The Battle for Wesnoth  1.19.27+dev
display.cpp
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1 /*
2  Copyright (C) 2003 - 2025
3  by David White <dave@whitevine.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 /**
17  * @file
18  * Routines to set up the display, scroll and zoom the map.
19  */
20 
21 #include "display.hpp"
22 
23 #include "arrow.hpp"
24 #include "color.hpp"
25 #include "draw.hpp"
26 #include "draw_manager.hpp"
27 #include "fake_unit_manager.hpp"
28 #include "filesystem.hpp"
29 #include "floating_label.hpp"
30 #include "font/sdl_ttf_compat.hpp"
31 #include "font/text.hpp"
32 #include "global.hpp"
33 #include "gui/core/event/handler.hpp" // is_in_dialog
35 #include "halo.hpp"
37 #include "log.hpp"
38 #include "map/map.hpp"
39 #include "map/label.hpp"
40 #include "minimap.hpp"
41 #include "overlay.hpp"
42 #include "play_controller.hpp" //note: this can probably be refactored out
43 #include "reports.hpp"
44 #include "resources.hpp"
45 #include "serialization/chrono.hpp"
46 #include "synced_context.hpp"
47 #include "team.hpp"
48 #include "terrain/builder.hpp"
49 #include "time_of_day.hpp"
50 #include "tooltips.hpp"
51 #include "units/unit.hpp"
53 #include "units/drawer.hpp"
54 #include "units/orb_status.hpp"
55 #include "utils/general.hpp"
56 #include "video.hpp"
57 #include "whiteboard/manager.hpp"
58 
59 #include <boost/algorithm/string/trim.hpp>
60 
61 #include <algorithm>
62 #include <array>
63 #include <cmath>
64 #include <iomanip>
65 #include <numeric>
66 #include <utility>
67 
68 #ifdef _WIN32
69 #include <windows.h>
70 #endif
71 
72 using namespace std::chrono_literals;
73 // Includes for bug #17573
74 
75 static lg::log_domain log_display("display");
76 #define ERR_DP LOG_STREAM(err, log_display)
77 #define WRN_DP LOG_STREAM(warn, log_display)
78 #define LOG_DP LOG_STREAM(info, log_display)
79 #define DBG_DP LOG_STREAM(debug, log_display)
80 
81 // These are macros instead of proper constants so that they auto-update if the game config is reloaded.
82 #define zoom_levels (game_config::zoom_levels)
83 #define final_zoom_index (static_cast<int>(zoom_levels.size()) - 1)
84 #define DefaultZoom (game_config::tile_size)
85 #define SmallZoom (DefaultZoom / 2)
86 #define MinZoom (zoom_levels.front())
87 #define MaxZoom (zoom_levels.back())
88 
89 namespace {
90  int prevLabel = 0;
91 }
92 
93 unsigned int display::zoom_ = DefaultZoom;
94 unsigned int display::last_zoom_ = SmallZoom;
95 
96 // Returns index of zoom_levels which is closest match to input zoom_level
97 // Assumption: zoom_levels is a sorted vector of ascending tile sizes
98 static int get_zoom_levels_index(unsigned int zoom_level)
99 {
100  zoom_level = std::clamp(zoom_level, MinZoom, MaxZoom); // ensure zoom_level is within zoom_levels bounds
101  auto iter = std::lower_bound(zoom_levels.begin(), zoom_levels.end(), zoom_level);
102 
103  // find closest match
104  if(iter != zoom_levels.begin() && iter != zoom_levels.end()) {
105  float diff = *iter - *(iter - 1);
106  float lower = (zoom_level - *(iter - 1)) / diff;
107  float upper = (*iter - zoom_level) / diff;
108 
109  // the previous element is closer to zoom_level than the current one
110  if(lower < upper) {
111  iter--;
112  }
113  }
114 
115  return std::distance(zoom_levels.begin(), iter);
116 }
117 
119 {
120  std::vector<overlay>& overlays = get_overlays()[loc];
121  auto pos = std::find_if(overlays.begin(), overlays.end(),
122  [new_order = ov.z_order](const overlay& existing) { return existing.z_order > new_order; });
123 
124  auto inserted = overlays.emplace(pos, std::move(ov));
125  if(const std::string& halo = inserted->halo; !halo.empty()) {
126  auto [x, y] = get_location_rect(loc).center();
127  inserted->halo_handle = halo_man_.add(x, y, halo, loc);
128  }
129 }
130 
132 {
133  get_overlays().erase(loc);
134 }
135 
137 {
138  get_overlays().clear();
139 }
140 
141 void display::remove_single_overlay(const map_location& loc, const std::string& toDelete)
142 {
143  utils::erase_if(get_overlays()[loc],
144  [&toDelete](const overlay& ov) { return ov.image == toDelete || ov.halo == toDelete || ov.id == toDelete; });
145 }
146 
148  std::weak_ptr<wb::manager> wb,
149  reports& reports_object,
150  const std::string& theme_id,
151  const config& level)
152  : dc_(dc)
153  , halo_man_()
154  , wb_(std::move(wb))
155  , exclusive_unit_draw_requests_()
156  , viewing_team_index_(0)
157  , dont_show_all_(false)
158  , viewport_origin_(0, 0)
159  , view_locked_(false)
160  , theme_(theme::get_theme_config(theme_id.empty() ? prefs::get().theme() : theme_id), video::game_canvas())
161  , zoom_index_(0)
162  , fake_unit_man_(new fake_unit_manager(*this))
163  , builder_(new terrain_builder(level, (dc_ ? &context().map() : nullptr), theme_.border().tile_image, theme_.border().show_border))
164  , minimap_renderer_(nullptr)
165  , minimap_location_()
166  , redraw_background_(false)
167  , invalidateAll_(true)
168  , diagnostic_label_(0)
169  , invalidateGameStatus_(true)
170  , map_labels_(new map_labels(nullptr))
171  , reports_object_(&reports_object)
172  , scroll_event_("scrolled")
173  , reportLocations_()
174  , reportSurfaces_()
175  , reports_()
176  , menu_buttons_()
177  , action_buttons_()
178  , invalidated_()
179  , tod_hex_mask1(nullptr)
180  , tod_hex_mask2(nullptr)
181  , fog_images_()
182  , shroud_images_()
183  , selectedHex_()
184  , mouseoverHex_()
185  , keys_()
186  , animate_map_(true)
187  , animate_water_(true)
188  , flags_()
189  , playing_team_index_(0)
190  , drawing_buffer_()
191  , map_screenshot_(false)
192  , reach_map_()
193  , reach_map_old_()
194  , reach_map_changed_(true)
195  , reach_map_team_index_(0)
196  , invalidated_hexes_(0)
197  , drawn_hexes_(0)
198  , redraw_observers_()
199  , debug_flags_()
200  , arrows_map_()
201  , color_adjust_()
202 {
203  //The following assertion fails when starting a campaign
204  assert(singleton_ == nullptr);
205  singleton_ = this;
206 
208 
209  blindfold_ctr_ = 0;
210 
211  read(level.child_or_empty("display"));
212 
215 
216  unsigned int tile_size = prefs::get().tile_size();
217  if(tile_size < MinZoom || tile_size > MaxZoom)
221  if(zoom_ != prefs::get().tile_size()) // correct saved tile_size if necessary
222  prefs::get().set_tile_size(zoom_);
223 
224  init_flags();
225 
226  if(!menu_buttons_.empty() || !action_buttons_.empty()) {
227  create_buttons();
228  }
229 
230 #ifdef _WIN32
231  // Increase timer resolution to prevent delays getting much longer than they should.
232  timeBeginPeriod(1u);
233 #endif
234 }
235 
237 {
238 #ifdef _WIN32
239  timeEndPeriod(1u);
240 #endif
241 
242  singleton_ = nullptr;
243  resources::fake_units = nullptr;
244 }
245 
246 void display::set_theme(const std::string& new_theme)
247 {
249  builder_->set_draw_border(theme_.border().show_border);
250  menu_buttons_.clear();
251  action_buttons_.clear();
252  create_buttons();
253  rebuild_all();
254  queue_rerender();
255 }
256 
258 {
259  flags_.clear();
260  if (!dc_) return;
261  flags_.resize(context().teams().size());
262 
263  for(const team& t : context().teams()) {
265  }
266 }
267 
269 {
270  std::string flag = t.flag();
271  std::string old_rgb = game_config::flag_rgb;
272  std::string new_rgb = t.color();
273 
274  if(flag.empty()) {
276  }
277 
278  LOG_DP << "Adding flag for side " << t.side() << " from animation " << flag;
279 
280  // Must recolor flag image
281  animated<image::locator> temp_anim;
282 
283  for(const std::string& item : utils::square_parenthetical_split(flag)) {
284  const std::vector<std::string> sub_items = utils::split(item, ':');
285  std::string img_path = item;
286  auto time = 100ms;
287 
288  if(sub_items.size() > 1) {
289  img_path = sub_items.front();
290  try {
291  time = std::max(1ms, std::chrono::milliseconds{std::stoi(sub_items.back())});
292  } catch(const std::invalid_argument&) {
293  ERR_DP << "Invalid time value found when constructing flag for side " << t.side() << ": " << sub_items.back();
294  }
295  }
296 
297  image::locator flag_image(img_path, formatter{} << "~RC(" << old_rgb << ">" << new_rgb << ")");
298  temp_anim.add_frame(time, flag_image);
299  }
300 
301  animated<image::locator>& f = flags_[t.side() - 1];
302  f = temp_anim;
303  auto time = f.get_end_time();
304  if (time > 0ms) {
305  int start_time = randomness::rng::default_instance().get_random_int(0, time.count() - 1);
306  f.start_animation(std::chrono::milliseconds{start_time}, true);
307  } else {
308  // this can happen if both flag and game_config::images::flag are empty.
309  ERR_DP << "missing flag for side " << t.side();
310  }
311 }
312 
314 {
315  for(const team& t : context().teams()) {
316  if(t.owns_village(loc) && (!fogged(loc) || !viewing_team().is_enemy(t.side()))) {
317  auto& flag = flags_[t.side() - 1];
318  if(flag.need_update()) {
319  flag.advance_to_current_frame();
320  }
321  const image::locator& image_flag = animate_map_
322  ? flag.get_current_frame()
323  : flag.get_first_frame();
324 
325  return image::get_texture(image_flag, image::TOD_COLORED);
326  }
327  }
328 
329  return texture();
330 }
331 
333 {
334  return context().teams()[playing_team_index()];
335 }
336 
338 {
339  return context().teams()[viewing_team_index()];
340 }
341 
342 void display::set_viewing_team_index(std::size_t teamindex, bool show_everything)
343 {
344  assert(teamindex < context().teams().size());
345  viewing_team_index_ = teamindex;
346  if(!show_everything) {
347  labels().set_team(&context().teams()[teamindex]);
348  dont_show_all_ = true;
349  } else {
350  labels().set_team(nullptr);
351  dont_show_all_ = false;
352  }
354  if(std::shared_ptr<wb::manager> w = wb_.lock()) {
355  w->on_viewer_change(teamindex);
356  }
357 }
358 
359 void display::set_playing_team_index(std::size_t teamindex)
360 {
361  assert(teamindex < context().teams().size());
362  playing_team_index_ = teamindex;
364 }
365 
367 {
368  if(!loc.valid()) return false;
369  auto [iter, success] = exclusive_unit_draw_requests_.emplace(loc, unit.id());
370  return success;
371 }
372 
374 {
375  if(!loc.valid()) return {};
376  std::string id = exclusive_unit_draw_requests_[loc];
378  return id;
379 }
380 
382 {
383  auto request = exclusive_unit_draw_requests_.find(loc);
384  return request == exclusive_unit_draw_requests_.end() || request->second == unit.id();
385 }
386 
387 void display::update_tod(const time_of_day* tod_override)
388 {
389  const time_of_day* tod = tod_override;
390  if(tod == nullptr) {
391  tod = &get_time_of_day();
392  }
393 
394  const tod_color col = color_adjust_ + tod->color;
395  image::set_color_adjustment(col.r, col.g, col.b);
396 
397  invalidate_all();
398 }
399 
400 void display::adjust_color_overlay(int r, int g, int b)
401 {
402  color_adjust_ = tod_color(r, g, b);
403  update_tod();
404 }
405 
406 void display::fill_images_list(const std::string& prefix, std::vector<std::string>& images)
407 {
408  if(prefix == ""){
409  return;
410  }
411 
412  // search prefix.png, prefix1.png, prefix2.png ...
413  for(int i=0; ; ++i){
414  std::ostringstream s;
415  s << prefix;
416  if(i != 0)
417  s << i;
418  s << ".png";
419  if(image::exists(s.str()))
420  images.push_back(s.str());
421  else if(i>0)
422  break;
423  }
424  if (images.empty())
425  images.emplace_back();
426 }
427 
429 {
430  builder_->rebuild_all();
431 }
432 
434 {
435  redraw_background_ = true;
436  builder_->reload_map();
437 }
438 
440 {
441  dc_ = dc;
442  builder_->change_map(&context().map()); //TODO: Should display_context own and initialize the builder object?
443 }
444 
446 {
447  if(value == true)
448  ++blindfold_ctr_;
449  else
450  --blindfold_ctr_;
451 }
452 
454 {
455  return blindfold_ctr_ > 0;
456 }
457 
459 {
461 }
462 
464 {
466 }
467 
469 {
471 }
472 
474 {
475  rect max_area{0, 0, 0, 0};
476 
477  // hex_size() is always a multiple of 4
478  // and hex_width() a multiple of 3,
479  // so there shouldn't be off-by-one-errors
480  // due to rounding.
481  // To display a hex fully on screen,
482  // a little bit extra space is needed.
483  // Also added the border two times.
484  max_area.w = static_cast<int>((context().map().w() + 2 * theme_.border().size + 1.0 / 3.0) * hex_width());
485  max_area.h = static_cast<int>((context().map().h() + 2 * theme_.border().size + 0.5) * hex_size());
486 
487  return max_area;
488 }
489 
491 {
492  rect max_area = max_map_area();
493 
494  // if it's for map_screenshot, maximize and don't recenter
495  if(map_screenshot_) {
496  return max_area;
497  }
498 
499  rect res = map_outside_area();
500 
501  if(max_area.w < res.w) {
502  // map is smaller, center
503  res.x += (res.w - max_area.w) / 2;
504  res.w = max_area.w;
505  }
506 
507  if(max_area.h < res.h) {
508  // map is smaller, center
509  res.y += (res.h - max_area.h) / 2;
510  res.h = max_area.h;
511  }
512 
513  return res;
514 }
515 
517 {
518  if(map_screenshot_) {
519  return max_map_area();
520  } else {
522  }
523 }
524 
525 bool display::outside_area(const rect& area, const int x, const int y)
526 {
527  const int x_thresh = hex_size();
528  const int y_thresh = hex_size();
529  return (x < area.x || x > area.x + area.w - x_thresh || y < area.y || y > area.y + area.h - y_thresh);
530 }
531 
532 // This function uses the screen as reference
533 map_location display::hex_clicked_on(int xclick, int yclick) const
534 {
535  rect r = map_area();
536  if(!r.contains(xclick, yclick)) {
537  return map_location();
538  }
539 
540  xclick -= r.x;
541  yclick -= r.y;
542 
543  return pixel_position_to_hex(viewport_origin_.x + xclick, viewport_origin_.y + yclick);
544 }
545 
546 // This function uses the rect of map_area as reference
548 {
549  // adjust for the border
550  x -= static_cast<int>(theme_.border().size * hex_width());
551  y -= static_cast<int>(theme_.border().size * hex_size());
552  // The editor can modify the border and this will result in a negative y
553  // value. Instead of adding extra cases we just shift the hex. Since the
554  // editor doesn't use the direction this is no problem.
555  const int offset = y < 0 ? 1 : 0;
556  if(offset) {
557  x += hex_width();
558  y += hex_size();
559  }
560  const int s = hex_size();
561  const int tesselation_x_size = hex_width() * 2;
562  const int tesselation_y_size = s;
563  const int x_base = x / tesselation_x_size * 2;
564  const int x_mod = x % tesselation_x_size;
565  const int y_base = y / tesselation_y_size;
566  const int y_mod = y % tesselation_y_size;
567 
568  int x_modifier = 0;
569  int y_modifier = 0;
570 
571  if (y_mod < tesselation_y_size / 2) {
572  if ((x_mod * 2 + y_mod) < (s / 2)) {
573  x_modifier = -1;
574  y_modifier = -1;
575  } else if ((x_mod * 2 - y_mod) < (s * 3 / 2)) {
576  x_modifier = 0;
577  y_modifier = 0;
578  } else {
579  x_modifier = 1;
580  y_modifier = -1;
581  }
582 
583  } else {
584  if ((x_mod * 2 - (y_mod - s / 2)) < 0) {
585  x_modifier = -1;
586  y_modifier = 0;
587  } else if ((x_mod * 2 + (y_mod - s / 2)) < s * 2) {
588  x_modifier = 0;
589  y_modifier = 0;
590  } else {
591  x_modifier = 1;
592  y_modifier = 0;
593  }
594  }
595 
596  return map_location(x_base + x_modifier - offset, y_base + y_modifier - offset);
597 }
598 
600 {
601  if (loc_.y < rect_.bottom[loc_.x & 1])
602  ++loc_.y;
603  else {
604  ++loc_.x;
605  loc_.y = rect_.top[loc_.x & 1];
606  }
607 
608  return *this;
609 }
610 
611 // begin is top left, and end is after bottom right
613 {
614  return iterator(map_location(left, top[left & 1]), *this);
615 }
617 {
618  return iterator(map_location(right+1, top[(right+1) & 1]), *this);
619 }
620 
622 {
623  if(r.w <= 0 || r.h <= 0) {
624  // Dummy values giving begin == end (end is right + 1)
625  return {0, -1, {0, 0}, {0, 0}};
626  }
627 
628  // translate rect coordinates from screen-based to map_area-based
629  auto [x, y] = viewport_origin_ - map_area().origin() + r.origin();
630  // we use the "double" type to avoid important rounding error (size of an hex!)
631  // we will also need to use std::floor to avoid bad rounding at border (negative values)
632  double tile_width = hex_width();
633  double tile_size = hex_size();
634  double border = theme_.border().size;
635 
636  return {
637  // we minus "0.(3)", for horizontal imbrication.
638  // reason is: two adjacent hexes each overlap 1/4 of their width, so for
639  // grid calculation 3/4 of tile width is used, which by default gives
640  // 18/54=0.(3). Note that, while tile_width is zoom dependent, 0.(3) is not.
641  static_cast<int>(std::floor(-border + x / tile_width - 0.3333333)),
642 
643  // we remove 1 pixel of the rectangle dimensions
644  // (the rounded division take one pixel more than needed)
645  static_cast<int>(std::floor(-border + (x + r.w - 1) / tile_width)),
646 
647  // for odd x, we must shift up one half-hex. Since x will vary along the edge,
648  // we store here the y values for even and odd x, respectively
649  {
650  static_cast<int>(std::floor(-border + y / tile_size)),
651  static_cast<int>(std::floor(-border + y / tile_size - 0.5))
652  },
653  {
654  static_cast<int>(std::floor(-border + (y + r.h - 1) / tile_size)),
655  static_cast<int>(std::floor(-border + (y + r.h - 1) / tile_size - 0.5))
656  }
657  };
658 
659  // TODO: in some rare cases (1/16), a corner of the big rect is on a tile
660  // (the 72x72 rectangle containing the hex) but not on the hex itself
661  // Can maybe be optimized by using pixel_position_to_hex
662 }
663 
665 {
667 }
668 
669 bool display::fogged(const map_location& loc) const
670 {
672 }
673 
675 {
676  // Two possible regressions to be aware of when changing this code:
677  // https://github.com/wesnoth/wesnoth/issues/10903 (faulty hex offset) and
678  // https://github.com/wesnoth/wesnoth/issues/10676 (Grid overlay flickering)
679  return {
680  map_area().x - viewport_origin_.x + static_cast<int>(std::ceil((loc.x + theme_.border().size) * hex_width())),
681  map_area().y - viewport_origin_.y + static_cast<int>(std::ceil((loc.y + theme_.border().size) * zoom_ + (is_odd(loc.x) ? zoom_ / 2.0 : 0.0)))
682  };
683 }
684 
686 {
687  // TODO: evaluate how these functions should be defined in terms of each other
688  return { get_location(loc), point{hex_size(), hex_size()} };
689 }
690 
692 {
693  // TODO: don't return location for this,
694  // instead directly scroll to the clicked pixel position
695 
696  if(!minimap_area().contains(x, y)) {
697  return map_location();
698  }
699 
700  // we transform the coordinates from minimap to the full map image
701  // probably more adjustments to do (border, minimap shift...)
702  // but the mouse and human capacity to evaluate the rectangle center
703  // is not pixel precise.
704  int px = (x - minimap_location_.x) * context().map().w() * hex_width() / std::max(minimap_location_.w, 1);
705  int py = (y - minimap_location_.y) * context().map().h() * hex_size() / std::max(minimap_location_.h, 1);
706 
708  if(loc.x < 0) {
709  loc.x = 0;
710  } else if(loc.x >= context().map().w()) {
711  loc.x = context().map().w() - 1;
712  }
713 
714  if(loc.y < 0) {
715  loc.y = 0;
716  } else if(loc.y >= context().map().h()) {
717  loc.y = context().map().h() - 1;
718  }
719 
720  return loc;
721 }
722 
723 surface display::screenshot(bool map_screenshot)
724 {
725  if (!map_screenshot) {
726  LOG_DP << "taking ordinary screenshot";
727  return video::read_pixels();
728  }
729 
730  if (context().map().empty()) {
731  ERR_DP << "No map loaded, cannot create a map screenshot.";
732  return nullptr;
733  }
734 
735  // back up the current map view position and move to top-left
736  point old_pos = viewport_origin_;
737  viewport_origin_ = {0, 0};
738 
739  // Reroute render output to a separate texture until the end of scope.
740  rect area = max_map_area();
741  if (area.w > 1 << 16 || area.h > 1 << 16) {
742  WRN_DP << "Excessively large map screenshot area";
743  }
744  LOG_DP << "creating " << area.w << " by " << area.h
745  << " texture for map screenshot";
746  texture output_texture(area.w, area.h, SDL_TEXTUREACCESS_TARGET);
747  auto target_setter = draw::set_render_target(output_texture);
748  auto clipper = draw::override_clip(area);
749 
750  map_screenshot_ = true;
751 
752  DBG_DP << "invalidating region for map screenshot";
754 
755  DBG_DP << "drawing map screenshot";
756  draw();
757 
758  map_screenshot_ = false;
759 
760  // Restore map viewport position
761  viewport_origin_ = old_pos;
762 
763  // Read rendered pixels back as an SDL surface.
764  LOG_DP << "reading pixels for map screenshot";
765  return video::read_pixels();
766 }
767 
768 std::shared_ptr<gui::button> display::find_action_button(const std::string& id)
769 {
770  for(auto& b : action_buttons_) {
771  if(b->id() == id) {
772  return b;
773  }
774  }
775  return nullptr;
776 }
777 
778 std::shared_ptr<gui::button> display::find_menu_button(const std::string& id)
779 {
780  for(auto& b : menu_buttons_) {
781  if(b->id() == id) {
782  return b;
783  }
784  }
785  return nullptr;
786 }
787 
789 {
790  DBG_DP << "positioning menu buttons...";
791  for(const auto& menu : theme_.menus()) {
792  if(auto b = find_menu_button(menu.get_id())) {
793  const rect& loc = menu.location(video::game_canvas());
794  b->set_location(loc);
795  b->set_measurements(0,0);
796  b->set_label(menu.title());
797  b->set_image(menu.image());
798  }
799  }
800 
801  DBG_DP << "positioning action buttons...";
802  for(const auto& action : theme_.actions()) {
803  if(auto b = find_action_button(action.get_id())) {
804  const rect& loc = action.location(video::game_canvas());
805  b->set_location(loc);
806  b->set_measurements(0,0);
807  b->set_label(action.title());
808  b->set_image(action.image());
809  }
810  }
811 }
812 
813 namespace
814 {
815 gui::button::TYPE string_to_button_type(const std::string& type)
816 {
817  if(type == "checkbox") {
819  } else if(type == "image") {
821  } else if(type == "radiobox") {
823  } else if(type == "turbo") {
825  } else {
827  }
828 }
829 } // namespace
830 
832 {
833  if(video::headless()) {
834  return;
835  }
836 
837  // Keep the old buttons around until we're done so we can check the previous state.
838  std::vector<std::shared_ptr<gui::button>> menu_work;
839  std::vector<std::shared_ptr<gui::button>> action_work;
840 
841  DBG_DP << "creating menu buttons...";
842  for(const auto& menu : theme_.menus()) {
843  if(!menu.is_button()) {
844  continue;
845  }
846 
847  auto b = std::make_shared<gui::button>(menu.title(), gui::button::TYPE_PRESS, menu.image(),
848  gui::button::DEFAULT_SPACE, true, menu.overlay(), font::SIZE_BUTTON_SMALL);
849 
850  DBG_DP << "drawing button " << menu.get_id();
851  b->set_id(menu.get_id());
852  if(!menu.tooltip().empty()) {
853  b->set_tooltip_string(menu.tooltip());
854  }
855 
856  if(auto b_prev = find_menu_button(b->id())) {
857  b->enable(b_prev->enabled());
858  }
859 
860  menu_work.push_back(std::move(b));
861  }
862 
863  DBG_DP << "creating action buttons...";
864  for(const auto& action : theme_.actions()) {
865  auto b = std::make_shared<gui::button>(action.title(), string_to_button_type(action.type()),
866  action.image(), gui::button::DEFAULT_SPACE, true, action.overlay(), font::SIZE_BUTTON_SMALL);
867 
868  DBG_DP << "drawing button " << action.get_id();
869  b->set_id(action.get_id());
870  if(!action.tooltip(0).empty()) {
871  b->set_tooltip_string(action.tooltip(0));
872  }
873 
874  if(auto b_prev = find_action_button(b->id())) {
875  b->enable(b_prev->enabled());
876  if(b_prev->get_type() == gui::button::TYPE_CHECK) {
877  b->set_check(b_prev->checked());
878  }
879  }
880 
881  action_work.push_back(std::move(b));
882  }
883 
884  menu_buttons_ = std::move(menu_work);
885  action_buttons_ = std::move(action_work);
886 
887  if (prevent_draw_) {
888  // buttons start hidden in this case
889  hide_buttons();
890  }
891 
892  layout_buttons();
893  DBG_DP << "buttons created";
894 }
895 
897 {
898  // This is currently unnecessary because every GUI1 widget is a TLD.
899  // They will draw themselves. Keeping code in case this changes.
900  return;
901 
902  //const rect clip = draw::get_clip();
903  //for(auto& btn : menu_buttons_) {
904  // if(clip.overlaps(btn->location())) {
905  // btn->set_dirty(true);
906  // btn->draw();
907  // }
908  //}
909 
910  //for(auto& btn : action_buttons_) {
911  // if(clip.overlaps(btn->location())) {
912  // btn->set_dirty(true);
913  // btn->draw();
914  // }
915  //}
916 }
917 
919 {
920  for (auto& button : menu_buttons_) {
921  button->hide();
922  }
923  for (auto& button : action_buttons_) {
924  button->hide();
925  }
926 }
927 
929 {
930  for (auto& button : menu_buttons_) {
931  button->hide(false);
932  }
933  for (auto& button : action_buttons_) {
934  button->hide(false);
935  }
936 }
937 
938 std::vector<texture> display::get_fog_shroud_images(const map_location& loc, image::TYPE image_type)
939 {
940  std::vector<std::string> names;
941  const auto adjacent = get_adjacent_tiles(loc);
942 
943  enum visibility { FOG = 0, SHROUD = 1, CLEAR = 2 };
944  std::array<visibility, 6> tiles;
945 
946  const std::array image_prefix{&game_config::fog_prefix, &game_config::shroud_prefix};
947 
948  for(int i = 0; i < 6; ++i) {
949  if(shrouded(adjacent[i])) {
950  tiles[i] = SHROUD;
951  } else if(!fogged(loc) && fogged(adjacent[i])) {
952  tiles[i] = FOG;
953  } else {
954  tiles[i] = CLEAR;
955  }
956  }
957 
958  for(int v = FOG; v != CLEAR; ++v) {
959  // Find somewhere that doesn't have overlap to use as a starting point
960  int start{0};
961  while(start < 6 && tiles[start] == v) {
962  ++start;
963  }
964 
965  if(start == 6) {
966  // Completely surrounded by fog or shroud. This might have
967  // a special graphic.
968  const std::string name = *image_prefix[v] + "-all.png";
969  if(image::exists(name)) {
970  names.push_back(name);
971  // Proceed to the next visibility (fog -> shroud -> clear).
972  continue;
973  }
974  // No special graphic found. We'll just combine some other images
975  // and hope it works out.
976  start = 0;
977  }
978 
979  // Find all the directions overlap occurs from
980  for(int i = (start + 1) % 6, cap1 = 0; i != start && cap1 != 6; ++cap1) {
981  if(tiles[i] == v) {
982  std::ostringstream stream;
983  std::string name;
984  stream << *image_prefix[v];
985 
986  for(int cap2 = 0; v == tiles[i] && cap2 != 6; i = (i + 1) % 6, ++cap2) {
988 
989  if(!image::exists(stream.str() + ".png")) {
990  // If we don't have any surface at all,
991  // then move onto the next overlapped area
992  if(name.empty()) {
993  i = (i + 1) % 6;
994  }
995  break;
996  } else {
997  name = stream.str();
998  }
999  }
1000 
1001  if(!name.empty()) {
1002  names.push_back(name + ".png");
1003  }
1004  } else {
1005  i = (i + 1) % 6;
1006  }
1007  }
1008  }
1009 
1010  // now get the textures
1011  std::vector<texture> res;
1012 
1013  for(const std::string& name : names) {
1014  if(texture tex = image::get_texture(name, image_type)) {
1015  res.push_back(std::move(tex));
1016  }
1017  }
1018 
1019  return res;
1020 }
1021 
1023 {
1024  terrain_image_vector_.clear();
1025 
1026  std::vector<image::light_adjust> lighting;
1027  const time_of_day& tod = get_time_of_day(loc);
1028 
1029  // get all the light transitions
1030  const auto adjs = get_adjacent_tiles(loc);
1031  std::array<const time_of_day*, adjs.size()> atods;
1032 
1033  for(std::size_t d = 0; d < adjs.size(); ++d) {
1034  atods[d] = &get_time_of_day(adjs[d]);
1035  }
1036 
1037  for(int d = 0; d < 6; ++d) {
1038  /*
1039  concave
1040  _____
1041  / \
1042  / atod1 \_____
1043  \ !tod / \
1044  \_____/ atod2 \
1045  / \__\ !tod /
1046  / \_____/
1047  \ tod /
1048  \_____/
1049  */
1050 
1051  const time_of_day& atod1 = *atods[d];
1052  const time_of_day& atod2 = *atods[(d + 1) % 6];
1053 
1054  if(atod1.color == tod.color || atod2.color == tod.color || atod1.color != atod2.color) {
1055  continue;
1056  }
1057 
1058  if(lighting.empty()) {
1059  // color the full hex before adding transitions
1060  tod_color col = tod.color + color_adjust_;
1061  lighting.emplace_back(0, col.r, col.g, col.b);
1062  }
1063 
1064  // add the directional transitions
1065  tod_color acol = atod1.color + color_adjust_;
1066  lighting.emplace_back(d + 1, acol.r, acol.g, acol.b);
1067  }
1068 
1069  for(int d = 0; d < 6; ++d) {
1070  /*
1071  convex 1
1072  _____
1073  / \
1074  / atod1 \_____
1075  \ !tod / \
1076  \_____/ atod2 \
1077  / \__\ tod /
1078  / \_____/
1079  \ tod /
1080  \_____/
1081  */
1082 
1083  const time_of_day& atod1 = *atods[d];
1084  const time_of_day& atod2 = *atods[(d + 1) % 6];
1085 
1086  if(atod1.color == tod.color || atod1.color == atod2.color) {
1087  continue;
1088  }
1089 
1090  if(lighting.empty()) {
1091  // color the full hex before adding transitions
1092  tod_color col = tod.color + color_adjust_;
1093  lighting.emplace_back(0, col.r, col.g, col.b);
1094  }
1095 
1096  // add the directional transitions
1097  tod_color acol = atod1.color + color_adjust_;
1098  lighting.emplace_back(d + 7, acol.r, acol.g, acol.b);
1099  }
1100 
1101  for(int d = 0; d < 6; ++d) {
1102  /*
1103  convex 2
1104  _____
1105  / \
1106  / atod1 \_____
1107  \ tod / \
1108  \_____/ atod2 \
1109  / \__\ !tod /
1110  / \_____/
1111  \ tod /
1112  \_____/
1113  */
1114 
1115  const time_of_day& atod1 = *atods[d];
1116  const time_of_day& atod2 = *atods[(d + 1) % 6];
1117 
1118  if(atod2.color == tod.color || atod1.color == atod2.color) {
1119  continue;
1120  }
1121 
1122  if(lighting.empty()) {
1123  // color the full hex before adding transitions
1124  tod_color col = tod.color + color_adjust_;
1125  lighting.emplace_back(0, col.r, col.g, col.b);
1126  }
1127 
1128  // add the directional transitions
1129  tod_color acol = atod2.color + color_adjust_;
1130  lighting.emplace_back(d + 13, acol.r, acol.g, acol.b);
1131  }
1132 
1133  if(lighting.empty()){
1134  tod_color col = tod.color + color_adjust_;
1135  if(!col.is_zero()){
1136  // no real lightmap needed but still color the hex
1137  lighting.emplace_back(-1, col.r, col.g, col.b);
1138  }
1139  }
1140 
1141  const terrain_builder::TERRAIN_TYPE builder_terrain_type = terrain_type == FOREGROUND
1144 
1145  if(const terrain_builder::imagelist* const terrains = builder_->get_terrain_at(loc, timeid, builder_terrain_type)) {
1146  // Cache the offmap name. Since it is themeable it can change, so don't make it static.
1147  const std::string off_map_name = "terrain/" + theme_.border().tile_image;
1148  for(const auto& terrain : *terrains) {
1149  const image::locator& image = animate_map_ ? terrain.get_current_frame() : terrain.get_first_frame();
1150 
1151  // We prevent ToD coloring and brightening of off-map tiles,
1152  // We need to test for the tile to be rendered and
1153  // not the location, since the transitions are rendered
1154  // over the offmap-terrain and these need a ToD coloring.
1155  texture tex;
1156  const bool off_map = (image.get_filename() == off_map_name
1157  || image.get_modifications().find("NO_TOD_SHIFT()") != std::string::npos);
1158 
1159  if(off_map) {
1161  } else if(lighting.empty()) {
1163  } else {
1164  tex = image::get_lighted_texture(image, lighting);
1165  }
1166 
1167  if(tex) {
1168  terrain_image_vector_.push_back(std::move(tex));
1169  }
1170  }
1171  }
1172 }
1173 
1174 namespace
1175 {
1176 constexpr std::array layer_groups {
1180  drawing_layer::reachmap_darken // Make sure the movement doesn't show above fog and reachmap.
1181 };
1182 
1183 enum {
1184  // you may adjust the following when needed:
1185 
1186  // maximum border. 3 should be safe even if a larger border is in use somewhere
1187  MAX_BORDER = 3,
1188 
1189  // store x, y, and layer in one 32 bit integer
1190  // 4 most significant bits == layer group => 16
1191  BITS_FOR_LAYER_GROUP = 4,
1192 
1193  // 10 second most significant bits == y => 1024
1194  BITS_FOR_Y = 10,
1195 
1196  // 1 third most significant bit == x parity => 2
1197  BITS_FOR_X_PARITY = 1,
1198 
1199  // 8 fourth most significant bits == layer => 256
1200  BITS_FOR_LAYER = 8,
1201 
1202  // 9 least significant bits == x / 2 => 512 (really 1024 for x)
1203  BITS_FOR_X_OVER_2 = 9,
1204 
1205  SHIFT_LAYER = BITS_FOR_X_OVER_2,
1206 
1207  SHIFT_X_PARITY = BITS_FOR_LAYER + SHIFT_LAYER,
1208 
1209  SHIFT_Y = BITS_FOR_X_PARITY + SHIFT_X_PARITY,
1210 
1211  SHIFT_LAYER_GROUP = BITS_FOR_Y + SHIFT_Y
1212 };
1213 
1214 uint32_t generate_hex_key(const drawing_layer layer, const map_location& loc)
1215 {
1216  // Start with the index of last group entry...
1217  uint32_t group_i = layer_groups.size() - 1;
1218 
1219  // ...and works backwards until the group containing the specified layer is found.
1220  while(layer < layer_groups[group_i]) {
1221  --group_i;
1222  }
1223 
1224  // the parity of x must be more significant than the layer but less significant than y.
1225  // Thus basically every row is split in two: First the row containing all the odd x
1226  // then the row containing all the even x. Since thus the least significant bit of x is
1227  // not required for x ordering anymore it can be shifted out to the right.
1228  const uint32_t x_parity = static_cast<uint32_t>(loc.x) & 1;
1229 
1230  uint32_t key = 0;
1231  static_assert(SHIFT_LAYER_GROUP + BITS_FOR_LAYER_GROUP == sizeof(key) * 8, "Bit field too small");
1232 
1233  key = (group_i << SHIFT_LAYER_GROUP) | (static_cast<uint32_t>(loc.y + MAX_BORDER) << SHIFT_Y);
1234  key |= (x_parity << SHIFT_X_PARITY);
1235  key |= (static_cast<uint32_t>(layer) << SHIFT_LAYER) | static_cast<uint32_t>(loc.x + MAX_BORDER) / 2;
1236 
1237  return key;
1238 }
1239 } // namespace
1240 
1242 {
1243  drawing_buffer_.AGGREGATE_EMPLACE(generate_hex_key(layer, loc), std::move(draw_func), get_location_rect(loc));
1244 }
1245 
1247 {
1248  DBG_DP << "committing drawing buffer"
1249  << " with " << drawing_buffer_.size() << " items";
1250 
1251  // std::list::sort() is a stable sort
1252  drawing_buffer_.sort();
1253 
1254  const auto clipper = draw::reduce_clip(map_area());
1255 
1256  /*
1257  * Info regarding the rendering algorithm.
1258  *
1259  * In order to render a hex properly it needs to be rendered per row. On
1260  * this row several layers need to be drawn at the same time. Mainly the
1261  * unit and the background terrain. This is needed since both can spill
1262  * in the next hex. The foreground terrain needs to be drawn before to
1263  * avoid decapitation a unit.
1264  *
1265  * This ended in the following priority order:
1266  * layergroup > location > layer > 'draw_helper' > surface
1267  */
1268  for(const draw_helper& helper : drawing_buffer_) {
1269  std::invoke(helper.do_draw, helper.dest);
1270  }
1271 
1272  drawing_buffer_.clear();
1273 }
1274 
1276 {
1277  // Most panels are transparent.
1278  if (panel.image().empty()) {
1279  return;
1280  }
1281 
1282  const rect& loc = panel.location(video::game_canvas());
1283 
1284  if (!loc.overlaps(draw::get_clip())) {
1285  return;
1286  }
1287 
1288  DBG_DP << "drawing panel " << panel.get_id() << ' ' << loc;
1289 
1290  texture tex(image::get_texture(panel.image()));
1291  if (!tex) {
1292  ERR_DP << "failed to load panel " << panel.get_id()
1293  << " texture: " << panel.image();
1294  return;
1295  }
1296 
1297  draw::tiled(tex, loc);
1298 }
1299 
1301 {
1302  const rect& loc = label.location(video::game_canvas());
1303 
1304  if (!loc.overlaps(draw::get_clip())) {
1305  return;
1306  }
1307 
1308  const std::string& text = label.text();
1309  const color_t text_color = label.font_rgb_set() ? label.font_rgb() : font::NORMAL_COLOR;
1310  const std::string& icon = label.icon();
1311 
1312  DBG_DP << "drawing label " << label.get_id() << ' ' << loc;
1313 
1314  if(icon.empty() == false) {
1316 
1317  if(text.empty() == false) {
1318  tooltips::add_tooltip(loc,text);
1319  }
1320  } else if(text.empty() == false) {
1322  renderer.set_text(text, false);
1323  renderer.set_family_class(font::family_class::sans_serif);
1324  renderer.set_font_size(label.font_size());
1325  renderer.set_font_style(font::pango_text::STYLE_NORMAL);
1326  renderer.set_foreground_color(text_color);
1327  renderer.set_ellipse_mode(PANGO_ELLIPSIZE_END);
1328  renderer.set_maximum_width(loc.w);
1329  renderer.set_maximum_height(loc.h, true);
1330 
1331  auto t = renderer.render_and_get_texture();
1332  draw::blit(t, rect{ loc.origin(), t.draw_size() });
1333  }
1334 }
1335 
1336 bool display::draw_all_panels(const rect& region)
1337 {
1338  bool drew = false;
1340 
1341  for(const auto& panel : theme_.panels()) {
1342  if(region.overlaps(panel.location(game_canvas))) {
1343  draw_panel(panel);
1344  drew = true;
1345  }
1346  }
1347 
1348  for(const auto& label : theme_.labels()) {
1349  if(region.overlaps(label.location(game_canvas))) {
1350  draw_label(label);
1351  drew = true;
1352  }
1353  }
1354 
1355  return drew;
1356 }
1357 
1359  const drawing_layer layer,
1360  const std::string& text,
1361  std::size_t font_size,
1362  color_t color,
1363  double x_in_hex,
1364  double y_in_hex)
1365 {
1366  if (text.empty()) return;
1367 
1369  renderer.set_text(text, false);
1370  renderer.set_font_size(font_size * get_zoom_factor());
1371  renderer.set_maximum_width(-1);
1372  renderer.set_maximum_height(-1, false);
1373  renderer.set_foreground_color(color);
1374  renderer.set_add_outline(true);
1375 
1376  drawing_buffer_add(layer, loc, [x_in_hex, y_in_hex, tex = renderer.render_and_get_texture()](const rect& dest) {
1377  draw::blit(tex, rect{ dest.point_at(x_in_hex, y_in_hex) - tex.draw_size() / 2, tex.draw_size() });
1378  });
1379 }
1380 
1382 {
1384  selectedHex_ = hex;
1387 }
1388 
1390 {
1391  if(mouseoverHex_ == hex) {
1392  return;
1393  }
1395  mouseoverHex_ = hex;
1397 }
1398 
1399 void display::set_diagnostic(const std::string& msg)
1400 {
1401  if(diagnostic_label_ != 0) {
1403  diagnostic_label_ = 0;
1404  }
1405 
1406  if(!msg.empty()) {
1407  font::floating_label flabel(msg);
1409  flabel.set_color(font::YELLOW_COLOR);
1410  flabel.set_position(300, 50);
1411  flabel.set_clip_rect(map_outside_area());
1412 
1414  }
1415 }
1416 
1418 {
1419  for(auto i = action_buttons_.begin(); i != action_buttons_.end(); ++i) {
1420  if((*i)->pressed()) {
1421  const std::size_t index = std::distance(action_buttons_.begin(), i);
1422  if(index >= theme_.actions().size()) {
1423  assert(false);
1424  return nullptr;
1425  }
1426  return &theme_.actions()[index];
1427  }
1428  }
1429 
1430  return nullptr;
1431 }
1432 
1434 {
1435  for(auto i = menu_buttons_.begin(); i != menu_buttons_.end(); ++i) {
1436  if((*i)->pressed()) {
1437  const std::size_t index = std::distance(menu_buttons_.begin(), i);
1438  if(index >= theme_.menus().size()) {
1439  assert(false);
1440  return nullptr;
1441  }
1442  return theme_.get_menu_item((*i)->id());
1443  }
1444  }
1445 
1446  return nullptr;
1447 }
1448 
1449 void display::announce(const std::string& message, const color_t& color, const announce_options& options)
1450 {
1451  if(options.discard_previous) {
1452  font::remove_floating_label(prevLabel);
1453  }
1454  font::floating_label flabel(message);
1456  flabel.set_color(color);
1457  flabel.set_position(
1459  flabel.set_lifetime(options.lifetime);
1460  flabel.set_clip_rect(map_outside_area());
1461 
1462  prevLabel = font::add_floating_label(flabel);
1463 }
1464 
1466 {
1467  if(video::headless()) {
1468  return;
1469  }
1470 
1471  const rect& area = minimap_area();
1472  if(area.empty()){
1473  return;
1474  }
1475 
1477  context().map(),
1478  context().teams().empty() ? nullptr : &viewing_team(),
1479  &context().units(),
1480  (selectedHex_.valid() && !is_blindfolded()) ? &reach_map_ : nullptr
1481  );
1482 
1483  redraw_minimap();
1484 }
1485 
1487 {
1489 }
1490 
1492 {
1493  const rect& area = minimap_area();
1494 
1495  if(area.empty() || !area.overlaps(draw::get_clip())) {
1496  return;
1497  }
1498 
1499  if(!minimap_renderer_) {
1500  return;
1501  }
1502 
1503  const auto clipper = draw::reduce_clip(area);
1504 
1505  // Draw the minimap background.
1506  draw::fill(area, 31, 31, 23);
1507 
1508  // Draw the minimap and update its location for mouse and units functions
1509  minimap_location_ = std::invoke(minimap_renderer_, area);
1510 
1511  // calculate the visible portion of the map:
1512  // scaling between minimap and full map images
1513  double xscaling = 1.0 * minimap_location_.w / (context().map().w() * hex_width());
1514  double yscaling = 1.0 * minimap_location_.h / (context().map().h() * hex_size());
1515 
1516  // we need to shift with the border size
1517  // and the 0.25 from the minimap balanced drawing
1518  // and the possible difference between real map and outside off-map
1519  rect map_rect = map_area();
1520  rect map_out_rect = map_outside_area();
1521  double border = theme_.border().size;
1522  double shift_x = -border * hex_width() - (map_out_rect.w - map_rect.w) / 2;
1523  double shift_y = -(border + 0.25) * hex_size() - (map_out_rect.h - map_rect.h) / 2;
1524 
1525  int view_x = static_cast<int>((viewport_origin_.x + shift_x) * xscaling);
1526  int view_y = static_cast<int>((viewport_origin_.y + shift_y) * yscaling);
1527  int view_w = static_cast<int>(map_out_rect.w * xscaling);
1528  int view_h = static_cast<int>(map_out_rect.h * yscaling);
1529 
1530  rect outline_rect {
1531  minimap_location_.x + view_x - 1,
1532  minimap_location_.y + view_y - 1,
1533  view_w + 2,
1534  view_h + 2
1535  };
1536 
1537  draw::rect(outline_rect, 255, 255, 255);
1538 }
1539 
1540 bool display::scroll(const point& amount, bool force)
1541 {
1542  if(view_locked_ && !force) {
1543  return false;
1544  }
1545 
1546  // No move offset, do nothing.
1547  if(amount == point{}) {
1548  return false;
1549  }
1550 
1551  point new_pos = viewport_origin_ + amount;
1552  bounds_check_position(new_pos.x, new_pos.y);
1553 
1554  // Camera position doesn't change, exit.
1555  if(viewport_origin_ == new_pos) {
1556  return false;
1557  }
1558 
1559  point diff = viewport_origin_ - new_pos;
1560  viewport_origin_ = new_pos;
1561 
1562  /* Adjust floating label positions. This only affects labels whose position is anchored
1563  * to the map instead of the screen. In order to do that, we want to adjust their drawing
1564  * coordinates in the opposite direction of the screen scroll.
1565  *
1566  * The check a few lines up prevents any scrolling from happening if the camera position
1567  * doesn't change. Without that, the label still scroll even when the map edge is reached.
1568  * If that's removed, the following formula should work instead:
1569  *
1570  * const int label_[x,y]_adjust = [x,y]pos_ - new_[x,y];
1571  */
1572  font::scroll_floating_labels(diff.x, diff.y);
1573 
1575 
1576  //
1577  // NOTE: the next three blocks can be removed once we switch to accelerated rendering.
1578  //
1579 
1580  if(!video::headless()) {
1581  rect dst = map_area();
1582  dst.shift(diff);
1583  dst.clip(map_area());
1584 
1585  rect src = dst;
1586  src.shift(-diff);
1587 
1588  // swap buffers
1590 
1591  // Set the source region to blit from
1592  back_.set_src(src);
1593 
1594  // copy from the back to the front buffer
1595  auto rts = draw::set_render_target(front_);
1596  draw::blit(back_, dst);
1597 
1598  back_.clear_src();
1599 
1600  // queue repaint
1602  }
1603 
1604  if(diff.y != 0) {
1605  rect r = map_area();
1606 
1607  if(diff.y < 0) {
1608  r.y = r.y + r.h + diff.y;
1609  }
1610 
1611  r.h = std::abs(diff.y);
1613  }
1614 
1615  if(diff.x != 0) {
1616  rect r = map_area();
1617 
1618  if(diff.x < 0) {
1619  r.x = r.x + r.w + diff.x;
1620  }
1621 
1622  r.w = std::abs(diff.x);
1624  }
1625 
1627 
1628  redraw_minimap();
1629 
1630  return true;
1631 }
1632 
1634 {
1635  return zoom_ == MaxZoom;
1636 }
1637 
1639 {
1640  return zoom_ == MinZoom;
1641 }
1642 
1643 bool display::set_zoom(bool increase)
1644 {
1645  // Ensure we don't try to access nonexistent vector indices.
1646  zoom_index_ = std::clamp(increase ? zoom_index_ + 1 : zoom_index_ - 1, 0, final_zoom_index);
1647 
1648  // No validation check is needed in the next step since we've already set the index here and
1649  // know the new zoom value is indeed valid.
1650  return set_zoom(zoom_levels[zoom_index_], false);
1651 }
1652 
1653 bool display::set_zoom(unsigned int amount, const bool validate_value_and_set_index)
1654 {
1655  unsigned int new_zoom = std::clamp(amount, MinZoom, MaxZoom);
1656 
1657  LOG_DP << "new_zoom = " << new_zoom;
1658 
1659  if(new_zoom == zoom_) {
1660  return false;
1661  }
1662 
1663  if(validate_value_and_set_index) {
1664  zoom_index_ = get_zoom_levels_index (new_zoom);
1665  new_zoom = zoom_levels[zoom_index_];
1666  }
1667 
1668  if((new_zoom / 4) * 4 != new_zoom) {
1669  WRN_DP << "set_zoom forcing zoom " << new_zoom
1670  << " which is not a multiple of 4."
1671  << " This will likely cause graphical glitches.";
1672  }
1673 
1675  const rect area = map_area();
1676 
1677  // Turn the zoom factor to a double in order to avoid rounding errors.
1678  double zoom_factor = static_cast<double>(new_zoom) / static_cast<double>(zoom_);
1679 
1680  // INVARIANT: xpos_ + area.w == xend where xend is as in bounds_check_position()
1681  //
1682  // xpos_: Position of the leftmost visible map pixel of the viewport, in pixels.
1683  // Affected by the current zoom: this->zoom_ pixels to the hex.
1684  //
1685  // xpos_ + area.w/2: Position of the center of the viewport, in pixels.
1686  //
1687  // (xpos_ + area.w/2) * new_zoom/zoom_: Position of the center of the
1688  // viewport, as it would be under new_zoom.
1689  //
1690  // (xpos_ + area.w/2) * new_zoom/zoom_ - area.w/2: Position of the
1691  // leftmost visible map pixel, as it would be under new_zoom.
1692  viewport_origin_.x = std::round(((viewport_origin_.x + area.w / 2) * zoom_factor) - (area.w / 2));
1693  viewport_origin_.y = std::round(((viewport_origin_.y + area.h / 2) * zoom_factor) - (area.h / 2));
1694  viewport_origin_ -= (outside_area.size() - area.size()) / 2;
1695 
1696  zoom_ = new_zoom;
1698  if(zoom_ != DefaultZoom) {
1699  last_zoom_ = zoom_;
1700  }
1701 
1702  prefs::get().set_tile_size(zoom_);
1703 
1705  redraw_background_ = true;
1706  invalidate_all();
1707 
1708  return true;
1709 }
1710 
1712 {
1713  if (zoom_ != DefaultZoom) {
1714  last_zoom_ = zoom_;
1716  } else {
1717  // When we are already at the default zoom,
1718  // switch to the last zoom used
1720  }
1721 }
1722 
1724 {
1726 }
1727 
1729 {
1730  const auto [x, y] = get_location(loc);
1731  const rect area = map_area();
1732  int hw = hex_width(), hs = hex_size();
1733  return x + hs >= area.x - hw && x < area.x + area.w + hw &&
1734  y + hs >= area.y - hs && y < area.y + area.h + hs;
1735 }
1736 
1737 void display::scroll_to_xy(const point& screen_coordinates, SCROLL_TYPE scroll_type, bool force)
1738 {
1739  if(!force && (view_locked_ || !prefs::get().scroll_to_action())) return;
1740  if(video::headless()) {
1741  return;
1742  }
1743 
1744  point expected_move = screen_coordinates - map_area().center();
1745 
1746  point new_pos = viewport_origin_ + expected_move;
1747  bounds_check_position(new_pos.x, new_pos.y);
1748 
1749  point move = new_pos - viewport_origin_;
1750 
1751  if(scroll_type == WARP || scroll_type == ONSCREEN_WARP || turbo_speed() > 2.0 || prefs::get().scroll_speed() > 99) {
1752  scroll(move, true);
1753  redraw_minimap();
1754  events::draw();
1755  return;
1756  }
1757 
1758  // Doing an animated scroll, with acceleration etc.
1759 
1760  point prev_pos;
1761  const double dist_total = std::hypot(move.x, move.y);
1762  double dist_moved = 0.0;
1763 
1764  using fractional_seconds = std::chrono::duration<double>;
1765  auto prev_time = std::chrono::steady_clock::now();
1766 
1767  double velocity = 0.0;
1768  while (dist_moved < dist_total) {
1769  events::pump();
1770 
1771  auto time = std::chrono::steady_clock::now();
1772  auto dt = fractional_seconds{time - prev_time};
1773 
1774  // Do not skip too many frames on slow PCs
1775  dt = std::min<fractional_seconds>(dt, 200ms);
1776  prev_time = time;
1777 
1778  const double dt_as_double = dt.count();
1779  const double accel_time = 0.3 / turbo_speed(); // seconds until full speed is reached
1780  const double decel_time = 0.4 / turbo_speed(); // seconds from full speed to stop
1781 
1782  double velocity_max = prefs::get().scroll_speed() * 60.0;
1783  velocity_max *= turbo_speed();
1784  double accel = velocity_max / accel_time;
1785  double decel = velocity_max / decel_time;
1786 
1787  // If we started to decelerate now, where would we stop?
1788  double stop_time = velocity / decel;
1789  double dist_stop = dist_moved + velocity*stop_time - 0.5*decel*stop_time*stop_time;
1790  if (dist_stop > dist_total || velocity > velocity_max) {
1791  velocity -= decel * dt_as_double;
1792  if (velocity < 1.0) velocity = 1.0;
1793  } else {
1794  velocity += accel * dt_as_double;
1795  if (velocity > velocity_max) velocity = velocity_max;
1796  }
1797 
1798  dist_moved += velocity * dt_as_double;
1799  if (dist_moved > dist_total) dist_moved = dist_total;
1800 
1801  point next_pos(
1802  std::round(move.x * dist_moved / dist_total),
1803  std::round(move.y * dist_moved / dist_total)
1804  );
1805 
1806  point diff = next_pos - prev_pos;
1807  scroll(diff, true);
1808  prev_pos += diff;
1809 
1810  redraw_minimap();
1811  events::draw();
1812  }
1813 }
1814 
1815 void display::scroll_to_tile(const map_location& loc, SCROLL_TYPE scroll_type, bool check_fogged, bool force)
1816 {
1817  if(context().map().on_board(loc) == false) {
1818  ERR_DP << "Tile at " << loc << " isn't on the map, can't scroll to the tile.";
1819  return;
1820  }
1821 
1822  scroll_to_tiles({loc}, scroll_type, check_fogged, false, 0.0, force);
1823 }
1824 
1826  SCROLL_TYPE scroll_type, bool check_fogged,
1827  double add_spacing, bool force)
1828 {
1829  scroll_to_tiles({loc1, loc2}, scroll_type, check_fogged, false, add_spacing, force);
1830 }
1831 
1832 void display::scroll_to_tiles(const std::vector<map_location>& locs,
1833  SCROLL_TYPE scroll_type, bool check_fogged,
1834  bool only_if_possible, double add_spacing, bool force)
1835 {
1836  // basically we calculate the min/max coordinates we want to have on-screen
1837  int minx = 0;
1838  int maxx = 0;
1839  int miny = 0;
1840  int maxy = 0;
1841  bool valid = false;
1842 
1843  for(const map_location& loc : locs) {
1844  if(context().map().on_board(loc) == false) continue;
1845  if(check_fogged && fogged(loc)) continue;
1846 
1847  const auto [x, y] = get_location(loc);
1848 
1849  if (!valid) {
1850  minx = x;
1851  maxx = x;
1852  miny = y;
1853  maxy = y;
1854  valid = true;
1855  } else {
1856  int minx_new = std::min<int>(minx,x);
1857  int miny_new = std::min<int>(miny,y);
1858  int maxx_new = std::max<int>(maxx,x);
1859  int maxy_new = std::max<int>(maxy,y);
1860  rect r = map_area();
1861  r.x = minx_new;
1862  r.y = miny_new;
1863  if(outside_area(r, maxx_new, maxy_new)) {
1864  // we cannot fit all locations to the screen
1865  if (only_if_possible) return;
1866  break;
1867  }
1868  minx = minx_new;
1869  miny = miny_new;
1870  maxx = maxx_new;
1871  maxy = maxy_new;
1872  }
1873  }
1874  //if everything is fogged or the location list is empty
1875  if(!valid) return;
1876 
1877  if (scroll_type == ONSCREEN || scroll_type == ONSCREEN_WARP) {
1878  int spacing = std::round(add_spacing * hex_size());
1879  rect r = map_area().padded_by(-spacing); // Shrink
1880  if (!outside_area(r, minx,miny) && !outside_area(r, maxx,maxy)) {
1881  return;
1882  }
1883  }
1884 
1885  // let's do "normal" rectangle math from now on
1886  rect locs_bbox;
1887  locs_bbox.x = minx;
1888  locs_bbox.y = miny;
1889  locs_bbox.w = maxx - minx + hex_size();
1890  locs_bbox.h = maxy - miny + hex_size();
1891 
1892  // target the center
1893  point target = locs_bbox.center();
1894 
1895  if (scroll_type == ONSCREEN || scroll_type == ONSCREEN_WARP) {
1896  // when doing an ONSCREEN scroll we do not center the target unless needed
1897  rect r = map_area();
1898  auto [map_center_x, map_center_y] = r.center();
1899 
1900  int h = r.h;
1901  int w = r.w;
1902 
1903  // we do not want to be only inside the screen rect, but center a bit more
1904  double inside_frac = 0.5; // 0.0 = always center the target, 1.0 = scroll the minimum distance
1905  w = static_cast<int>(w * inside_frac);
1906  h = static_cast<int>(h * inside_frac);
1907 
1908  // shrink the rectangle by the size of the locations rectangle we found
1909  // such that the new task to fit a point into a rectangle instead of rectangle into rectangle
1910  w -= locs_bbox.w;
1911  h -= locs_bbox.h;
1912 
1913  if (w < 1) w = 1;
1914  if (h < 1) h = 1;
1915 
1916  r.x = target.x - w/2;
1917  r.y = target.y - h/2;
1918  r.w = w;
1919  r.h = h;
1920 
1921  // now any point within r is a possible target to scroll to
1922  // we take the one with the minimum distance to map_center
1923  // which will always be at the border of r
1924 
1925  if (map_center_x < r.x) {
1926  target.x = r.x;
1927  target.y = std::clamp(map_center_y, r.y, r.y + r.h - 1);
1928  } else if (map_center_x > r.x+r.w-1) {
1929  target.x = r.x + r.w - 1;
1930  target.y = std::clamp(map_center_y, r.y, r.y + r.h - 1);
1931  } else if (map_center_y < r.y) {
1932  target.y = r.y;
1933  target.x = std::clamp(map_center_x, r.x, r.x + r.w - 1);
1934  } else if (map_center_y > r.y+r.h-1) {
1935  target.y = r.y + r.h - 1;
1936  target.x = std::clamp(map_center_x, r.x, r.x + r.w - 1);
1937  } else {
1938  ERR_DP << "Bug in the scrolling code? Looks like we would not need to scroll after all...";
1939  // keep the target at the center
1940  }
1941  }
1942 
1943  scroll_to_xy(target, scroll_type, force);
1944 }
1945 
1946 
1948 {
1949  zoom_ = std::clamp(zoom_, MinZoom, MaxZoom);
1951 }
1952 
1953 void display::bounds_check_position(int& xpos, int& ypos) const
1954 {
1955  const int tile_width = hex_width();
1956 
1957  // Adjust for the border 2 times
1958  const int xend = static_cast<int>(tile_width * (context().map().w() + 2 * theme_.border().size) + tile_width / 3);
1959  const int yend = static_cast<int>(zoom_ * (context().map().h() + 2 * theme_.border().size) + zoom_ / 2);
1960 
1961  xpos = std::clamp(xpos, 0, xend - map_area().w);
1962  ypos = std::clamp(ypos, 0, yend - map_area().h);
1963 }
1964 
1965 double display::turbo_speed() const
1966 {
1967  bool res = prefs::get().turbo();
1968  if(keys_[SDLK_LSHIFT] || keys_[SDLK_RSHIFT]) {
1969  res = !res;
1970  }
1971 
1972  res |= video::headless();
1973  if(res)
1974  return prefs::get().turbo_speed();
1975  else
1976  return 1.0;
1977 }
1978 
1980 {
1981  prevent_draw_ = pd;
1982  if (!pd) {
1983  // ensure buttons are visible
1984  unhide_buttons();
1985  }
1986 }
1987 
1989 {
1990  return prevent_draw_;
1991 }
1992 
1993 submerge_data display::get_submerge_data(const rect& dest, double submerge, const point& size, uint8_t alpha, bool hreverse, bool vreverse)
1994 {
1996  if(submerge <= 0.0) {
1997  return data;
1998  }
1999 
2000  // Set up blit destinations
2001  data.unsub_dest = dest;
2002  const int dest_sub_h = dest.h * submerge;
2003  data.unsub_dest.h -= dest_sub_h;
2004  const int dest_y_mid = dest.y + data.unsub_dest.h;
2005 
2006  // Set up blit src regions
2007  const int submersion_line = size.y * (1.0 - submerge);
2008  data.unsub_src = {0, 0, size.x, submersion_line};
2009 
2010  // Set up shader vertices
2011  // alpha comes in as 0-255 but with SDL3 it's a float, so need to convert it
2012  float mid_alpha = 0.3 * (alpha/ALPHA_OPAQUE);
2013  const SDL_FColor c_mid{1.0, 1.0, 1.0, mid_alpha};
2014  const int pixels_submerged = size.y * submerge;
2015  float bot_alpha = 1.0;
2016  // be more transparent the more pixels are underwater
2017  bot_alpha -= (pixels_submerged * 0.035) * (alpha/ALPHA_OPAQUE);
2018 
2019  // fully transparent seems to be -1.0 instead of 0.0 for some reason, so make sure it doesn't end up below -1.0
2020  const SDL_FColor c_bot{1.0, 1.0, 1.0, std::max(bot_alpha, -1.0f)};
2021  const SDL_FPoint pML{float(dest.x), float(dest_y_mid)};
2022  const SDL_FPoint pMR{float(dest.x + dest.w), float(dest_y_mid)};
2023  const SDL_FPoint pBL{float(dest.x), float(dest.y + dest.h)};
2024  const SDL_FPoint pBR{float(dest.x + dest.w), float(dest.y + dest.h)};
2025  data.alpha_verts = {
2026  SDL_Vertex{pML, c_mid, {0.0, float(1.0 - submerge)}},
2027  SDL_Vertex{pMR, c_mid, {1.0, float(1.0 - submerge)}},
2028  SDL_Vertex{pBL, c_bot, {0.0, 1.0}},
2029  SDL_Vertex{pBR, c_bot, {1.0, 1.0}},
2030  };
2031 
2032  if(hreverse) {
2033  for(SDL_Vertex& v : data.alpha_verts) {
2034  v.tex_coord.x = 1.0 - v.tex_coord.x;
2035  }
2036  }
2037  if(vreverse) {
2038  for(SDL_Vertex& v : data.alpha_verts) {
2039  v.tex_coord.y = 1.0 - v.tex_coord.y;
2040  }
2041  }
2042 
2043  return data;
2044 }
2045 
2047  const std::string& old_mask,
2048  const std::string& new_mask)
2049 {
2050  // TODO: hwaccel - this needs testing as it's not used in mainline
2053 
2054  auto duration = 300ms / turbo_speed();
2055  auto start = std::chrono::steady_clock::now();
2056  for(auto now = start; now < start + duration; now = std::chrono::steady_clock::now()) {
2057  uint8_t p = float_to_color(chrono::normalize_progress(now - start, duration));
2058  tod_hex_alpha2 = p;
2059  tod_hex_alpha1 = ~p;
2062  }
2063 
2064  tod_hex_mask1.reset();
2065  tod_hex_mask2.reset();
2066 }
2067 
2068 void display::fade_to(const color_t& c, const std::chrono::milliseconds& duration)
2069 {
2070  auto start = std::chrono::steady_clock::now();
2071  color_t fade_start = fade_color_;
2072  color_t fade_end = c;
2073 
2074  // If we started transparent, assume the same colour
2075  if(fade_start.a == 0) {
2076  fade_start.r = fade_end.r;
2077  fade_start.g = fade_end.g;
2078  fade_start.b = fade_end.b;
2079  }
2080 
2081  // If we are ending transparent, assume the same colour
2082  if(fade_end.a == 0) {
2083  fade_end.r = fade_start.r;
2084  fade_end.g = fade_start.g;
2085  fade_end.b = fade_start.b;
2086  }
2087 
2088  // Smoothly blend and display
2089  for(auto now = start; now < start + duration; now = std::chrono::steady_clock::now()) {
2090  uint8_t p = float_to_color(chrono::normalize_progress(now - start, duration));
2091  fade_color_ = fade_start.smooth_blend(fade_end, p);
2094  }
2095  fade_color_ = fade_end;
2097  events::draw();
2098 }
2099 
2101 {
2102  fade_color_ = c;
2103 }
2104 
2106 {
2107  if(video::headless())
2108  return;
2109 
2110  DBG_DP << "redrawing everything";
2111 
2112  // This is specifically for game_display.
2113  // It would probably be better to simply make this function virtual,
2114  // if game_display needs to do special processing.
2115  invalidateGameStatus_ = true;
2116 
2117  reportLocations_.clear();
2118  reportSurfaces_.clear();
2119  reports_.clear();
2120 
2122 
2124 
2126 
2127  if(!menu_buttons_.empty() || !action_buttons_.empty()) {
2128  create_buttons();
2129  }
2130 
2131  if(resources::controller) {
2133  if(command_executor != nullptr) {
2134  // This function adds button overlays,
2135  // it needs to be run after recreating the buttons.
2136  command_executor->set_button_state();
2137  }
2138  }
2139 
2140  if(!gui2::is_in_dialog()) {
2142  }
2143 
2144  redraw_background_ = true;
2145 
2146  // This is only for one specific use, which is by the editor controller.
2147  // It would be vastly better if this didn't exist.
2148  for(std::function<void(display&)> f : redraw_observers_) {
2149  f(*this);
2150  }
2151 
2152  invalidate_all();
2153 
2155 }
2156 
2158 {
2159  // Could redraw a smaller region if the display doesn't use it all,
2160  // but when does that ever happen?
2162 }
2163 
2164 void display::add_redraw_observer(const std::function<void(display&)>& f)
2165 {
2166  redraw_observers_.push_back(f);
2167 }
2168 
2170 {
2171  redraw_observers_.clear();
2172 }
2173 
2175 {
2176  if(video::headless()) {
2177  DBG_DP << "display::draw denied";
2178  return;
2179  }
2180  //DBG_DP << "display::draw";
2181 
2182  // I have no idea why this is messing with sync context,
2183  // but i'm not going to touch it.
2185 
2186  // This isn't the best, but also isn't important enough to do better.
2188  DBG_DP << "display::draw redraw background";
2191  redraw_background_ = false;
2192  }
2193 
2194  if(!context().map().empty()) {
2195  if(!invalidated_.empty()) {
2196  draw_invalidated();
2197  invalidated_.clear();
2198  }
2200  }
2201 }
2202 
2204 {
2205  //DBG_DP << "display::update";
2206  // Ensure render textures are correctly sized and up-to-date.
2208 
2209  // Trigger cache rebuild if animated water preference has changed.
2210  if(animate_water_ != prefs::get().animate_water()) {
2211  animate_water_ = prefs::get().animate_water();
2212  builder_->rebuild_cache_all();
2213  }
2214 
2216  invalidate_all();
2217  }
2218 }
2219 
2221 {
2222  //DBG_DP << "display::layout";
2223 
2224  // There's nothing that actually does layout here, it all happens in
2225  // response to events. This isn't ideal, but neither is changing that.
2226 
2227  // Post-layout / Pre-render
2228 
2229  if (!context().map().empty()) {
2230  if(redraw_background_) {
2231  invalidateAll_ = true;
2232  }
2233  if(invalidateAll_) {
2234  DBG_DP << "draw() with invalidateAll";
2235 
2236  // toggle invalidateAll_ first to allow regular invalidations
2237  invalidateAll_ = false;
2239 
2240  redraw_minimap();
2241  }
2242  }
2243 
2244  // invalidate animated terrain, units and haloes
2246 
2247  // Update and invalidate floating labels as necessary
2249 }
2250 
2252 {
2253  // This should render the game map and units.
2254  // It is not responsible for halos and floating labels.
2255  //DBG_DP << "display::render";
2256 
2257  // No need to render if we aren't going to draw anything.
2258  if(prevent_draw_) {
2259  DBG_DP << "render prevented";
2260  return;
2261  }
2262 
2263  // Update our frametime values
2264  tracked_drawable::update_count();
2265 
2266  // render to the offscreen buffer
2267  auto target_setter = draw::set_render_target(front_);
2268  draw();
2269 
2270  // update the minimap texture, if necessary
2271  // TODO: highdpi - high DPI minimap
2272  const rect& area = minimap_area();
2273  if(!area.empty() && !minimap_renderer_) {
2275  }
2276 }
2277 
2278 bool display::expose(const rect& region)
2279 {
2280  if(prevent_draw_) {
2281  DBG_DP << "draw prevented";
2282  return false;
2283  }
2284 
2285  rect clipped_region = draw::get_clip().intersect(region);
2286 
2287  // Blit from the pre-rendered front buffer.
2288  if(clipped_region.overlaps(map_outside_area())) {
2289  front_.set_src(clipped_region);
2290  draw::blit(front_, clipped_region);
2291  front_.clear_src();
2292  }
2293 
2294  // Render halos.
2295  halo_man_.render(clipped_region);
2296 
2297  // Render UI elements.
2298  // Ideally buttons would be drawn as part of panels,
2299  // but they are currently TLDs so they draw themselves.
2300  // This also means they draw over tooltips...
2301  draw_all_panels(clipped_region);
2302  draw_reports(clipped_region);
2303  if(clipped_region.overlaps(minimap_area())) {
2304  draw_minimap();
2305  }
2306 
2307  // Floating labels should probably be separated by type,
2308  // but they aren't so they all get drawn here.
2310 
2311  // If there's a fade, apply it over everything
2312  if(fade_color_.a) {
2313  draw::fill(map_outside_area().intersect(region), fade_color_);
2314  }
2315 
2316  DBG_DP << "display::expose " << region;
2317 
2318  // The display covers the entire screen.
2319  // We will always be drawing something.
2320  return true;
2321 }
2322 
2324 {
2325  assert(!map_screenshot_);
2326  // There's no good way to determine this, as themes can put things
2327  // anywhere. Just return the entire game canvas.
2328  return video::game_canvas();
2329 }
2330 
2332 {
2333  if(video::headless()) {
2334  return;
2335  }
2336 
2337  // We ignore any logical offset on the underlying window buffer.
2338  // Render buffer size is always a simple multiple of the draw area.
2339  rect darea = video::game_canvas();
2340  rect oarea = darea * video::get_pixel_scale();
2341 
2342  // Check that the front buffer size is correct.
2343  // Buffers are always resized together, so we only need to check one.
2345  point dsize = front_.draw_size();
2346  bool raw_size_changed = size.x != oarea.w || size.y != oarea.h;
2347  bool draw_size_changed = dsize.x != darea.w || dsize.y != darea.h;
2348  if (!raw_size_changed && !draw_size_changed) {
2349  // buffers are fine
2350  return;
2351  }
2352 
2353  if(raw_size_changed) {
2354  LOG_DP << "regenerating render buffers as " << oarea;
2355  front_ = texture(oarea.w, oarea.h, SDL_TEXTUREACCESS_TARGET);
2356  back_ = texture(oarea.w, oarea.h, SDL_TEXTUREACCESS_TARGET);
2357  }
2358  if(raw_size_changed || draw_size_changed) {
2359  LOG_DP << "updating render buffer draw size to " << darea;
2360  front_.set_draw_size(darea.w, darea.h);
2361  back_.set_draw_size(darea.w, darea.h);
2362  }
2363 
2364  // Fill entire texture with black, just in case
2365  for(int i = 0; i < 2; ++i) {
2367  draw::fill(0,0,0);
2368  }
2369 
2370  // Fill in the background area on both textures.
2372 
2373  queue_rerender();
2374 }
2375 
2377 {
2378  // This could be optimized to avoid the map area,
2379  // but it's only called on game creation or zoom anyway.
2380  const rect clip_rect = map_outside_area();
2382  for(int i = 0; i < 2; ++i) {
2384  if(bgtex) {
2385  draw::tiled(bgtex, clip_rect);
2386  } else {
2387  draw::fill(clip_rect, 0, 0, 0);
2388  }
2389  }
2390 }
2391 
2393 {
2394  return *map_labels_;
2395 }
2396 
2398 {
2399  return *map_labels_;
2400 }
2401 
2403 {
2404  return map_area();
2405 }
2406 
2408 {
2409  // log_scope("display::draw_invalidated");
2410  rect clip_rect = get_clip_rect();
2411  const auto clipper = draw::reduce_clip(clip_rect);
2412 
2413  DBG_DP << "drawing " << invalidated_.size() << " invalidated hexes with clip " << clip_rect;
2414 
2415  // The unit drawer can't function without teams
2416  utils::optional<unit_drawer> drawer{};
2417  if(!context().teams().empty()) {
2418  drawer.emplace(*this);
2419  }
2420 
2421  for(const map_location& loc : invalidated_) {
2422  rect hex_rect = get_location_rect(loc);
2423  if(!hex_rect.overlaps(clip_rect)) {
2424  continue;
2425  }
2426 
2427  draw_hex(loc);
2428  drawn_hexes_ += 1;
2429 
2430  if(drawer) {
2431  const auto u_it = context().units().find(loc);
2432  if(u_it != context().units().end() && unit_can_draw_here(loc, *u_it)) {
2433  drawer->redraw_unit(*u_it);
2434  }
2435  }
2436 
2437  draw_manager::invalidate_region(hex_rect.intersect(clip_rect));
2438  }
2439 
2440  invalidated_hexes_ += invalidated_.size();
2441 }
2442 
2444 {
2445  const bool on_map = context().map().on_board(loc);
2446  const time_of_day& tod = get_time_of_day(loc);
2447 
2448  int num_images_fg = 0;
2449  int num_images_bg = 0;
2450 
2451  const bool is_shrouded = shrouded(loc);
2452 
2453  // unshrouded terrain (the normal case)
2454  if(!is_shrouded) {
2455  get_terrain_images(loc, tod.id, BACKGROUND); // updates terrain_image_vector_
2456  num_images_bg = terrain_image_vector_.size();
2457 
2458  drawing_buffer_add(drawing_layer::terrain_bg, loc, [images = std::exchange(terrain_image_vector_, {})](const rect& dest) {
2459  for(const texture& t : images) {
2460  draw::blit(t, dest);
2461  }
2462  });
2463 
2464  get_terrain_images(loc, tod.id, FOREGROUND); // updates terrain_image_vector_
2465  num_images_fg = terrain_image_vector_.size();
2466 
2467  drawing_buffer_add(drawing_layer::terrain_fg, loc, [images = std::exchange(terrain_image_vector_, {})](const rect& dest) {
2468  for(const texture& t : images) {
2469  draw::blit(t, dest);
2470  }
2471  });
2472 
2473  // Draw the grid, if that's been enabled
2474  if(prefs::get().grid()) {
2477 
2479  [tex = image::get_texture(grid_top, image::TOD_COLORED)](const rect& dest) { draw::blit(tex, dest); });
2480 
2482  [tex = image::get_texture(grid_bottom, image::TOD_COLORED)](const rect& dest) { draw::blit(tex, dest); });
2483  }
2484 
2485  // overlays (TODO: can we just draw all the overlays in one pass instead of per-hex?)
2487 
2488  // village-control flags.
2489  if(context().map().is_village(loc)) {
2491  [tex = get_flag(loc)](const rect& dest) { draw::blit(tex, dest); });
2492  }
2493  }
2494 
2495  // Draw the time-of-day mask on top of the terrain in the hex.
2496  // tod may differ from tod if hex is illuminated.
2497  const std::string& tod_hex_mask = tod.image_mask;
2498  if(tod_hex_mask1 || tod_hex_mask2) {
2499  drawing_buffer_add(drawing_layer::terrain_fg, loc, [this](const rect& dest) mutable {
2501  draw::blit(tod_hex_mask1, dest);
2502 
2504  draw::blit(tod_hex_mask2, dest);
2505  });
2506  } else if(!tod_hex_mask.empty()) {
2508  [tex = image::get_texture(tod_hex_mask, image::HEXED)](const rect& dest) { draw::blit(tex, dest); });
2509  }
2510 
2511  // Paint arrows
2512  if(auto arrows_in_hex = arrows_map_.find(loc); arrows_in_hex != arrows_map_.end()) {
2513  std::vector<texture> to_draw;
2514  for(const arrow* a : arrows_in_hex->second) {
2515  to_draw.push_back(image::get_texture(a->get_image_for_loc(loc)));
2516  }
2517 
2518  drawing_buffer_add(drawing_layer::arrows, loc, [to_draw = std::move(to_draw)](const rect& dest) {
2519  for(const texture& t : to_draw) {
2520  draw::blit(t, dest);
2521  }
2522  });
2523  }
2524 
2525  // Apply shroud, fog and linger overlay
2526 
2527  if(is_shrouded || fogged(loc)) {
2528  // TODO: better noise function
2529  const auto get_variant = [&loc](const std::vector<std::string>& variants) -> const auto& {
2530  return variants[std::abs(loc.x + loc.y) % variants.size()];
2531  };
2532 
2533  const std::string& img = get_variant(is_shrouded ? shroud_images_ : fog_images_);
2535  [tex = image::get_texture(img, image::TOD_COLORED)](const rect& dest) { draw::blit(tex, dest); });
2536  }
2537 
2538  if(!is_shrouded) {
2540  for(const texture& t : images) {
2541  draw::blit(t, dest);
2542  }
2543  });
2544  }
2545 
2547  using namespace std::string_literals;
2549  [tex = image::get_texture("terrain/foreground.png"s)](const rect& dest) { draw::blit(tex, dest); });
2550  }
2551 
2552  if(on_map) {
2553  // This might be slight overkill. Basically, we want to check that none of the
2554  // first three bits in the debug flag bitset are set so we can avoid creating
2555  // a stringstream, a temp string, and attempting to trim it for every hex even
2556  // when none of these flags are set. This gives us a temp object with all bits
2557  // past the first three zeroed out.
2558  if((std::as_const(debug_flags_) << (NUM_DEBUG_FLAGS - DEBUG_FOREGROUND)).none()) {
2559  return;
2560  }
2561 
2562  std::ostringstream ss;
2564  ss << loc << '\n';
2565  }
2566 
2568  ss << context().map().get_terrain(loc) << '\n';
2569  }
2570 
2572  ss << (num_images_bg + num_images_fg) << '\n';
2573  }
2574 
2575  std::string output = ss.str();
2577 
2578  if(output.empty()) {
2579  return;
2580  }
2581 
2583  renderer.set_text(output, false);
2584  renderer.set_font_size(font::SIZE_TINY);
2585  renderer.set_alignment(PANGO_ALIGN_CENTER);
2586  renderer.set_foreground_color(font::NORMAL_COLOR);
2587  renderer.set_maximum_height(-1, false);
2588  renderer.set_maximum_width(-1);
2589 
2590  drawing_buffer_add(drawing_layer::fog_shroud, loc, [tex = renderer.render_and_get_texture()](const rect& dest) {
2591  // Center text in dest rect
2592  const rect text_dest { dest.center() - tex.draw_size() / 2, tex.draw_size() };
2593 
2594  // Add a little padding to the bg
2595  const rect bg_dest = text_dest.padded_by(3);
2596 
2597  draw::fill(bg_dest, 0, 0, 0, 170);
2598  draw::blit(tex, text_dest);
2599  });
2600  }
2601 }
2602 
2604 {
2605  auto it = get_overlays().find(loc);
2606  if(it == get_overlays().end()) {
2607  return;
2608  }
2609 
2610  std::vector<overlay>& overlays = it->second;
2611  if(overlays.empty()) {
2612  return;
2613  }
2614 
2615  const time_of_day& tod = get_time_of_day(loc);
2616  tod_color tod_col = tod.color + color_adjust_;
2617 
2618  std::vector lt{image::light_adjust{-1, tod_col.r, tod_col.g, tod_col.b}};
2619 
2620  for(const overlay& ov : overlays) {
2621  if(fogged(loc) && !ov.visible_in_fog) {
2622  continue;
2623  }
2624 
2625  if(dont_show_all_ && !ov.team_name.empty()) {
2626  const auto current_team_names = utils::split_view(viewing_team().team_name());
2627  const auto team_names = utils::split_view(ov.team_name);
2628 
2629  bool item_visible_for_team = std::find_first_of(team_names.begin(), team_names.end(),
2630  current_team_names.begin(), current_team_names.end()) != team_names.end();
2631 
2632  if(!item_visible_for_team) {
2633  continue;
2634  }
2635  }
2636 
2637  texture tex = ov.image.find("~NO_TOD_SHIFT()") == std::string::npos
2638  ? image::get_lighted_texture(ov.image, lt)
2639  : image::get_texture(ov.image, image::HEXED);
2640 
2641  // Base submerge value for the terrain at this location
2642  const double ter_sub = context().map().get_terrain_info(loc).unit_submerge();
2643 
2645  drawing_layer::terrain_bg, loc, [tex, ter_sub, ovr_sub = ov.submerge](const rect& dest) mutable {
2646  if(ovr_sub > 0.0 && ter_sub > 0.0) {
2647  // Adjust submerge appropriately
2648  double submerge = ter_sub * ovr_sub;
2649 
2650  submerge_data data
2651  = display::get_submerge_data(dest, submerge, tex.draw_size(), ALPHA_OPAQUE, false, false);
2652 
2653  // set clip for dry part
2654  // smooth_shaded doesn't use the clip information so it's fine to set it up front
2655  // TODO: do we need to unset this?
2656  tex.set_src(data.unsub_src);
2657 
2658  // draw underwater part
2659  draw::smooth_shaded(tex, data.alpha_verts);
2660 
2661  // draw dry part
2662  draw::blit(tex, data.unsub_dest);
2663  } else {
2664  // draw whole texture
2665  draw::blit(tex, dest);
2666  }
2667  });
2668  }
2669 }
2670 
2671 /**
2672  * Redraws the specified report (if anything has changed).
2673  * If a config is not supplied, it will be generated via
2674  * reports::generate_report().
2675  */
2676 void display::refresh_report(const std::string& report_name, const config * new_cfg)
2677 {
2678  const theme::status_item *item = theme_.get_status_item(report_name);
2679  if (!item) {
2680  // This should be a warning, but unfortunately there are too many
2681  // unused reports to easily deal with.
2682  //WRN_DP << "no report '" << report_name << "' in theme";
2683  return;
2684  }
2685 
2686  // Now we will need the config. Generate one if needed.
2687 
2689 
2690  if (resources::controller) {
2692  }
2693 
2694  reports::context temp_context = reports::context(*dc_, *this, *resources::tod_manager, wb_.lock(), mhb);
2695 
2696  const config generated_cfg = new_cfg ? config() : reports_object_->generate_report(report_name, temp_context);
2697  if ( new_cfg == nullptr )
2698  new_cfg = &generated_cfg;
2699 
2700  rect& loc = reportLocations_[report_name];
2701  const rect& new_loc = item->location(video::game_canvas());
2702  config &report = reports_[report_name];
2703 
2704  // Report and its location is unchanged since last time. Do nothing.
2705  if (loc == new_loc && report == *new_cfg) {
2706  return;
2707  }
2708 
2709  DBG_DP << "updating report: " << report_name;
2710 
2711  // Mark both old and new locations for redraw.
2714 
2715  // Update the config and current location.
2716  report = *new_cfg;
2717  loc = new_loc;
2718 
2719  // Not 100% sure this is okay
2720  // but it seems to be working so i'm not changing it.
2722 
2723  if (report.empty()) return;
2724 
2725  // Add prefix, postfix elements.
2726  // Make sure that they get the same tooltip
2727  // as the guys around them.
2728  std::string str = item->prefix();
2729  if (!str.empty()) {
2730  config &e = report.add_child_at("element", config(), 0);
2731  e["text"] = str;
2732  e["tooltip"] = report.mandatory_child("element")["tooltip"];
2733  }
2734  str = item->postfix();
2735  if (!str.empty()) {
2736  config &e = report.add_child("element");
2737  e["text"] = str;
2738  e["tooltip"] = report.mandatory_child("element", -1)["tooltip"];
2739  }
2740 
2741  // Do a fake run of drawing the report, so tooltips can be determined.
2742  // TODO: this is horrible, refactor reports to actually make sense
2743  draw_report(report_name, true);
2744 }
2745 
2746 void display::draw_report(const std::string& report_name, bool tooltip_test)
2747 {
2748  const theme::status_item *item = theme_.get_status_item(report_name);
2749  if (!item) {
2750  // This should be a warning, but unfortunately there are too many
2751  // unused reports to easily deal with.
2752  //WRN_DP << "no report '" << report_name << "' in theme";
2753  return;
2754  }
2755 
2756  const rect& loc = reportLocations_[report_name];
2757  const config& report = reports_[report_name];
2758 
2759  int x = loc.x, y = loc.y;
2760 
2761  // Loop through and display each report element.
2762  int tallest = 0;
2763  int image_count = 0;
2764  bool used_ellipsis = false;
2765  std::ostringstream ellipsis_tooltip;
2766  rect ellipsis_area = loc;
2767 
2768  for (config::const_child_itors elements = report.child_range("element");
2769  elements.begin() != elements.end(); elements.pop_front())
2770  {
2771  rect area {x, y, loc.w + loc.x - x, loc.h + loc.y - y};
2772  if (area.h <= 0) break;
2773 
2774  std::string t = elements.front()["text"];
2775  if (!t.empty())
2776  {
2777  if (used_ellipsis) goto skip_element;
2778 
2779  // Draw a text element.
2781  bool eol = false;
2782  if (t[t.size() - 1] == '\n') {
2783  eol = true;
2784  t = t.substr(0, t.size() - 1);
2785  }
2786  // If stripping left the text empty, skip it.
2787  if (t.empty()) {
2788  // Blank text has a null size when rendered.
2789  // It does not, however, have a null size when the size
2790  // is requested with get_size(). Hence this check.
2791  continue;
2792  }
2793  text.set_link_aware(false)
2794  .set_text(t, true);
2796  .set_font_size(item->font_size())
2798  .set_alignment(PANGO_ALIGN_LEFT)
2800  .set_maximum_width(area.w)
2801  .set_maximum_height(area.h, false)
2802  .set_ellipse_mode(PANGO_ELLIPSIZE_END)
2804 
2805  point tsize = text.get_size();
2806 
2807  // check if next element is text with almost no space to show it
2808  const int minimal_text = 12; // width in pixels
2809  config::const_child_iterator ee = elements.begin();
2810  if (!eol && loc.w - (x - loc.x + tsize.x) < minimal_text &&
2811  ++ee != elements.end() && !(*ee)["text"].empty())
2812  {
2813  // make this element longer to trigger rendering of ellipsis
2814  // (to indicate that next elements have not enough space)
2815  //NOTE this space should be longer than minimal_text pixels
2816  t = t + " ";
2817  text.set_text(t, true);
2818  tsize = text.get_size();
2819  // use the area of this element for next tooltips
2820  used_ellipsis = true;
2821  ellipsis_area.x = x;
2822  ellipsis_area.y = y;
2823  ellipsis_area.w = tsize.x;
2824  ellipsis_area.h = tsize.y;
2825  }
2826 
2827  area.w = tsize.x;
2828  area.h = tsize.y;
2829  if (!tooltip_test) {
2830  draw::blit(text.render_and_get_texture(), area);
2831  }
2832  if (area.h > tallest) {
2833  tallest = area.h;
2834  }
2835  if (eol) {
2836  x = loc.x;
2837  y += tallest;
2838  tallest = 0;
2839  } else {
2840  x += area.w;
2841  }
2842  }
2843  else if (!(t = elements.front()["image"].str()).empty())
2844  {
2845  if (used_ellipsis) goto skip_element;
2846 
2847  // Draw an image element.
2849 
2850  if (!img) {
2851  ERR_DP << "could not find image for report: '" << t << "'";
2852  continue;
2853  }
2854 
2855  if (area.w < img.w() && image_count) {
2856  // We have more than one image, and this one doesn't fit.
2858  used_ellipsis = true;
2859  }
2860 
2861  if (img.w() < area.w) area.w = img.w();
2862  if (img.h() < area.h) area.h = img.h();
2863  if (!tooltip_test) {
2864  draw::blit(img, area);
2865  }
2866 
2867  ++image_count;
2868  if (area.h > tallest) {
2869  tallest = area.h;
2870  }
2871 
2872  if (!used_ellipsis) {
2873  x += area.w;
2874  } else {
2875  ellipsis_area = area;
2876  }
2877  }
2878  else
2879  {
2880  // No text nor image, skip this element
2881  continue;
2882  }
2883 
2884  skip_element:
2885  t = elements.front()["tooltip"].t_str().c_str();
2886  if (!t.empty()) {
2887  if (tooltip_test && !used_ellipsis) {
2888  tooltips::add_tooltip(area, t, elements.front()["help"].t_str().c_str());
2889  } else {
2890  // Collect all tooltips for the ellipsis.
2891  // TODO: need a better separator
2892  // TODO: assign an action
2893  ellipsis_tooltip << t;
2894  config::const_child_iterator ee = elements.begin();
2895  if (++ee != elements.end())
2896  ellipsis_tooltip << "\n _________\n\n";
2897  }
2898  }
2899  }
2900 
2901  if (tooltip_test && used_ellipsis) {
2902  tooltips::add_tooltip(ellipsis_area, ellipsis_tooltip.str());
2903  }
2904 }
2905 
2906 bool display::draw_reports(const rect& region)
2907 {
2908  bool drew = false;
2909  for(const auto& it : reports_) {
2910  const std::string& name = it.first;
2911  const rect& loc = reportLocations_[name];
2912  if(loc.overlaps(region)) {
2913  draw_report(name);
2914  drew = true;
2915  }
2916  }
2917  return drew;
2918 }
2919 
2921 {
2922  DBG_DP << "invalidate_all()";
2923  invalidateAll_ = true;
2924  invalidated_.clear();
2925 }
2926 
2928 {
2930  return false;
2931 
2932  bool tmp;
2933  tmp = invalidated_.insert(loc).second;
2934  return tmp;
2935 }
2936 
2937 bool display::invalidate(const std::set<map_location>& locs)
2938 {
2940  return false;
2941  bool ret = false;
2942  for (const map_location& loc : locs) {
2943  ret = invalidated_.insert(loc).second || ret;
2944  }
2945  return ret;
2946 }
2947 
2948 bool display::propagate_invalidation(const std::set<map_location>& locs)
2949 {
2950  if(invalidateAll_)
2951  return false;
2952 
2953  if(locs.size()<=1)
2954  return false; // propagation never needed
2955 
2956  bool result = false;
2957  {
2958  // search the first hex invalidated (if any)
2959  std::set<map_location>::const_iterator i = locs.begin();
2960  for(; i != locs.end() && invalidated_.count(*i) == 0 ; ++i) {}
2961 
2962  if (i != locs.end()) {
2963 
2964  // propagate invalidation
2965  // 'i' is already in, but I suspect that splitting the range is bad
2966  // especially because locs are often adjacents
2967  std::size_t previous_size = invalidated_.size();
2968  invalidated_.insert(locs.begin(), locs.end());
2969  result = previous_size < invalidated_.size();
2970  }
2971  }
2972  return result;
2973 }
2974 
2976 {
2977  return invalidate_locations_in_rect(map_area().intersect(rect));
2978 }
2979 
2981 {
2983  return false;
2984 
2985  DBG_DP << "invalidating locations in " << rect;
2986 
2987  bool result = false;
2988  for(const map_location& loc : hexes_under_rect(rect)) {
2989  //DBG_DP << "invalidating " << loc.x << ',' << loc.y;
2990  result |= invalidate(loc);
2991  }
2992  return result;
2993 }
2994 
2996 {
2997  if(context().map().is_village(loc)) {
2998  const int owner = context().village_owner(loc) - 1;
2999  if(owner >= 0 && flags_[owner].need_update()
3000  && (!fogged(loc) || !viewing_team().is_enemy(owner + 1))) {
3001  invalidate(loc);
3002  }
3003  }
3004 }
3005 
3007 {
3009  animate_map_ = prefs::get().animate_map();
3010  if(animate_map_) {
3011  for(const map_location& loc : get_visible_hexes()) {
3012  if(shrouded(loc))
3013  continue;
3014  if(builder_->update_animation(loc)) {
3015  invalidate(loc);
3016  } else {
3018  }
3019  }
3020  }
3021 
3022  for(const unit& u : context().units()) {
3023  u.anim_comp().refresh();
3024  }
3025  for(const unit* u : *fake_unit_man_) {
3026  u->anim_comp().refresh();
3027  }
3028 
3029  bool new_inval;
3030  do {
3031  new_inval = false;
3032  for(const unit& u : context().units()) {
3033  new_inval |= u.anim_comp().invalidate(*this);
3034  }
3035  for(const unit* u : *fake_unit_man_) {
3036  new_inval |= u->anim_comp().invalidate(*this);
3037  }
3038  } while(new_inval);
3039 
3040  halo_man_.update();
3041 }
3042 
3044 {
3045  for(const unit & u : context().units()) {
3046  u.anim_comp().set_standing();
3047  }
3048 }
3049 
3051 {
3052  for(const map_location& loc : arrow.get_path()) {
3053  arrows_map_[loc].push_back(&arrow);
3054  }
3055 }
3056 
3058 {
3059  for(const map_location& loc : arrow.get_path()) {
3060  arrows_map_[loc].remove(&arrow);
3061  }
3062 }
3063 
3065 {
3066  for(const map_location& loc : arrow.get_previous_path()) {
3067  arrows_map_[loc].remove(&arrow);
3068  }
3069 
3070  for(const map_location& loc : arrow.get_path()) {
3071  arrows_map_[loc].push_back(&arrow);
3072  }
3073 }
3074 
3076 {
3077  auto [center_x, center_y] = viewport_origin_ + map_area().center();
3078  return pixel_position_to_hex(center_x, center_y);
3079 }
3080 
3082 {
3083  cfg["view_locked"] = view_locked_;
3084  cfg["color_adjust_red"] = color_adjust_.r;
3085  cfg["color_adjust_green"] = color_adjust_.g;
3086  cfg["color_adjust_blue"] = color_adjust_.b;
3087  get_middle_location().write(cfg.add_child("location"));
3088 }
3089 
3091 {
3092  view_locked_ = cfg["view_locked"].to_bool(false);
3093  color_adjust_.r = cfg["color_adjust_red"].to_int(0);
3094  color_adjust_.g = cfg["color_adjust_green"].to_int(0);
3095  color_adjust_.b = cfg["color_adjust_blue"].to_int(0);
3096 }
3097 
3099 {
3100  if (!reach_map_changed_) return;
3101  if (reach_map_.empty() != reach_map_old_.empty()) {
3102  // Invalidate everything, since we both brighten and darken
3103  for (const auto& hex : get_visible_hexes()) {
3104  invalidate(hex);
3105  }
3106  } else if (!reach_map_.empty()) {
3107  // Invalidate new and old reach
3108  reach_map::iterator reach, reach_old;
3109  for (reach = reach_map_.begin(); reach != reach_map_.end(); ++reach) {
3110  invalidate(reach->first);
3111  }
3112  for (reach_old = reach_map_old_.begin(); reach_old != reach_map_old_.end(); ++reach_old) {
3113  invalidate(reach_old->first);
3114  }
3115  }
3117  reach_map_changed_ = false;
3118 
3119  // Make sure there are teams before trying to access units.
3120  if(!context().teams().empty()){
3121  // Update the reachmap-context team, the selected unit's team shall override the displayed unit's.
3122  if(context().units().count(selectedHex_)) {
3124  } else if(context().get_visible_unit(mouseoverHex_, viewing_team()) != nullptr){
3126  } else {
3127  /**
3128  * If no unit is selected or displayed, the reachmap-context team should failsafe to
3129  * the viewing team index, this makes sure the team is invalid when getting the reachmap
3130  * images in game_display::get_reachmap_images().
3131  */
3133  }
3134  DBG_DP << "Updated reachmap context team index to " << std::to_string(reach_map_team_index_);
3135  }
3136 }
3137 
3138 display *display::singleton_ = nullptr;
static bool is_enemy(std::size_t side, std::size_t other_side)
Definition: abilities.cpp:1064
map_location loc
Definition: move.cpp:172
void update_animation_timers(double acceleration)
Updates both animation timelines.
Definition: animated.cpp:38
Arrows destined to be drawn on the map.
double t
Definition: astarsearch.cpp:63
double g
Definition: astarsearch.cpp:63
std::vector< std::string > names
Definition: build_info.cpp:74
Definitions for the terrain builder.
void add_frame(const std::chrono::milliseconds &duration, const T &value, bool force_change=false)
Appends a frame, starting where the previous one ends (or at start_time, if first).
Arrows destined to be drawn on the map.
Definition: arrow.hpp:30
const arrow_path_t & get_previous_path() const
Definition: arrow.cpp:127
const arrow_path_t & get_path() const
Definition: arrow.cpp:122
image::locator get_image_for_loc(const map_location &hex) const
Definition: arrow.cpp:138
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:157
config & add_child(std::string_view key)
Definition: config.cpp:436
child_itors child_range(std::string_view key)
Definition: config.cpp:268
config & add_child_at(std::string_view key, const config &val, std::size_t index)
Definition: config.cpp:465
boost::iterator_range< const_child_iterator > const_child_itors
Definition: config.hpp:281
bool empty() const
Definition: config.cpp:823
config & mandatory_child(std::string_view key, int n=0)
Returns the nth child with the given key, or throws an error if there is none.
Definition: config.cpp:362
Abstract class for exposing game data that doesn't depend on the GUI, however which for historical re...
int village_owner(const map_location &loc) const
Given the location of a village, will return the 1-based number of the team that currently owns it,...
const unit * get_visible_unit(const map_location &loc, const team &current_team, bool see_all=false) const
virtual const gamemap & map() const =0
virtual const std::vector< team > & teams() const =0
virtual const unit_map & units() const =0
Sort-of-Singleton that many classes, both GUI and non-GUI, use to access the game data.
Definition: display.hpp:88
const team & viewing_team() const
Definition: display.cpp:337
void unhide_buttons()
Unhide theme buttons so they draw again.
Definition: display.cpp:928
void set_viewing_team_index(std::size_t team, bool observe=false)
Sets the team controlled by the player using the computer.
Definition: display.cpp:342
bool map_screenshot_
Used to indicate to drawing functions that we are doing a map screenshot.
Definition: display.hpp:862
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:1358
void layout_buttons()
Definition: display.cpp:788
bool redraw_background_
Definition: display.hpp:736
void update_render_textures()
Ensure render textures are valid and correct.
Definition: display.cpp:2331
bool invalidate_locations_in_rect(const rect &rect)
invalidate all hexes under the rectangle rect (in screen coordinates)
Definition: display.cpp:2980
static unsigned int last_zoom_
The previous value of zoom_.
Definition: display.hpp:731
std::size_t viewing_team_index_
Definition: display.hpp:713
void write(config &cfg) const
Definition: display.cpp:3081
static bool zoom_at_min()
Definition: display.cpp:1638
void get_terrain_images(const map_location &loc, const std::string &timeid, TERRAIN_TYPE terrain_type)
Definition: display.cpp:1022
void remove_overlay(const map_location &loc)
remove_overlay will remove all overlays on a tile.
Definition: display.cpp:131
map_location selectedHex_
Definition: display.hpp:761
void recalculate_minimap()
Schedule the minimap for recalculation.
Definition: display.cpp:1465
bool unit_can_draw_here(const map_location &loc, const unit &unit) const
Returns true if there is no exclusive draw request for loc, or if there is, that it's for unit.
Definition: display.cpp:381
void redraw_minimap()
Schedule the minimap to be redrawn.
Definition: display.cpp:1486
point get_location(const map_location &loc) const
Functions to get the on-screen positions of hexes.
Definition: display.cpp:674
virtual void render() override
Update offscreen render buffers.
Definition: display.cpp:2251
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:141
void fade_tod_mask(const std::string &old, const std::string &new_)
ToD mask smooth fade.
Definition: display.cpp:2046
bool add_exclusive_draw(const map_location &loc, const unit &unit)
Allows a unit to request to be the only one drawn in its hex.
Definition: display.cpp:366
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:2927
void set_playing_team_index(std::size_t team)
sets the team whose turn it currently is
Definition: display.cpp:359
uint8_t tod_hex_alpha1
Definition: display.hpp:756
const team & playing_team() const
Definition: display.cpp:332
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:1449
bool view_locked_
Definition: display.hpp:722
double turbo_speed() const
Definition: display.cpp:1965
@ ONSCREEN
Definition: display.hpp:495
@ ONSCREEN_WARP
Definition: display.hpp:495
void scroll_to_xy(const point &screen_coordinates, SCROLL_TYPE scroll_type, bool force=true)
Definition: display.cpp:1737
int invalidated_hexes_
Count work done for the debug info displayed under fps.
Definition: display.hpp:890
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:400
void set_fade(const color_t &color)
Definition: display.cpp:2100
void queue_repaint()
Queues repainting to the screen, but doesn't rerender.
Definition: display.cpp:2157
bool reach_map_changed_
Definition: display.hpp:879
static int hex_size()
Function which returns the size of a hex in pixels (from left tip to right tip or top edge to bottom ...
Definition: display.hpp:259
static double get_zoom_factor()
Returns the current zoom factor.
Definition: display.hpp:262
const rect & unit_image_area() const
Definition: display.cpp:468
TERRAIN_TYPE
Definition: display.hpp:701
@ FOREGROUND
Definition: display.hpp:701
@ BACKGROUND
Definition: display.hpp:701
bool propagate_invalidation(const std::set< map_location > &locs)
If this set is partially invalidated, invalidate all its hexes.
Definition: display.cpp:2948
void clear_redraw_observers()
Clear the redraw observers.
Definition: display.cpp:2169
void invalidate_game_status()
Function to invalidate the game status displayed on the sidebar.
Definition: display.hpp:308
const theme::action * action_pressed()
Definition: display.cpp:1417
static submerge_data get_submerge_data(const rect &dest, double submerge, const point &size, uint8_t alpha, bool hreverse, bool vreverse)
Definition: display.cpp:1993
std::shared_ptr< gui::button > find_action_button(const std::string &id)
Retrieves a pointer to a theme UI button.
Definition: display.cpp:768
void set_theme(const std::string &new_theme)
Definition: display.cpp:246
void rebuild_all()
Rebuild all dynamic terrain.
Definition: display.cpp:428
void change_display_context(const display_context *dc)
Definition: display.cpp:439
void set_prevent_draw(bool pd=true)
Prevent the game display from drawing.
Definition: display.cpp:1979
virtual overlay_map & get_overlays()=0
theme theme_
Definition: display.hpp:723
tod_color color_adjust_
Definition: display.hpp:938
bool get_prevent_draw()
Definition: display.cpp:1988
virtual void layout() override
Finalize screen layout.
Definition: display.cpp:2220
virtual void highlight_hex(map_location hex)
Definition: display.cpp:1389
void update_tod(const time_of_day *tod_override=nullptr)
Applies r,g,b coloring to the map.
Definition: display.cpp:387
void add_redraw_observer(const std::function< void(display &)> &f)
Adds a redraw observer, a function object to be called when a full rerender is queued.
Definition: display.cpp:2164
bool invalidate_visible_locations_in_rect(const rect &rect)
Definition: display.cpp:2975
static bool zoom_at_max()
Definition: display.cpp:1633
static display * singleton_
Definition: display.hpp:941
std::shared_ptr< gui::button > find_menu_button(const std::string &id)
Definition: display.cpp:778
void render_map_outside_area()
Draw/redraw the off-map background area.
Definition: display.cpp:2376
map_labels & labels()
Definition: display.cpp:2392
std::size_t playing_team_index() const
The playing team is the team whose turn it is.
Definition: display.hpp:107
void remove_arrow(arrow &)
Definition: display.cpp:3057
@ DEBUG_COORDINATES
Overlays x,y coords on tiles.
Definition: display.hpp:898
@ DEBUG_BENCHMARK
Toggle to continuously redraw the whole map.
Definition: display.hpp:910
@ DEBUG_NUM_BITMAPS
Overlays number of bitmaps on tiles.
Definition: display.hpp:904
@ NUM_DEBUG_FLAGS
Dummy entry to size the bitmask.
Definition: display.hpp:913
@ DEBUG_FOREGROUND
Separates background and foreground terrain layers.
Definition: display.hpp:907
@ DEBUG_TERRAIN_CODES
Overlays terrain codes on tiles.
Definition: display.hpp:901
void process_reachmap_changes()
Definition: display.cpp:3098
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:1815
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:547
void invalidate_animations_location(const map_location &loc)
Per-location invalidation called by invalidate_animations() Extra game per-location invalidation (vil...
Definition: display.cpp:2995
map_location mouseoverHex_
Definition: display.hpp:762
bool fogged(const map_location &loc) const
Returns true if location (x,y) is covered in fog.
Definition: display.cpp:669
bool set_zoom(bool increase)
Zooms the display in (true) or out (false).
Definition: display.cpp:1643
std::map< std::string, rect > reportLocations_
Definition: display.hpp:747
const rect_of_hexes get_visible_hexes() const
Returns the rectangular area of visible hexes.
Definition: display.hpp:357
bool invalidateAll_
Definition: display.hpp:737
int drawn_hexes_
Definition: display.hpp:891
void draw_overlays_at(const map_location &loc)
Definition: display.cpp:2603
texture get_flag(const map_location &loc)
Definition: display.cpp:313
void invalidate_all()
Function to invalidate all tiles.
Definition: display.cpp:2920
std::map< std::string, config > reports_
Definition: display.hpp:749
point viewport_origin_
Position of the top-left corner of the viewport, in pixels.
Definition: display.hpp:721
map_location get_middle_location() const
Definition: display.cpp:3075
void bounds_check_position()
Definition: display.cpp:1947
std::function< rect(rect)> minimap_renderer_
Definition: display.hpp:734
surface screenshot(bool map_screenshot=false)
Capture a (map-)screenshot into a surface.
Definition: display.cpp:723
void init_flags()
Init the flag list and the team colors used by ~TC.
Definition: display.cpp:257
std::vector< std::shared_ptr< gui::button > > action_buttons_
Definition: display.hpp:750
void drawing_buffer_add(const drawing_layer layer, const map_location &loc, decltype(draw_helper::do_draw) draw_func)
Add an item to the drawing buffer.
Definition: display.cpp:1241
rect map_outside_area() const
Returns the available area for a map, this may differ from the above.
Definition: display.cpp:516
std::size_t reach_map_team_index_
Definition: display.hpp:881
bool prevent_draw_
Definition: display.hpp:548
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:676
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:1728
void reload_map()
Updates internals that cache map size.
Definition: display.cpp:433
rect max_map_area() const
Returns the maximum area used for the map regardless to resolution and view size.
Definition: display.cpp:473
bool tile_fully_on_screen(const map_location &loc) const
Check if a tile is fully visible on screen.
Definition: display.cpp:1723
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:691
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:1825
bool is_blindfolded() const
Definition: display.cpp:453
std::vector< texture > terrain_image_vector_
Definition: display.hpp:780
std::vector< std::string > fog_images_
Definition: display.hpp:758
void fade_to(const color_t &color, const std::chrono::milliseconds &duration)
Screen fade.
Definition: display.cpp:2068
texture tod_hex_mask2
Definition: display.hpp:755
const display_context & context() const
Definition: display.hpp:187
std::map< map_location, std::list< arrow * > > arrows_map_
Maps the list of arrows for each location.
Definition: display.hpp:936
void add_overlay(const map_location &loc, overlay &&ov)
Functions to add and remove overlays from locations.
Definition: display.cpp:118
std::vector< std::function< void(display &)> > redraw_observers_
Definition: display.hpp:893
void read(const config &cfg)
Definition: display.cpp:3090
const theme::menu * menu_pressed()
Definition: display.cpp:1433
const rect_of_hexes hexes_under_rect(const rect &r) const
Return the rectangular area of hexes overlapped by r (r is in screen coordinates)
Definition: display.cpp:621
const std::unique_ptr< terrain_builder > builder_
Definition: display.hpp:733
std::vector< animated< image::locator > > flags_
Animated flags for each team.
Definition: display.hpp:776
void remove_overlays()
remove_overlays will remove all overlays on the map.
Definition: display.cpp:136
rect get_location_rect(const map_location &loc) const
Returns the on-screen rect corresponding to a loc.
Definition: display.cpp:685
static void fill_images_list(const std::string &prefix, std::vector< std::string > &images)
Definition: display.cpp:406
void draw_report(const std::string &report_name, bool test_run=false)
Draw the specified report.
Definition: display.cpp:2746
std::set< map_location > invalidated_
Definition: display.hpp:751
color_t fade_color_
Definition: display.hpp:559
virtual const time_of_day & get_time_of_day(const map_location &loc=map_location::null_location()) const =0
std::vector< texture > get_fog_shroud_images(const map_location &loc, image::TYPE image_type)
Definition: display.cpp:938
void queue_rerender()
Marks everything for rendering including all tiles and sidebar.
Definition: display.cpp:2105
rect minimap_location_
Definition: display.hpp:735
void create_buttons()
Definition: display.cpp:831
int blindfold_ctr_
Definition: display.hpp:666
std::string remove_exclusive_draw(const map_location &loc)
Cancels an exclusive draw request.
Definition: display.cpp:373
bool invalidateGameStatus_
Definition: display.hpp:739
reach_map reach_map_old_
Definition: display.hpp:878
virtual void draw_invalidated()
Only called when there's actual redrawing to do.
Definition: display.cpp:2407
void drawing_buffer_commit()
Draws the drawing_buffer_ and clears it.
Definition: display.cpp:1246
rect map_area() const
Returns the area used for the map.
Definition: display.cpp:490
int zoom_index_
Definition: display.hpp:729
void draw_panel(const theme::panel &panel)
Definition: display.cpp:1275
void draw_buttons()
Definition: display.cpp:896
static int hex_width()
Function which returns the "average" width of a hex in pixels, up to where the next hex starts (half ...
Definition: display.hpp:253
void reset_standing_animations()
Definition: display.cpp:3043
bool animate_water_
Local version of prefs::get().animate_water, used to detect when it's changed.
Definition: display.hpp:769
bool debug_flag_set(DEBUG_FLAG flag) const
Definition: display.hpp:916
void toggle_default_zoom()
Sets the zoom amount to the default.
Definition: display.cpp:1711
virtual rect get_clip_rect() const
Get the clipping rectangle for drawing.
Definition: display.cpp:2402
CKey keys_
Definition: display.hpp:763
reports * reports_object_
Definition: display.hpp:741
bool draw_reports(const rect &region)
Draw all reports in the given region.
Definition: display.cpp:2906
void invalidate_animations()
Function to invalidate animated terrains and units which may have changed.
Definition: display.cpp:3006
virtual rect screen_location() override
Return the current draw location of the display, on the screen.
Definition: display.cpp:2323
void hide_buttons()
Hide theme buttons so they don't draw.
Definition: display.cpp:918
virtual bool expose(const rect &region) override
Paint the indicated region to the screen.
Definition: display.cpp:2278
std::list< draw_helper > drawing_buffer_
Definition: display.hpp:835
uint8_t tod_hex_alpha2
Definition: display.hpp:757
std::vector< std::shared_ptr< gui::button > > menu_buttons_
Definition: display.hpp:750
virtual void update() override
Update animations and internal state.
Definition: display.cpp:2203
void draw()
Perform rendering of invalidated items.
Definition: display.cpp:2174
const rect & minimap_area() const
mapx is the width of the portion of the display which shows the game area.
Definition: display.cpp:458
texture back_
Definition: display.hpp:584
events::generic_event scroll_event_
Event raised when the map is being scrolled.
Definition: display.hpp:744
bool show_everything() const
Definition: display.hpp:104
virtual void draw_hex(const map_location &loc)
Redraws a single gamemap location.
Definition: display.cpp:2443
texture tod_hex_mask1
Definition: display.hpp:754
virtual ~display()
Definition: display.cpp:236
const rect & palette_area() const
Definition: display.cpp:463
std::size_t playing_team_index_
Definition: display.hpp:794
halo::manager halo_man_
Definition: display.hpp:671
void reinit_flags_for_team(const team &)
Rebuild the flag list (not team colors) for a single side.
Definition: display.cpp:268
void draw_minimap()
Actually draw the minimap.
Definition: display.cpp:1491
texture front_
Render textures, for intermediate rendering.
Definition: display.hpp:583
std::size_t viewing_team_index() const
The viewing team is the team currently viewing the game.
Definition: display.hpp:117
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:533
void update_arrow(arrow &a)
Called by arrow objects when they change.
Definition: display.cpp:3064
void draw_label(const theme::label &label)
Definition: display.cpp:1300
const std::unique_ptr< fake_unit_manager > fake_unit_man_
Definition: display.hpp:732
const display_context * dc_
Definition: display.hpp:670
static bool outside_area(const 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:525
bool animate_map_
Local cache for prefs::get().animate_map, since it is constantly queried.
Definition: display.hpp:766
std::vector< std::string > shroud_images_
Definition: display.hpp:759
bool scroll(const point &amount, bool force=false)
Scrolls the display by amount pixels.
Definition: display.cpp:1540
static unsigned int zoom_
The current zoom, in pixels (on screen) per 72 pixels (in the graphic assets), i.e....
Definition: display.hpp:728
bool shrouded(const map_location &loc) const
Returns true if location (x,y) is covered in shroud.
Definition: display.cpp:664
bool dont_show_all_
Definition: display.hpp:714
std::bitset< NUM_DEBUG_FLAGS > debug_flags_
Currently set debug flags.
Definition: display.hpp:933
void blindfold(bool flag)
Definition: display.cpp:445
void refresh_report(const std::string &report_name, const config *new_cfg=nullptr)
Update the given report.
Definition: display.cpp:2676
std::weak_ptr< wb::manager > wb_
Definition: display.hpp:672
void add_arrow(arrow &)
Definition: display.cpp:3050
const std::unique_ptr< map_labels > map_labels_
Definition: display.hpp:740
void set_diagnostic(const std::string &msg)
Definition: display.cpp:1399
virtual void select_hex(map_location hex)
Definition: display.cpp:1381
int diagnostic_label_
Definition: display.hpp:738
std::map< std::string, texture > reportSurfaces_
Definition: display.hpp:748
bool draw_all_panels(const rect &region)
Redraws all panels intersecting the given region.
Definition: display.cpp:1336
reach_map reach_map_
Definition: display.hpp:877
display(const display_context *dc, std::weak_ptr< wb::manager > wb, reports &reports_object, const std::string &theme_id, const config &level)
Definition: display.cpp:147
virtual void notify_observers()
Manages a list of fake units for the display object.
void set_position(double xpos, double ypos)
void set_lifetime(const std::chrono::milliseconds &lifetime, const std::chrono::milliseconds &fadeout=std::chrono::milliseconds{100})
void set_color(const color_t &color)
void set_clip_rect(const rect &r)
void set_font_size(int font_size)
Text class.
Definition: text.hpp:78
pango_text & set_font_style(const FONT_STYLE font_style)
Definition: text.cpp:381
point get_size()
Returns the size of the text, in drawing coordinates.
Definition: text.cpp:154
pango_text & set_characters_per_line(const unsigned characters_per_line)
Definition: text.cpp:416
pango_text & set_foreground_color(const color_t &color)
Definition: text.cpp:391
pango_text & set_family_class(font::family_class fclass)
Definition: text.cpp:359
pango_text & set_ellipse_mode(const PangoEllipsizeMode ellipse_mode)
Definition: text.cpp:452
pango_text & set_alignment(const PangoAlignment alignment)
Definition: text.cpp:472
pango_text & set_font_size(unsigned font_size)
Definition: text.cpp:369
pango_text & set_link_aware(bool b)
Definition: text.cpp:495
bool set_text(const std::string &text, const bool markedup)
Sets the text to render.
Definition: text.cpp:333
pango_text & set_maximum_height(int height, bool multiline)
Definition: text.cpp:427
pango_text & set_maximum_width(int width)
Definition: text.cpp:400
texture render_and_get_texture()
Returns the cached texture, or creates a new one otherwise.
Definition: text.cpp:122
std::ostringstream wrapper.
Definition: formatter.hpp:40
terrain_code get_terrain(const map_location &loc) const
Looks up terrain at a particular location.
Definition: map.cpp:265
int w() const
Effective map width.
Definition: map.hpp:50
int h() const
Effective map height.
Definition: map.hpp:53
bool on_board(const map_location &loc) const
Tell if a location is on the map.
Definition: map.cpp:347
const terrain_type & get_terrain_info(const t_translation::terrain_code &terrain) const
Definition: map.cpp:78
@ DEFAULT_SPACE
Definition: button.hpp:32
@ TYPE_TURBO
Definition: button.hpp:29
@ TYPE_PRESS
Definition: button.hpp:29
@ TYPE_IMAGE
Definition: button.hpp:29
@ TYPE_CHECK
Definition: button.hpp:29
@ TYPE_RADIO
Definition: button.hpp:29
void update()
Process animations, remove deleted halos, and invalidate screen regions now requiring redraw.
Definition: halo.cpp:428
void render(const rect &r)
Render halos in region.
Definition: halo.cpp:433
Generic locator abstracting the location of an image.
Definition: picture.hpp:59
A RAII object to temporary leave the synced context like in wesnoth.synchronize_choice.
void recalculate_shroud()
Definition: label.cpp:279
void set_team(const team *)
Definition: label.cpp:140
void recalculate_labels()
Definition: label.cpp:246
events::mouse_handler & get_mouse_handler_base() override
Get a reference to a mouse handler member a derived class uses.
hotkey::command_executor * get_hotkey_command_executor() override
Optionally get a command executor to handle context menu events.
static prefs & get()
int scroll_speed()
bool turbo()
static rng & default_instance()
Definition: random.cpp:73
int get_random_int(int min, int max)
Definition: random.hpp:51
config generate_report(const std::string &name, const context &ct)
Generate the specified report using the given context.
Definition: reports.cpp:1897
An object to leave the synced context during draw or unsynced wml items when we don’t know whether we...
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:74
bool shrouded(const map_location &loc) const
Definition: team.cpp:636
bool fogged(const map_location &loc) const
Definition: team.cpp:645
The class terrain_builder is constructed from a config object, and a gamemap object.
Definition: builder.hpp:48
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:74
TERRAIN_TYPE
Used as a parameter for the get_terrain_at function.
Definition: builder.hpp:51
@ BACKGROUND
Represents terrains which are to be drawn behind unit sprites.
Definition: builder.hpp:52
@ FOREGROUND
Represents terrains which are to be drawn in front of them.
Definition: builder.hpp:56
double unit_submerge() const
Definition: terrain.hpp:148
Wrapper class to encapsulate creation and management of an SDL_Texture.
Definition: texture.hpp:33
void reset()
Releases ownership of the managed texture and resets the ptr to null.
Definition: texture.cpp:202
void set_src(const rect &r)
Set the source region of the texture used for drawing operations.
Definition: texture.cpp:122
point draw_size() const
The size of the texture in draw-space.
Definition: texture.hpp:120
void set_draw_size(int w, int h)
Set the intended size of the texture, in draw-space.
Definition: texture.hpp:129
point get_raw_size() const
The raw internal texture size.
Definition: texture.cpp:109
void set_alpha_mod(uint8_t alpha)
Alpha modifier.
Definition: texture.cpp:146
void clear_src()
Clear the source region.
Definition: texture.hpp:165
const std::string & get_id() const
Definition: theme.hpp:54
virtual rect & location(const rect &screen) const
Definition: theme.cpp:333
const std::string & image() const
Definition: theme.hpp:157
color_t font_rgb() const
Definition: theme.hpp:139
std::size_t font_size() const
Definition: theme.hpp:138
const std::string & postfix() const
Definition: theme.hpp:133
bool font_rgb_set() const
Definition: theme.hpp:140
virtual rect & location(const rect &screen) const
Definition: theme.cpp:333
const std::string & prefix() const
Definition: theme.hpp:132
Definition: theme.hpp:43
const border_t & border() const
Definition: theme.hpp:282
static NOT_DANGLING const config & get_theme_config(const std::string &id)
Returns the saved config for the theme with the given ID.
Definition: theme.cpp:1017
bool set_resolution(const rect &screen)
Definition: theme.cpp:618
const menu * get_menu_item(const std::string &key) const
Definition: theme.cpp:931
const rect & unit_image_location(const rect &screen) const
Definition: theme.hpp:277
const std::vector< action > & actions() const
Definition: theme.hpp:258
const std::vector< menu > & menus() const
Definition: theme.hpp:256
const std::vector< panel > & panels() const
Definition: theme.hpp:254
const rect & mini_map_location(const rect &screen) const
Definition: theme.hpp:275
const rect & palette_location(const rect &screen) const
Definition: theme.hpp:279
const status_item * get_status_item(const std::string &item) const
Definition: theme.cpp:922
const rect & main_map_location(const rect &screen) const
Definition: theme.hpp:273
const std::vector< label > & labels() const
Definition: theme.hpp:255
unit_iterator find(std::size_t id)
Definition: map.cpp:302
This class represents a single unit of a specific type.
Definition: unit.hpp:39
constexpr uint8_t ALPHA_OPAQUE
Definition: color.hpp:37
constexpr uint8_t float_to_color(double n)
Convert a double in the range [0.0,1.0] to an 8-bit colour value.
Definition: color.hpp:274
void swap(config &lhs, config &rhs) noexcept
Implement non-member swap function for std::swap (calls config::swap).
Definition: config.cpp:1287
#define MaxZoom
Definition: display.cpp:87
#define final_zoom_index
Definition: display.cpp:83
static int get_zoom_levels_index(unsigned int zoom_level)
Definition: display.cpp:98
#define LOG_DP
Definition: display.cpp:78
#define SmallZoom
Definition: display.cpp:85
#define WRN_DP
Definition: display.cpp:77
#define DefaultZoom
Definition: display.cpp:84
static lg::log_domain log_display("display")
#define MinZoom
Definition: display.cpp:86
#define ERR_DP
Definition: display.cpp:76
#define zoom_levels
Definition: display.cpp:82
#define DBG_DP
Definition: display.cpp:79
map_display and display: classes which take care of displaying the map and game-data on the screen.
static SDL_Renderer * renderer()
Definition: draw.cpp:33
Drawing functions, for drawing things on the screen.
drawing_layer
@ border
The border of the map.
@ terrain_bg
Terrain drawn behind the unit.
@ grid_bottom
Bottom half part of grid image.
@ unit_default
Default layer for drawing units.
@ reachmap_darken
Overlay on unreachable hexes.
@ unit_first
Reserve layers to be selected for wml.
@ terrain_fg
Terrain drawn in front of the unit.
@ fog_shroud
Fog and shroud.
@ unit_move_default
Default layer for drawing moving units.
@ arrows
Arrows from the arrows framework.
@ grid_top
Top half part of grid image.
const config * cfg
Declarations for File-IO.
std::size_t i
Definition: function.cpp:1031
const std::string & id() const
Gets this unit's id.
Definition: unit.hpp:286
int side() const
The side this unit belongs to.
Definition: unit.hpp:249
std::string label
What to show in the filter's drop-down list.
Definition: manager.cpp:201
std::string id
Text to match against addon_info.tags()
Definition: manager.cpp:199
void get_adjacent_tiles(const map_location &a, utils::span< map_location, 6 > res)
Function which, given a location, will place all adjacent locations in res.
Definition: location.cpp:513
static std::ostream & output()
Definition: log.cpp:103
Standard logging facilities (interface).
bool is_shrouded(const display *disp, const map_location &loc)
Our definition of map labels being obscured is if the tile is obscured, or the tile below is obscured...
Definition: label.cpp:33
constexpr bool is_odd(T num)
Definition: math.hpp:34
constexpr double normalize_progress(const std::chrono::duration< RepE, PeriodE > &elapsed, const std::chrono::duration< RepD, PeriodD > &duration)
Definition: chrono.hpp:88
CURSOR_TYPE get()
Definition: cursor.cpp:185
void invalidate_region(const rect &region)
Mark a region of the screen as requiring redraw.
void invalidate_all()
Mark the entire screen as requiring redraw.
render_target_setter set_render_target(const texture &t)
Set the given texture as the active render target.
Definition: draw.cpp:757
void tiled(const texture &tex, const ::rect &dst, bool centered=false, bool mirrored=false)
Tile a texture to fill a region.
Definition: draw.cpp:494
void rect(const ::rect &rect)
Draw a rectangle.
Definition: draw.cpp:171
clip_setter reduce_clip(const ::rect &clip)
Set the clipping area to the intersection of the current clipping area and the given rectangle.
Definition: draw.cpp:595
clip_setter override_clip(const ::rect &clip)
Override the clipping area.
Definition: draw.cpp:590
void fill(const ::rect &rect, uint8_t r, uint8_t g, uint8_t b, uint8_t a)
Fill an area with the given colour.
Definition: draw.cpp:62
::rect get_clip()
Get the current clipping area, in draw coordinates.
Definition: draw.cpp:615
void blit(const texture &tex, const ::rect &dst)
Draws a texture, or part of a texture, at the given location.
Definition: draw.cpp:409
EXIT_STATUS start(bool clear_id, const std::string &filename, bool take_screenshot, const std::string &screenshot_filename)
Main interface for launching the editor from the title screen.
void draw()
Trigger a draw cycle.
Definition: events.cpp:712
void pump_and_draw()
pump() then immediately draw()
Definition: events.hpp:156
void pump()
Process all events currently in the queue.
Definition: events.cpp:480
const int SIZE_FLOAT_LABEL
Definition: constants.cpp:32
const color_t YELLOW_COLOR
pango_text & get_text_renderer()
Returns a reference to a static pango_text object.
Definition: text.cpp:959
const int SIZE_PLUS
Definition: constants.cpp:29
const int SIZE_TINY
Definition: constants.cpp:23
int add_floating_label(const floating_label &flabel)
add a label floating on the screen above everything else.
const int SIZE_BUTTON_SMALL
Definition: constants.cpp:26
void scroll_floating_labels(double xmove, double ymove)
moves all floating labels that have 'scroll_mode' set to ANCHOR_LABEL_MAP
void remove_floating_label(int handle, const std::chrono::milliseconds &fadeout)
removes the floating label given by 'handle' from the screen
void update_floating_labels()
void draw_floating_labels()
const color_t NORMAL_COLOR
std::string ellipsis
std::string grid_top
std::string grid_bottom
std::string flag_rgb
std::string fog_prefix
Definition: game_config.cpp:58
const bool & debug
Definition: game_config.cpp:96
std::string shroud_prefix
Definition: game_config.cpp:58
unsigned int tile_size
Definition: game_config.cpp:55
bool is_in_dialog()
Is a dialog open?
Definition: handler.cpp:1126
Definition: halo.cpp:41
Functions to load and save images from/to disk.
bool exists(const image::locator &i_locator)
Returns true if the given image actually exists, without loading it.
Definition: picture.cpp:855
std::function< rect(rect)> prep_minimap_for_rendering(const gamemap &map, const team *vw, const unit_map *units, const std::map< map_location, unsigned int > *reach_map, bool ignore_terrain_disabled)
Prepares the minimap texture and returns a function which will render it to the current rendering tar...
Definition: minimap.cpp:40
TYPE
Used to specify the rendering format of images.
Definition: picture.hpp:171
@ HEXED
Standard hexagonal tile mask applied, removing portions that don't fit.
Definition: picture.hpp:175
@ TOD_COLORED
Same as HEXED, but with Time of Day color tint applied.
Definition: picture.hpp:177
texture get_texture(const image::locator &i_locator, TYPE type, bool skip_cache)
Returns an image texture suitable for hardware-accelerated rendering.
Definition: picture.cpp:955
texture get_lighted_texture(const image::locator &i_locator, const std::vector< light_adjust > &ls)
Definition: picture.cpp:786
void set_color_adjustment(int r, int g, int b)
Changes Time of Day color tint for all applicable image types.
Definition: picture.cpp:602
std::string img(const std::string &src, const std::string &align, bool floating)
Generates a Help markup tag corresponding to an image.
Definition: markup.cpp:37
Unit and team statistics.
::tod_manager * tod_manager
Definition: resources.cpp:29
fake_unit_manager * fake_units
Definition: resources.cpp:30
play_controller * controller
Definition: resources.cpp:21
int add_tooltip(const rect &origin, const std::string &message, const std::string &action)
Definition: tooltips.cpp:293
void clear_tooltips()
Definition: tooltips.cpp:235
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:81
std::size_t index(std::string_view str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:70
std::vector< std::string_view > split_view(std::string_view s, const char sep, const int flags)
void trim(std::string_view &s)
int stoi(std::string_view str)
Same interface as std::stoi and meant as a drop in replacement, except:
Definition: charconv.hpp:156
bool contains(const Container &container, const Value &value)
Returns true iff value is found in container.
Definition: general.hpp:88
auto * find_if(Container &container, const Predicate &predicate)
Convenience wrapper for using find_if on a container without needing to comare to end()
Definition: general.hpp:152
void erase_if(Container &container, const Predicate &predicate)
Convenience wrapper for using std::remove_if on a container.
Definition: general.hpp:108
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.
std::vector< std::string > split(const config_attribute_value &val)
bool headless()
The game is running headless.
Definition: video.cpp:146
rect game_canvas()
The game canvas area, in drawing coordinates.
Definition: video.cpp:427
int get_pixel_scale()
Get the current active pixel scale multiplier.
Definition: video.cpp:480
surface read_pixels(rect *r)
Copy back a portion of the render target that is already drawn.
Definition: video.cpp:616
Definition: display.hpp:45
std::string to_string(const Range &range, const Func &op)
std::string::const_iterator iterator
Definition: tokenizer.hpp:25
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
int w
Definition: pathfind.cpp:188
std::string_view data
Definition: picture.cpp:188
static const unit * get_visible_unit(const reports::context &rc)
Definition: reports.cpp:134
Transitional API for porting SDL_ttf-based code to Pango.
std::unique_ptr< MIX_Audio, decltype(&MIX_DestroyAudio)> value
Definition: sound.cpp:139
rect dst
Location on the final composed sheet.
rect src
Non-transparent portion of the surface to compose.
The basic class for representing 8-bit RGB or RGBA colour values.
Definition: color.hpp:51
constexpr color_t smooth_blend(const color_t &c, uint8_t p) const
Blend smoothly with another color_t.
Definition: color.hpp:234
Holds options for calls to function 'announce' (announce).
Definition: display.hpp:602
bool discard_previous
An announcement according these options should replace the previous announce (typical of fast announc...
Definition: display.hpp:611
std::chrono::milliseconds lifetime
Lifetime measured in milliseconds.
Definition: display.hpp:604
Helper for rendering the map by ordering draw operations.
Definition: display.hpp:819
std::function< void(const rect &)> do_draw
Handles the actual drawing at this location.
Definition: display.hpp:824
very simple iterator to walk into the rect_of_hexes
Definition: display.hpp:327
iterator & operator++()
increment y first, then when reaching bottom, increment x
Definition: display.cpp:599
const rect_of_hexes & rect_
Definition: display.hpp:345
Rectangular area of hexes, allowing to decide how the top and bottom edges handles the vertical shift...
Definition: display.hpp:320
iterator end() const
Definition: display.cpp:616
iterator begin() const
Definition: display.cpp:612
Type used to store color information of central and adjacent hexes.
Definition: picture.hpp:124
Encapsulates the map of the game.
Definition: location.hpp:46
static std::string write_direction(direction dir)
Definition: location.cpp:154
bool valid() const
Definition: location.hpp:111
direction
Valid directions which can be moved in our hexagonal world.
Definition: location.hpp:48
void write(config &cfg) const
Definition: location.cpp:223
std::string image
Definition: overlay.hpp:55
std::string id
Definition: overlay.hpp:59
std::string halo
Definition: overlay.hpp:56
Holds a 2D point.
Definition: point.hpp:25
An abstract description of a rectangle with integer coordinates.
Definition: rect.hpp:49
void clip(const rect &r)
Clip this rectangle by the given rectangle.
Definition: rect.cpp:101
constexpr point center() const
The center point of the rectangle, accounting for origin.
Definition: rect.hpp:106
bool empty() const
False if both w and h are > 0, true otherwise.
Definition: rect.cpp:49
constexpr point origin() const
Definition: rect.hpp:66
bool contains(int x, int y) const
Whether the given point lies within the rectangle.
Definition: rect.cpp:54
constexpr rect padded_by(int dx, int dy) const
Returns a new rectangle with dx horizontal padding and dy vertical padding.
Definition: rect.hpp:158
rect intersect(const rect &r) const
Calculates the intersection of this rectangle and another; that is, the maximal rectangle that is con...
Definition: rect.cpp:92
constexpr point size() const
Definition: rect.hpp:67
void shift(const point &p)
Shift the rectangle by the given relative position.
Definition: rect.cpp:106
bool overlaps(const rect &r) const
Whether the given rectangle and this rectangle overlap.
Definition: rect.cpp:74
double size
Definition: theme.hpp:90
std::string tile_image
Definition: theme.hpp:93
std::string background_image
Definition: theme.hpp:92
bool show_border
Definition: theme.hpp:95
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
std::string id
Definition: time_of_day.hpp:90
tod_color color
The color modifications that should be made to the game board to reflect the time of day.
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:96
Small struct to store and manipulate ToD color adjusts.
Definition: time_of_day.hpp:27
bool is_zero() const
Definition: time_of_day.hpp:36
mock_char c
mock_party p
static map_location::direction s
#define d
#define e
#define h
#define f
#define b