: display.cpp:2375
static lg::log_domain log_display("display")
int fps_handle_
Handle for the label which displays frames per second.
Definition: display.hpp:1036
bool show_everything() const
Definition: display.hpp:90
The class terrain_builder is constructed from a config object, and a gamemap object.
Definition: builder.hpp:45
map_location minimap_location_on(int x, int y)
given x,y co-ordinates of the mouse, will return the location of the hex in the minimap that the mous...
Definition: display.cpp:731
void fill_surface_rect(surface &dst, SDL_Rect *dst_rect, const uint32_t color)
Fill a rectangle on a given surface.
Definition: rect.hpp:114
void reset_halo_manager()
Definition: display.cpp:492
void add_frame(int duration, const T &value, bool force_change=false)
Adds a frame to an animation.
int viewing_side() const
Definition: display.hpp:103
reach_map reach_map_
Definition: display.hpp:1025
bool non_interactive() const
Definition: video.cpp:135
SDL_Rect intersect_rects(const SDL_Rect &rect1, const SDL_Rect &rect2)
Calculates the intersection of two rectangles.
Definition: rect.cpp:39
#define h
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
iterator & operator++()
increment y first, then when reaching bottom, increment x
Definition: display.cpp:637
std::vector< std::function< void(display &)> > redraw_observers_
Definition: display.hpp:1046
bool on_board(const map_location &loc) const
Tell if a location is on the map.
Definition: map.cpp:377
#define MaxZoom
Definition: display.cpp:79
map_location selectedHex_
Definition: display.hpp:786
void set_font_size(int font_size)
const std::vector< std::string > items
CVideo & screen_
Definition: display.hpp:733
surface scale_surface(const surface &surf, int w, int h)
Scale a surface using alpha-weighted modified bilinear filtering Note: causes artifacts with alpha gr...
Definition: utils.cpp:196
static display * singleton_
Definition: display.hpp:1065
void blit_surface(int x, int y, surface surf, SDL_Rect *srcrect=nullptr, SDL_Rect *clip_rect=nullptr)
Draws a surface directly onto the screen framebuffer.
Definition: video.cpp:163
#define d
virtual void draw()
Draws invalidated items.
Definition: display.cpp:2436
surface blend_surface(const surface &surf, const double amount, const color_t color)
Blends a surface with a color.
Definition: utils.cpp:1716
bool animate_water()
Definition: general.cpp:898
const int SIZE_PLUS
Definition: constants.cpp:26
Top half part of grid image.
Definition: display.hpp:820
surface get_surface_portion(const surface &src, SDL_Rect &area)
Get a portion of the screen.
Definition: utils.cpp:2157
void enable_menu(const std::string &item, bool enable)
Finds the menu which has a given item in it, and enables or disables it.
Definition: display.cpp:1730
Rectangular area of hexes, allowing to decide how the top and bottom edges handles the vertical shift...
Definition: display.hpp:301
an object to leave the synced context during draw or unsynced wml items when we don’t know whether w...
surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::map< map_location, unsigned int > *reach_map, bool ignore_terrain_disabled)
function to create the minimap for a given map the surface returned must be freed by the user ...
Definition: minimap.cpp:39
const std::vector< label > & labels() const
Definition: theme.hpp:250
-file sdl_utils.hpp
static unsigned int zoom_
Definition: display.hpp:739
void clear_redraw_observers()
Clear the redraw observers.
Definition: display.cpp:2431
const SDL_Rect & minimap_area() const
mapx is the width of the portion of the display which shows the game area.
Definition: display.hpp:214
drawing_layer
The layers to render something on.
Definition: display.hpp:815
virtual const gamemap & map() const =0
std::vector< std::string > split(const std::string &val, const char c, const int flags)
Splits a (comma-)separated string into a vector of pieces.
std::vector< surface > get_fog_shroud_images(const map_location &loc, image::TYPE image_type)
Definition: display.cpp:939
void reset_standing_animations()
Definition: display.cpp:3086
void remove_arrow(arrow &)
Definition: display.cpp:3102
surface clone() const
Makes a copy of this surface.
Definition: surface.cpp:75
surface & getSurface()
Returns a reference to the framebuffer.
Definition: video.cpp:459
bool panelsDrawn_
Definition: display.hpp:751
#define DBG_DP
Definition: display.cpp:71
void draw_centered_on_background(surface surf, const SDL_Rect &rect, const color_t &color, surface target)
Definition: utils.cpp:2272
surface tod_hex_mask2
Definition: display.hpp:782
SDL_Rect get_non_transparent_portion(const surface &surf)
Definition: utils.cpp:2203
void init_flags_for_side_internal(std::size_t side, const std::string &side_color)
Definition: display.cpp:300
void update_display()
Copy the backbuffer to the framebuffer.
Definition: display.cpp:1332
std::vector< map_location > arrow_path_t
Definition: arrow.hpp:24
Unit and team statistics.
very simple iterator to walk into the rect_of_hexes
Definition: display.hpp:308
iterator begin() const
Definition: display.cpp:650
const rect_of_hexes get_visible_hexes() const
Returns the rectangular area of visible hexes.
Definition: display.hpp:338
surface submerge_alpha(const surface &surf, int depth, float alpha_base, float alpha_delta)
Progressively reduce alpha of bottom part of the surface.
Definition: utils.cpp:1248
std::vector< std::shared_ptr< gui::button > > action_buttons_
Definition: display.hpp:777
map_location loc_
surface map_screenshot_surf_
Definition: display.hpp:1044
void clear_tooltips()
Definition: tooltips.cpp:120
virtual bool in_editor() const
Definition: display.hpp:202
bool team_valid() const
Definition: display.cpp:706
#define b
const theme::action * action_pressed()
Definition: display.cpp:1698
bool show_haloes()
Definition: game.cpp:874
const int SIZE_XLARGE
Definition: constants.cpp:29
const std::string & text() const
Definition: theme.hpp:103
std::vector< std::string > shroud_images_
Definition: display.hpp:784
void draw_image_for_report(surface &img, SDL_Rect &rect)
Definition: display.cpp:2722
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
bool exists(const image::locator &i_locator)
returns true if the given image actually exists, without loading it.
Definition: picture.cpp:1070
void blindfold(bool flag)
Definition: display.cpp:502
static const char * name(const std::vector< SDL_Joystick *> &joysticks, const std::size_t index)
Definition: joystick.cpp:48
events::generic_event complete_redraw_event_
notify observers that the screen has been redrawn completely atm this is used for replay_controller t...
Definition: display.hpp:765
void parse_team_overlays()
Check the overlay_map for proper team-specific overlays to be displayed/hidden.
Definition: display.cpp:92
const config & options()
Definition: game.cpp:582
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
surface flop_surface(const surface &surf)
Definition: utils.cpp:1980
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:86
const std::string & id() const
Gets this unit&#39;s id.
Definition: unit.hpp:343
uint32_t last_frame_finished_
Definition: display.hpp:771
void adjust_surface_alpha(surface &surf, fixed_t amount)
Definition: utils.cpp:1086
void get_terrain_images(const map_location &loc, const std::string &timeid, TERRAIN_TYPE terrain_type)
Definition: display.cpp:1028
const arrow_path_t & get_previous_path() const
Definition: arrow.cpp:125
double turbo_speed() const
Definition: display.cpp:2356
static bool zoom_at_max()
Definition: display.cpp:1973
void draw_minimap()
Definition: display.cpp:1764
light_string get_light_string(int op, int r, int g, int b)
return light_string of one light operation(see above)
Definition: picture.cpp:602
const std::string & prefix() const
Definition: theme.hpp:127
void new_animation_frame()
Definition: animated.cpp:30
static unsigned calculate_fps(unsigned frametime)
Definition: display.cpp:1327
static bool outside_area(const SDL_Rect &area, const int x, const int y)
Check if the bbox of the hex at x,y has pixels outside the area rectangle.
Definition: display.cpp:561
bool tile_fully_on_screen(const map_location &loc) const
Check if a tile is fully visible on screen.
Definition: display.cpp:2063
const theme::menu * menu_pressed()
Definition: display.cpp:1714
Arrows destined to be drawn on the map.
Definition: arrow.hpp:29
surface screenshot(bool map_screenshot=false)
Capture a (map-)screenshot into a surface.
Definition: display.cpp:761
std::string theme()
Definition: game.cpp:832
void set_lifetime(int lifetime)
bool font_rgb_set() const
Definition: theme.hpp:111
bool invalidate_visible_locations_in_rect(const SDL_Rect &rect)
Definition: display.cpp:3023
void recalculate_minimap()
Schedule the minimap for recalculation.
Definition: display.hpp:616
void scroll_to_xy(int screenxpos, int screenypos, SCROLL_TYPE scroll_type, bool force=true)
Definition: display.cpp:2080
config & add_child_at(config_key_type key, const config &val, unsigned index)
Definition: config.cpp:508
bool valid() const
Definition: location.hpp:93
bool map_screenshot_
Used to indicate to drawing functions that we are doing a map screenshot.
Definition: display.hpp:1010
void draw_rectangle(const SDL_Rect &rect, const color_t &color)
Draw a rectangle outline.
Definition: rect.cpp:57
arrows_map_t arrows_map_
Maps the list of arrows for each location.
Definition: display.hpp:1058
virtual image::TYPE get_image_type(const map_location &loc)
Definition: display.cpp:2714
bool idle_anim() const
Definition: display.hpp:492
const std::unique_ptr< map_labels > map_labels_
Definition: display.hpp:755
int xpos_
Definition: display.hpp:736
config generate_report(const std::string &name, context &ct, bool only_static=false)
Definition: reports.cpp:1739
pango_text & set_font_size(const unsigned font_size)
Definition: text.cpp:331
void update_tod(const time_of_day *tod_override=nullptr)
Applies r,g,b coloring to the map.
Definition: display.cpp:430
void render_buttons()
Definition: display.cpp:909
bool dirty_
Definition: display.hpp:1062
std::string background_image
Definition: theme.hpp:87
bool idle_anim_
Definition: display.hpp:1041
SDL_Rect minimap_location_
Definition: display.hpp:745
double size
Definition: theme.hpp:85
void set_zoom(unsigned int amount)
sets the amount scaled images should be scaled.
Definition: picture.cpp:728
TERRAIN_TYPE
Used as a parameter for the get_terrain_at function.
Definition: builder.hpp:49
display(const display_context *dc, std::weak_ptr< wb::manager > wb, reports &reports_object, const config &theme_cfg, const config &level, bool auto_join=true)
Definition: display.cpp:143
std::string grid_bottom
tod_color color_adjust_
Definition: display.hpp:1060
uint8_t r
Red value.
Definition: color.hpp:177
fake_unit_manager * fake_units
Definition: resources.cpp:30
bool is_enemy(int n) const
Definition: team.hpp:243
void draw_text_in_hex(const map_location &loc, const drawing_layer layer, const std::string &text, std::size_t font_size, color_t color, double x_in_hex=0.5, double y_in_hex=0.5)
Draw text on a hex.
Definition: display.cpp:1491
void bounds_check_position()
Definition: display.cpp:2312
virtual void post_draw()
Called at the very end of each draw() call.
Definition: display.hpp:677
Modify, read and display user preferences.
bool font_rgb_set() const
Definition: theme.hpp:135
bool invalidateGameStatus_
Definition: display.hpp:754
#define MinZoom
Definition: display.cpp:78
void set_position(double xpos, double ypos)
void update_arrow(arrow &a)
Called by arrow objects when they change.
Definition: display.cpp:3111
map_display and display: classes which take care of displaying the map and game-data on the screen...
unsigned int fps_actual_
Definition: display.hpp:770
virtual const unit_map & units() const =0
void add_overlay(const map_location &loc, const std::string &image, const std::string &halo="", const std::string &team_name="", const std::string &item_id="", bool visible_under_fog=true, float z_order=0)
Functions to add and remove overlays from locations.
Definition: display.cpp:111
bool animate_map()
Definition: general.cpp:893
std::string shroud_prefix
Definition: game_config.cpp:71
void create_buttons()
Definition: display.cpp:850
const std::string & get_id() const
Definition: theme.hpp:50
std::array< map_location, 6 > adjacent_loc_array_t
Definition: location.hpp:170
const color_t YELLOW_COLOR
static const std::string & get_direction(std::size_t n)
Definition: display.cpp:933
const rect_of_hexes hexes_under_rect(const SDL_Rect &r) const
Return the rectangular area of hexes overlapped by r (r is in screen coordinates) ...
Definition: display.cpp:659
void invalidate_all()
Function to invalidate all tiles.
Definition: display.cpp:2968
void layout_buttons()
Definition: display.cpp:823
int invalidated_hexes_
Count work done for the debug info displayed under fps.
Definition: display.hpp:1038
bool draw_terrain_codes_
Debug flag - overlay terrain codes on tiles.
Definition: display.hpp:1051
int32_t fixed_t
Definition: math.hpp:292
void pump()
Definition: events.cpp:475
const color_t NORMAL_COLOR
bool fogged(const map_location &loc) const
Returns true if location (x,y) is covered in fog.
Definition: display.cpp:716
bool point_in_rect(int x, int y, const SDL_Rect &rect)
Tests whether a point is inside a rectangle.
Definition: rect.cpp:22
static int hex_width()
Function which returns the width of a hex in pixels, up to where the next hex starts.
Definition: display.hpp:249
lu_byte right
Definition: lparser.cpp:1027
std::string flag_rgb
static unsigned int last_zoom_
Definition: display.hpp:741
Fog and shroud.
Definition: display.hpp:844
void set_color_adjustment(int r, int g, int b)
will make all scaled images have these rgb values added to all their pixels.
Definition: picture.cpp:700
std::unique_ptr< halo::manager > halo_man_
Definition: display.hpp:657
#define ftofxp(x)
IN: float or int - OUT: fixed_t.
Definition: math.hpp:297
int idle_anim_rate()
Definition: general.cpp:465
Encapsulates the map of the game.
Definition: location.hpp:42
void set_color(const color_t &color)
void set_team(const team *)
Definition: label.cpp:138
bool shrouded(const map_location &loc) const
Returns true if location (x,y) is covered in shroud.
Definition: display.cpp:711
boost::iterator_range< const_child_iterator > const_child_itors
Definition: config.hpp:238
#define DRAW_ALL_EVENT
Definition: events.hpp:29
void reinit_flags_for_side(std::size_t side)
Rebuild the flag list (not team colors) for a single side.
Definition: display.cpp:290
unit_iterator find(std::size_t id)
Definition: map.cpp:311
void process_reachmap_changes()
Definition: display.cpp:3148
bool faked() const
Definition: video.hpp:60
const border_t & border() const
Definition: theme.hpp:280
Definition: video.cpp:45
void recalculate_labels()
Definition: label.cpp:244
int w() const
Effective map width.
Definition: map.hpp:125
virtual void handle_event(const SDL_Event &)
Definition: display.cpp:3202
surface & get_screen_surface()
return the screen surface or the surface used for map_screenshot.
Definition: display.hpp:199
surface tod_hex_mask1
Definition: display.hpp:782
const color_t BLACK_COLOR
virtual overlay_map & get_overlays()=0
std::string allied_color()
Definition: general.cpp:303
std::size_t i
Definition: function.cpp:933
virtual const std::vector< team > & teams() const =0
int current_refresh_rate() const
Definition: video.hpp:147
bool is_blindfolded() const
Definition: display.cpp:510
bool show_border
Definition: theme.hpp:90
void scroll_to_tile(const map_location &loc, SCROLL_TYPE scroll_type=ONSCREEN, bool check_fogged=true, bool force=true)
Scroll such that location loc is on-screen.
Definition: display.cpp:2159
void announce(const std::string &msg, const color_t &color=font::GOOD_COLOR, const announce_options &options=announce_options())
Announce a message prominently.
Definition: display.cpp:1748
virtual void highlight_hex(map_location hex)
Definition: display.cpp:1596
Holds options for calls to function &#39;announce&#39; (announce).
Definition: display.hpp:588
std::size_t activeTeam_
Definition: display.hpp:886
const std::string & postfix() const
Definition: theme.hpp:128
std::vector< std::shared_ptr< gui::button > > menu_buttons_
Definition: display.hpp:777
std::string moved_color()
Definition: general.cpp:333
void set_diagnostic(const std::string &msg)
Definition: display.cpp:1603
void scroll_to_tiles(map_location loc1, map_location loc2, SCROLL_TYPE scroll_type=ONSCREEN, bool check_fogged=true, double add_spacing=0.0, bool force=true)
Scroll such that location loc1 is on-screen.
Definition: display.cpp:2171
void invalidate_animations_location(const map_location &loc)
Per-location invalidation called by invalidate_animations() Extra game per-location invalidation (vil...
Definition: display.cpp:3040
default layer for drawing units
Definition: display.hpp:826
map_location get_middle_location() const
Definition: display.cpp:3125
static map_location::DIRECTION s
std::vector< std::string > names
Definition: build_info.cpp:56
unsigned int fps_counter_
Definition: display.hpp:768
virtual ~display()
Definition: display.cpp:252
double g
Definition: astarsearch.cpp:64
color_t font_rgb() const
Definition: theme.hpp:134
std::size_t playing_team() const
The playing team is the team whose turn it is.
Definition: display.hpp:97
bool draw_num_of_bitmaps_
Debug flag - overlay number of bitmaps on tiles.
Definition: display.hpp:1053
bool redraw_background_
Definition: display.hpp:747
void read(const config &cfg)
Definition: display.cpp:3140
bool dont_show_all_
Definition: display.hpp:735
int get_location_y(const map_location &loc) const
Definition: display.cpp:726
std::basic_string< signed char > light_string
light_string store colors info of central and adjacent hexes.
Definition: picture.hpp:143
const SDL_Rect & map_outside_area() const
Returns the available area for a map, this may differ from the above.
Definition: display.hpp:237
Helper structure for rendering the terrains.
Definition: display.hpp:929
void undraw_floating_labels(surface screen)
void raise_volatile_draw_event()
Definition: events.cpp:798
surface get_rendered_text(const std::string &str, int size, const color_t &color, int style)
Definition: sdl_ttf.cpp:333
int add_floating_label(const floating_label &flabel)
add a label floating on the screen above everything else.
const std::string & image() const
Definition: theme.hpp:152
bool tile_nearly_on_screen(const map_location &loc) const
Checks if location loc or one of the adjacent tiles is visible on screen.
Definition: display.cpp:2070
bool invalidate_locations_in_rect(const SDL_Rect &rect)
invalidate all hexes under the rectangle rect (in screen coordinates)
Definition: display.cpp:3028
Layer for the terrain drawn in front of the unit.
Definition: display.hpp:827
bool add_exclusive_draw(const map_location &loc, unit &unit)
Allows a unit to request to be the only one drawn in its hex.
Definition: display.cpp:399
virtual void draw_hex(const map_location &loc)
Redraws a single gamemap location.
Definition: display.cpp:2546
Represents terrains which are to be drawn in front of them.
Definition: builder.hpp:54
static bool zoom_at_min()
Definition: display.cpp:1978
int w
const menu * get_menu_item(const std::string &key) const
Definition: theme.cpp:957
Used for the bottom half part of grid image.
Definition: display.hpp:831
theme theme_
Definition: display.hpp:738
virtual const SDL_Rect & get_clip_rect()
Get the clipping rectangle for drawing.
Definition: display.cpp:2504
const bool & debug
bool view_locked_
Definition: display.hpp:737
surface mouseover_hex_overlay_
Definition: display.hpp:779
const std::vector< action > & actions() const
Definition: theme.hpp:253
Definitions for the terrain builder.
std::size_t index(const std::string &str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:71
surface greyscale_image(const surface &surf)
Definition: utils.cpp:640
Represents terrains which are to be drawn behind unit sprites.
Definition: builder.hpp:50
Layer for the terrain drawn behind the unit.
Definition: display.hpp:816
config & add_child(config_key_type key)
Definition: config.cpp:476
std::vector< std::string > fog_images_
Definition: display.hpp:783
Text class.
Definition: text.hpp:74
std::chrono::seconds fps_start_
Definition: display.hpp:769
std::vector< animated< image::locator > > imagelist
A shorthand typedef for a list of animated image locators, the base data type returned by the get_ter...
Definition: builder.hpp:72
void set_team(std::size_t team, bool observe=false)
Sets the team controlled by the player using the computer.
Definition: display.cpp:373
surface get_lighted_image(const image::locator &i_locator, const light_string &ls, TYPE type)
function to get the surface corresponding to an image.
Definition: picture.cpp:948
const status_item * get_status_item(const std::string &item) const
Definition: theme.cpp:916
SDL_Rect create_rect(const int x, const int y, const int w, const int h)
Creates an SDL_Rect with the given dimensions.
Definition: rect.hpp:39
std::map< map_location, unsigned int > reach_map
Definition: display.hpp:1024
bool redrawMinimap_
Definition: display.hpp:746
bool set_resolution(const SDL_Rect &screen)
Definition: theme.cpp:614
std::string partial_color()
Definition: general.cpp:353
Definition: display.hpp:44
void drawing_buffer_add(const drawing_layer layer, const map_location &loc, int x, int y, const surface &surf, const SDL_Rect &clip=SDL_Rect())
Add an item to the drawing buffer.
Definition: display.cpp:1177
pango_text & set_maximum_width(int width)
Definition: text.cpp:364
const std::vector< team > & get_teams() const
Definition: display.hpp:94
static color_t get_minimap_color(int side)
Definition: team.cpp:945
reach_map reach_map_old_
Definition: display.hpp:1026
int get_location_x(const map_location &loc) const
Functions to get the on-screen positions of hexes.
Definition: display.cpp:721
const gamemap & get_map() const
Definition: display.hpp:92
events::mouse_handler & get_mouse_handler_base() override
Get a reference to a mouse handler member a derived class uses.
virtual void post_commit()
Hook for actions to take right after draw() calls drawing_buffer_commit No action here by default...
Definition: display.hpp:697
exclusive_unit_draw_requests_t exclusive_unit_draw_requests_
map of hexes where only one unit should be drawn, the one identified by the associated id string ...
Definition: display.hpp:662
bool invalidateAll_
Definition: display.hpp:748
void redraw_unit(const unit &u) const
draw a unit.
Definition: drawer.cpp:59
events::generic_event scroll_event_
Event raised when the map is being scrolled.
Definition: display.hpp:759
iterator end() const
Definition: display.cpp:654
#define f
int lifetime
Lifetime measured in frames.
Definition: display.hpp:591
double t
Definition: astarsearch.cpp:64
void reload_map()
Updates internals that cache map size.
Definition: display.cpp:480
color_t rep() const
High-contrast shade, intended for the minimap markers.
Definition: color_range.hpp:96
constexpr const SDL_Rect empty_rect
Definition: rect.hpp:31
std::map< std::string, surface > reportSurfaces_
Definition: display.hpp:775
std::set< map_location > invalidated_
Definition: display.hpp:778
bool find(E event, F functor)
Tests whether an event handler is available.
unsigned int tile_size
Definition: game_config.cpp:68
lu_byte left
Definition: lparser.cpp:1026
void drawing_buffer_clear()
Clears the drawing buffer.
Definition: display.cpp:1294
std::map< std::string, config > reports_
Definition: display.hpp:776
const display_context * dc_
Definition: display.hpp:656
surface brighten_image(const surface &surf, fixed_t amount)
Definition: utils.cpp:1044
std::size_t viewing_team() const
The viewing team is the team currently viewing the game.
Definition: display.hpp:102
surface tile_surface(const surface &surf, int w, int h, bool centered)
Tile a surface.
Definition: utils.cpp:552
SDL_Rect draw_text(surface &dst, const SDL_Rect &area, int size, const color_t &color, const std::string &txt, int x, int y, bool use_tooltips, int style)
Function to draw text on a surface.
const color_range & color_info(const std::string &name)
std::vector< surface > terrain_image_vector_
Definition: display.hpp:806
this module manages the cache of images.
double idle_anim_rate_
Definition: display.hpp:1042
void fill_rectangle(const SDL_Rect &rect, const color_t &color)
Draws a filled rectangle.
Definition: rect.cpp:65
int drawn_hexes_
Definition: display.hpp:1039
Standard logging facilities (interface).
double turbo_speed_
Definition: display.hpp:752
static gui::button::TYPE string_to_button_type(std::string type)
Definition: display.cpp:923
int diagnostic_label_
Definition: display.hpp:750
void add_redraw_observer(std::function< void(display &)> f)
Adds a redraw observer, a function object to be called when redraw_everything is used.
Definition: display.cpp:2426
CVideo & video()
Gets the underlying screen object.
Definition: display.hpp:196
std::string ellipsis
std::size_t font_size() const
Definition: theme.hpp:133
EXIT_STATUS start(const std::string &filename, bool take_screenshot, const std::string &screenshot_filename)
Main interface for launching the editor from the title screen.
Definition: editor_main.cpp:28
static void draw_label(CVideo &video, surface target, const theme::label &label)
Definition: display.cpp:1404
bool scroll_to_action()
Definition: general.cpp:363
map_labels & labels()
Definition: display.cpp:2494
const std::vector< menu > & menus() const
Definition: theme.hpp:251
#define e
static void fill_images_list(const std::string &prefix, std::vector< std::string > &images)
Definition: display.cpp:447
const std::unique_ptr< fake_unit_manager > fake_unit_man_
Definition: display.hpp:742
#define SmallZoom
Definition: display.cpp:77
#define final_zoom_index
Definition: display.cpp:75
std::vector< animated< image::locator > > flags_
Animated flags for each team.
Definition: display.hpp:802
const config & child_or_empty(config_key_type key) const
Returns the first child with the given key, or an empty config if there is none.
Definition: config.cpp:453
surface & render()
Returns the rendered text.
Definition: text.cpp:90
pango_text & set_maximum_height(int height, bool multiline)
Definition: text.cpp:391
#define zoom_levels
Definition: display.cpp:74
std::string team_name
Definition: overlay.hpp:53
void sdl_blit(const surface &src, SDL_Rect *src_rect, surface &dst, SDL_Rect *dst_rect)
Definition: utils.hpp:33
static void draw_panel(CVideo &video, const theme::panel &panel, std::vector< std::shared_ptr< gui::button >> &)
Definition: display.cpp:1383
uint8_t g
Green value.
Definition: color.hpp:180
uint8_t b
Blue value.
Definition: color.hpp:183
virtual const time_of_day & get_time_of_day(const map_location &loc=map_location::null_location()) const
Definition: display.cpp:424
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:92
mock_char c
void remove_single_overlay(const map_location &loc, const std::string &toDelete)
remove_single_overlay will remove a single overlay from a tile
Definition: display.cpp:131
SDL_Rect screen_area(bool as_pixels=true) const
Returns the current window renderer area, either in pixels or screen coordinates. ...
Definition: video.cpp:286
surface get_flag(const map_location &loc)
Definition: display.cpp:353
pango_text & set_foreground_color(const color_t &color)
Definition: text.cpp:354
const int font_size
Definition: button.cpp:40
static map_location::DIRECTION n
std::shared_ptr< halo_record > handle
Definition: halo.hpp:31
int add_tooltip(const SDL_Rect &rect, const std::string &message, const std::string &action, bool use_markup, const surface &foreground)
Definition: tooltips.cpp:175
bool scroll(int xmov, int ymov, bool force=false)
Scrolls the display by xmov,ymov pixels.
Definition: display.cpp:1879
bool turbo_
Definition: display.hpp:753
void add_arrow(arrow &)
Definition: display.cpp:3093
void remove_overlay(const map_location &loc)
remove_overlay will remove all overlays on a tile.
Definition: display.cpp:126
bool animate_map_
Local cache for preferences::animate_map, since it is constantly queried.
Definition: display.hpp:791
const SDL_Rect & max_map_area() const
Returns the maximum area used for the map regardless to resolution and view size. ...
Definition: display.cpp:516
static rng & default_instance()
Definition: random.cpp:73
#define LOG_DP
Definition: display.cpp:70
const std::vector< panel > & panels() const
Definition: theme.hpp:249
static void toggle_debug_foreground()
Toggle to debug foreground terrain.
Definition: display.cpp:1304
std::string grid_top
const std::unique_ptr< terrain_builder > builder_
Definition: display.hpp:743
static const std::string & get_variant(const std::vector< std::string > &variants, const map_location &loc)
Definition: display.cpp:469
void invalidate_theme()
Definition: display.hpp:402
std::string::const_iterator iterator
Definition: tokenizer.hpp:24
std::string fog_prefix
Definition: game_config.cpp:71
bool empty() const
Definition: config.cpp:884
void refresh_report(const std::string &report_name, const config *new_cfg=nullptr)
Redraws the specified report (if anything has changed).
Definition: display.cpp:2760
std::string enemy_color()
Definition: general.cpp:323
std::weak_ptr< wb::manager > wb_
Definition: display.hpp:658
std::shared_ptr< gui::button > find_menu_button(const std::string &id)
Definition: display.cpp:813
Definition: display.hpp:48
void set_theme(config theme_cfg)
Definition: display.cpp:262
int blindfold_ctr_
Definition: display.hpp:652
const std::string & team_name() const
Definition: team.hpp:296
void draw_floating_labels(surface screen)
TERRAIN_TYPE
Definition: display.hpp:717
bool grid_
Definition: display.hpp:749
std::vector< std::string > square_parenthetical_split(const std::string &val, const char separator, const std::string &left, const std::string &right, const int flags)
Similar to parenthetical_split, but also expands embedded square brackets.
int get_end_time() const
std::string remove_exclusive_draw(const map_location &loc)
Cancels an exclusive draw request.
Definition: display.cpp:412
const int SIZE_SMALL
Definition: constants.cpp:23
std::pair< std::string, unsigned > item
Definition: help_impl.hpp:371
const color_t BAD_COLOR
std::size_t currentTeam_
Definition: display.hpp:734
void rebuild_all()
Rebuild all dynamic terrain.
Definition: display.cpp:475
bool propagate_invalidation(const std::set< map_location > &locs)
If this set is partially invalidated, invalidate all its hexes.
Definition: display.cpp:2996
void write(config &cfg) const
Definition: location.cpp:210
surface minimap_
Definition: display.hpp:744
void start_animation(int start_time, bool cycles=false)
Starts an animation cycle.