The Battle for Wesnoth  1.19.7+dev
game_display.cpp
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1 /*
2  Copyright (C) 2003 - 2024
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  * During a game, show map & info-panels at top+right.
19  */
20 
21 #include "game_display.hpp"
22 
23 #include <utility>
24 
25 
26 #include "cursor.hpp"
27 #include "display_chat_manager.hpp"
28 #include "fake_unit_manager.hpp"
29 #include "floating_label.hpp"
30 #include "game_board.hpp"
32 #include "log.hpp"
33 #include "map/map.hpp"
34 #include "font/standard_colors.hpp"
35 #include "reports.hpp"
36 #include "resources.hpp"
37 #include "tod_manager.hpp"
38 #include "color.hpp"
39 #include "synced_context.hpp"
40 #include "units/unit.hpp"
41 #include "units/drawer.hpp"
42 #include "utils/general.hpp"
43 #include "whiteboard/manager.hpp"
44 #include "overlay.hpp"
45 #include "draw.hpp"
46 
47 static lg::log_domain log_display("display");
48 #define ERR_DP LOG_STREAM(err, log_display)
49 #define LOG_DP LOG_STREAM(info, log_display)
50 #define DBG_DP LOG_STREAM(debug, log_display)
51 
52 static lg::log_domain log_engine("engine");
53 #define ERR_NG LOG_STREAM(err, log_engine)
54 
55 /**
56  * Function to return 2 half-hex footsteps images for the given location.
57  * Only loc is on the current route set by set_route.
58  *
59  * This function is only used internally by game_display so I have moved it out of the header into the compilaton unit.
60  */
61 std::vector<texture> footsteps_images(const map_location& loc, const pathfind::marked_route & route_, const display_context * dc_);
62 
64  std::weak_ptr<wb::manager> wb,
65  reports& reports_object,
66  const std::string& theme_id,
67  const config& level)
68  : display(&board, std::move(wb), reports_object, theme_id, level)
69  , overlay_map_()
70  , attack_indicator_src_()
71  , attack_indicator_dst_()
72  , route_()
73  , displayedUnitHex_()
74  , first_turn_(true)
75  , in_game_(false)
76  , chat_man_(new display_chat_manager(*this))
77  , mode_(RUNNING)
78  , needs_rebuild_(false)
79 {
80 }
81 
83 {
84  try {
85  chat_man_->prune_chat_messages(true);
86  } catch(...) {
87  DBG_DP << "Caught exception in game_display destructor: " << utils::get_unknown_exception_type();
88  }
89 }
90 
92 {
93  if(!first_turn_) {
96 
97  if(old_tod.image_mask != tod.image_mask) {
98  fade_tod_mask(old_tod.image_mask, tod.image_mask);
99  }
100  }
101 
102  first_turn_ = false;
103 
104  update_tod();
105 }
106 
108 {
109  if(hex.valid() && fogged(hex)) {
110  return;
111  }
112  display::select_hex(hex);
113 
114  display_unit_hex(hex);
115 }
116 
118 {
119  wb::future_map_if future(!synced_context::is_synced()); /**< Lasts for whole method. */
120 
122  if (u) {
123  displayedUnitHex_ = hex;
124  invalidate_unit();
125  } else {
127  if (u) {
128  // mouse moved from unit hex to non-unit hex
129  if (context().units().count(selectedHex_)) {
131  invalidate_unit();
132  }
133  }
134  }
135 
138 }
139 
140 
142 {
143  if (!hex.valid())
144  return;
145 
146  wb::future_map_if future(!synced_context::is_synced()); /**< Lasts for whole method. */
147 
149  if (u) {
150  displayedUnitHex_ = hex;
151  invalidate_unit();
152  }
153 }
154 
156 {
157  if (src == displayedUnitHex_) {
159  invalidate_unit();
160  }
161 }
162 
163 void game_display::scroll_to_leader(int side, SCROLL_TYPE scroll_type,bool force)
164 {
166 
167  if(leader.valid() && leader->is_visible_to_team(viewing_team(), false)) {
168  scroll_to_tile(leader->get_location(), scroll_type, true, force);
169  }
170 }
171 
173 {
174  display::update();
175 
176  if (std::shared_ptr<wb::manager> w = wb_.lock()) {
177  w->pre_draw();
178  }
180  /**
181  * @todo FIXME: must modify changed, but best to do it at the
182  * floating_label level
183  */
184  chat_man_->prune_chat_messages();
185 }
186 
187 
189 {
190  display::render();
191 
192  if (std::shared_ptr<wb::manager> w = wb_.lock()) {
193  w->post_draw();
194  }
195 }
196 
198 {
200  if (fake_unit_man_->empty()) {
201  return;
202  }
203  unit_drawer drawer = unit_drawer(*this);
204 
205  for(const unit* temp_unit : *fake_unit_man_) {
206  const map_location& loc = temp_unit->get_location();
207  if(utils::contains(invalidated_, loc) && unit_can_draw_here(loc, *temp_unit)) {
208  drawer.redraw_unit(*temp_unit);
209  }
210  }
211 }
212 
213 namespace
214 {
215 const std::string mouseover_normal_top = "misc/hover-hex-top.png~RC(magenta>gold)";
216 const std::string mouseover_normal_bot = "misc/hover-hex-bottom.png~RC(magenta>gold)";
217 
218 const std::string mouseover_enemy_top = "misc/hover-hex-enemy-top.png~RC(magenta>red)";
219 const std::string mouseover_enemy_bot = "misc/hover-hex-enemy-bottom.png~RC(magenta>red)";
220 
221 const std::string mouseover_self_top = "misc/hover-hex-top.png~RC(magenta>green)";
222 const std::string mouseover_self_bot = "misc/hover-hex-bottom.png~RC(magenta>green)";
223 
224 const std::string mouseover_ally_top = "misc/hover-hex-top.png~RC(magenta>lightblue)";
225 const std::string mouseover_ally_bot = "misc/hover-hex-bottom.png~RC(magenta>lightblue)";
226 }
227 
229 {
230  const bool on_map = context().map().on_board(loc);
231  const bool is_shrouded = shrouded(loc);
232 
234 
235  if(cursor::get() == cursor::WAIT) {
236  // Interaction is disabled, so we don't need anything else
237  return;
238  }
239 
240  if(on_map && loc == mouseoverHex_ && !map_screenshot_) {
242  const unit* u = context().get_visible_unit(loc, viewing_team());
243  if(u != nullptr) {
244  hex_top_layer = drawing_layer::mouseover_top;
245  }
246 
247  const std::string* mo_top_path;
248  const std::string* mo_bot_path;
249 
250  if(u == nullptr) {
251  mo_top_path = &mouseover_normal_top;
252  mo_bot_path = &mouseover_normal_bot;
253  } else if(viewing_team().is_enemy(u->side())) {
254  mo_top_path = &mouseover_enemy_top;
255  mo_bot_path = &mouseover_enemy_bot;
256  } else if(viewing_team().side() == u->side()) {
257  mo_top_path = &mouseover_self_top;
258  mo_bot_path = &mouseover_self_bot;
259  } else {
260  mo_top_path = &mouseover_ally_top;
261  mo_bot_path = &mouseover_ally_bot;
262  }
263 
264  drawing_buffer_add(hex_top_layer, loc,
265  [tex = image::get_texture(*mo_top_path, image::HEXED)](const rect& dest) { draw::blit(tex, dest); });
266 
268  [tex = image::get_texture(*mo_bot_path, image::HEXED)](const rect& dest) { draw::blit(tex, dest); });
269  }
270 
271  // Draw reach_map information.
272  // We remove the reachability mask of the unit that we want to attack.
273  if(!is_shrouded && !reach_map_.empty() && reach_map_.find(loc) != reach_map_.end() && loc != attack_indicator_dst_) {
275  for(const texture& t : images) {
276  draw::blit(t, dest);
277  }
278  });
279  }
280 
281  if(std::shared_ptr<wb::manager> w = wb_.lock()) {
282  w->draw_hex(loc);
283 
284  if(!(w->is_active() && w->has_temp_move())) {
285  std::vector<texture> footstepImages = footsteps_images(loc, route_, dc_);
286  if(!footstepImages.empty()) {
287  drawing_buffer_add(drawing_layer::footsteps, loc, [images = std::move(footstepImages)](const rect& dest) {
288  for(const texture& t : images) {
289  draw::blit(t, dest);
290  }
291  });
292  }
293  }
294  }
295 
296  // Draw the attack direction indicator
297  if(on_map && loc == attack_indicator_src_) {
299  [tex = image::get_texture("misc/attack-indicator-src-" + attack_indicator_direction() + ".png", image::HEXED)](const rect& dest)
300  { draw::blit(tex, dest); }
301  );
302  } else if(on_map && loc == attack_indicator_dst_) {
304  [tex = image::get_texture("misc/attack-indicator-dst-" + attack_indicator_direction() + ".png", image::HEXED)](const rect& dest)
305  { draw::blit(tex, dest); }
306  );
307  }
308 
309  // Linger overlay unconditionally otherwise it might give glitches
310  // so it's drawn over the shroud and fog.
311  if(mode_ != RUNNING) {
314  [tex = image::get_texture(linger, image::TOD_COLORED)](const rect& dest) { draw::blit(tex, dest); });
315  }
316 
317  if(on_map && loc == selectedHex_ && !game_config::images::selected.empty()) {
320  [tex = image::get_texture(selected, image::HEXED)](const rect& dest) { draw::blit(tex, dest); });
321  }
322 
323  // Show def% and turn to reach info
324  if(!is_shrouded && on_map) {
326  }
327 }
328 
330 {
332 }
333 
335 {
337 }
338 
340 {
341  display::layout();
342 
343  // We need teams for the reports below
344  if(context().teams().empty()) {
345  return;
346  }
347 
348  refresh_report("report_clock");
349  refresh_report("report_battery");
350  refresh_report("report_countdown");
351 
353  {
354  wb::future_map future; // start planned unit map scope
355 
356  // We display the unit the mouse is over if it is over a unit,
357  // otherwise we display the unit that is selected.
358  for (const std::string &name : reports_object_->report_list()) {
359  refresh_report(name);
360  }
361  invalidateGameStatus_ = false;
362  }
363 }
364 
365 
367 {
368  if(mode != mode_) {
369  mode_ = mode;
370  invalidate_all();
371  }
372 }
373 
375 {
376  // Search if there is a mark here
378 
379  std::shared_ptr<wb::manager> wb = wb_.lock();
380 
381  // Don't use empty route or the first step (the unit will be there)
382  if(w != route_.marks.end()
383  && !route_.steps.empty() && route_.steps.front() != loc) {
384  const unit_map::const_iterator un =
385  (wb && wb->get_temp_move_unit().valid()) ?
386  wb->get_temp_move_unit() : context().units().find(route_.steps.front());
387  if(un != context().units().end()) {
388  // Display the def% of this terrain
389  int move_cost = un->movement_cost(context().map().get_terrain(loc));
390  int def = (move_cost == movetype::UNREACHABLE ?
391  0 : 100 - un->defense_modifier(context().map().get_terrain(loc)));
392  std::stringstream def_text;
393  def_text << def << "%";
394 
395  color_t color = game_config::red_to_green(def, false);
396 
397  // simple mark (no turn point) use smaller font
398  int def_font = w->second.turns > 0 ? 18 : 16;
399  draw_text_in_hex(loc, drawing_layer::move_info, def_text.str(), def_font, color);
400 
402  [inv = w->second.invisible, zoc = w->second.zoc, cap = w->second.capture](const rect& dest) {
403  if(inv) {
404  draw::blit(image::get_texture(image::locator{"misc/hidden.png"}, image::HEXED), dest);
405  }
406 
407  if(zoc) {
408  draw::blit(image::get_texture(image::locator{"misc/zoc.png"}, image::HEXED), dest);
409  }
410 
411  if(cap) {
412  draw::blit(image::get_texture(image::locator{"misc/capture.png"}, image::HEXED), dest);
413  }
414  });
415 
416  //we display turn info only if different from a simple last "1"
417  if (w->second.turns > 1 || (w->second.turns == 1 && loc != route_.steps.back())) {
418  std::stringstream turns_text;
419  turns_text << w->second.turns;
420  draw_text_in_hex(loc, drawing_layer::move_info, turns_text.str(), 17, font::NORMAL_COLOR, 0.5,0.8);
421  }
422 
423  // The hex is full now, so skip the "show enemy moves"
424  return;
425  }
426  }
427  // When out-of-turn, it's still interesting to check out the terrain defs of the selected unit
428  else if (selectedHex_.valid() && loc == mouseoverHex_)
429  {
430  const unit_map::const_iterator selectedUnit = resources::gameboard->find_visible_unit(selectedHex_,viewing_team());
431  const unit_map::const_iterator mouseoveredUnit = resources::gameboard->find_visible_unit(mouseoverHex_,viewing_team());
432  if(selectedUnit != context().units().end() && mouseoveredUnit == context().units().end()) {
433  // Display the def% of this terrain
434  int move_cost = selectedUnit->movement_cost(context().map().get_terrain(loc));
435  int def = (move_cost == movetype::UNREACHABLE ?
436  0 : 100 - selectedUnit->defense_modifier(context().map().get_terrain(loc)));
437  std::stringstream def_text;
438  def_text << def << "%";
439 
440  color_t color = game_config::red_to_green(def, false);
441 
442  // use small font
443  int def_font = 16;
444  draw_text_in_hex(loc, drawing_layer::move_info, def_text.str(), def_font, color);
445  }
446  }
447 
448  if (!reach_map_.empty()) {
449  reach_map::iterator reach = reach_map_.find(loc);
450  if (reach != reach_map_.end() && reach->second > 1) {
451  const std::string num = std::to_string(reach->second);
452  draw_text_in_hex(loc, drawing_layer::move_info, num, 16, font::YELLOW_COLOR);
453  }
454  }
455 }
456 
457 std::vector<texture> footsteps_images(const map_location& loc, const pathfind::marked_route & route_, const display_context * dc_)
458 {
459  std::vector<texture> res;
460 
461  if (route_.steps.size() < 2) {
462  return res; // no real "route"
463  }
464 
465  std::vector<map_location>::const_iterator i =
466  std::find(route_.steps.begin(),route_.steps.end(),loc);
467 
468  if( i == route_.steps.end()) {
469  return res; // not on the route
470  }
471 
472  // Check which footsteps images of game_config we will use
473  int move_cost = 1;
474  const unit_map::const_iterator u = dc_->units().find(route_.steps.front());
475  if(u != dc_->units().end()) {
476  move_cost = u->movement_cost(dc_->map().get_terrain(loc));
477  }
478  int image_number = std::min<int>(move_cost, game_config::foot_speed_prefix.size());
479  if (image_number < 1) {
480  return res; // Invalid movement cost or no images
481  }
482  const std::string foot_speed_prefix = game_config::foot_speed_prefix[image_number-1];
483 
484  texture teleport;
485 
486  // We draw 2 half-hex (with possibly different directions),
487  // but skip the first for the first step.
488  const int first_half = (i == route_.steps.begin()) ? 1 : 0;
489  // and the second for the last step
490  const int second_half = (i+1 == route_.steps.end()) ? 0 : 1;
491 
492  for (int h = first_half; h <= second_half; ++h) {
493  const std::string sense( h==0 ? "-in" : "-out" );
494 
495  if (!tiles_adjacent(*(i+(h-1)), *(i+h))) {
496  std::string teleport_image =
498  teleport = image::get_texture(teleport_image, image::HEXED);
499  continue;
500  }
501 
502  // In function of the half, use the incoming or outgoing direction
503  map_location::direction dir = (i+(h-1))->get_relative_dir(*(i+h));
504 
505  std::string rotate;
507  // No image, take the opposite direction and do a 180 rotation
508  dir = i->get_opposite_direction(dir);
509  rotate = "~FL(horiz)~FL(vert)";
510  }
511 
512  const std::string image = foot_speed_prefix
513  + sense + "-" + i->write_direction(dir)
514  + ".png" + rotate;
515 
516  res.push_back(image::get_texture(image, image::HEXED));
517  }
518 
519  // we draw teleport image (if any) in last
520  if (teleport != nullptr) res.push_back(teleport);
521 
522  return res;
523 }
524 
525 
526 
528 {
530  highlight_another_reach(paths_list);
531 }
532 
534  const map_location& goal)
535 {
536  // Fold endpoints of routes into reachability map.
537  for (const pathfind::paths::step &dest : paths_list.destinations) {
538  reach_map_[dest.curr]++;
539  }
540  reach_map_changed_ = true;
541 
542  if(goal != map_location::null_location() && paths_list.destinations.contains(goal)) {
543  const auto& path_to_goal = paths_list.destinations.get_path(paths_list.destinations.find(goal));
544  const map_location enemy_unit_location = path_to_goal[0];
545  units_that_can_reach_goal_.insert(enemy_unit_location);
546  }
547 }
548 
550 {
552  if(!reach_map_.empty()) {
553  reach_map_.clear();
554  reach_map_changed_ = true;
555  return true;
556  } else {
557  return false;
558  }
559 }
560 
562 {
563  for(std::vector<map_location>::const_iterator i = route_.steps.begin();
564  i != route_.steps.end(); ++i) {
565  invalidate(*i);
566  }
567 }
568 
570 {
572 
573  if(route != nullptr) {
574  route_ = *route;
575  } else {
576  route_.steps.clear();
577  route_.marks.clear();
578  }
579 
581 }
582 
583 void game_display::float_label(const map_location& loc, const std::string& text, const color_t& color)
584 {
585  if(prefs::get().floating_labels() == false || fogged(loc)) {
586  return;
587  }
588 
589  rect loc_rect = get_location_rect(loc);
590 
591  font::floating_label flabel(text);
593  flabel.set_color(color);
594  flabel.set_position(loc_rect.center().x, loc_rect.y); // middle of top edge
595  flabel.set_move(0, -0.1 * turbo_speed() * get_zoom_factor());
596  flabel.set_lifetime(std::chrono::milliseconds{static_cast<int>(1000 / turbo_speed())});
598 
599  font::add_floating_label(flabel);
600 }
601 
603 {
607 
610 
613  }
614 }
615 
617 {
619 }
620 
622 {
623  in_game_ = true;
624  create_buttons();
625  invalidate_all();
626 }
627 
629  if (b) {
630  needs_rebuild_ = true;
631  }
632 }
633 
635  if (needs_rebuild_) {
636  needs_rebuild_ = false;
638  invalidate_all();
639  rebuild_all();
640  return true;
641  }
642  return false;
643 }
644 
646 {
647  return overlay_map_;
648 }
649 
650 std::vector<texture> game_display::get_reachmap_images(const map_location& loc) const
651 {
652  // Use get_direction() from display.cpp namespace display_direction
653  using namespace display_direction;
654  std::vector<std::string> names;
655  const auto adjacent = get_adjacent_tiles(loc);
656 
657  enum visibility { REACH = 0, CLEAR = 1 };
658  std::array<visibility, 6> tiles;
659 
660  const std::string* image_prefix_ = &game_config::reach_map_prefix;
661  DBG_DP << "Loaded image prefix: " << game_config::reach_map_prefix;
662 
663  for(int i = 0; i < 6; ++i) {
664  if(reach_map_.find(adjacent[i]) != reach_map_.end()) {
665  DBG_DP << "Adjacent " << std::to_string(i) << " to tile " << loc << " is REACHABLE";
666  tiles[i] = REACH;
667  } else {
668  DBG_DP << "Adjacent " << std::to_string(i) << " to tile " << loc << " is NOT REACHABLE";
669  tiles[i] = CLEAR;
670  }
671  }
672 
673  // Find out if location is in the inner part of reachmap (surrounded by reach)
674  int s;
675  for(s = 0; s != 6; ++s) {
676  if(tiles[s] != REACH) {
677  break;
678  }
679  }
680 
681  if(s == 6) {
682  // Completely surrounded by reach. This may have a special graphic.
683  DBG_DP << "Tried completely surrounding";
684  std::string name = *image_prefix_ + "-all.png";
685  if(image::exists(name)) {
686  names.push_back(std::move(name));
687  }
688  }
689  else {
690  // else push the background image, as the rest of the graphics are meant to have it
691  names.push_back(*image_prefix_ + ".png");
692  }
693 
694  // Find all the directions overlap occurs from
695  for(int i = 0, cap1 = 0; cap1 != 6; ++cap1) {
696  DBG_DP << "Testing " << get_direction(i);
697  if(tiles[i] != REACH) {
698  DBG_DP << "Direction " << get_direction(i) << " points to an unreachable hex";
699  std::ostringstream stream;
700  std::string name;
701  stream << *image_prefix_;
702 
703  for(int cap2 = 0; tiles[i] != REACH && cap2 != 6; i = (i + 1) % 6, ++cap2) {
704  stream << get_direction(i);
705  if(!image::exists(stream.str() + ".png")) {
706  DBG_DP << "Image does not exist: " << stream.str() + ".png on " << loc;
707  // If we don't have any surface at all,
708  // then move onto the next overlapped area
709  if(name.empty()) {
710  i = (i + 1) % 6;
711  }
712  break;
713  } else {
714  name = stream.str();
715  }
716  }
717  DBG_DP << "Tried loading image: " << stream.str() + ".png on " << loc;
718 
719  if(!name.empty()) {
720  names.push_back(name + ".png");
721  }
722  } else {
723  i = (i + 1) % 6;
724  }
725  }
726 
727  // now get the textures
728  std::vector<texture> res;
729 
730  for(const std::string& name : names) {
731  if(texture tex = image::get_texture(name, image::HEXED)) {
732  res.push_back(std::move(tex));
733  }
734  }
735 
736  return res;
737 }
map_location loc
Definition: move.cpp:172
const std::vector< map_location > & route_
Definition: move.cpp:384
double t
Definition: astarsearch.cpp:63
std::vector< std::string > names
Definition: build_info.cpp:67
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:172
Abstract class for exposing game data that doesn't depend on the GUI, however which for historical re...
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 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:97
const team & viewing_team() const
Definition: display.cpp:342
bool map_screenshot_
Used to indicate to drawing functions that we are doing a map screenshot.
Definition: display.hpp:883
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:1453
std::map< map_location, std::vector< overlay > > overlay_map
Definition: display.hpp:903
map_location selectedHex_
Definition: display.hpp:782
void recalculate_minimap()
Schedule the minimap for recalculation.
Definition: display.cpp:1576
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:386
virtual void render() override
Update offscreen render buffers.
Definition: display.cpp:2414
void fade_tod_mask(const std::string &old, const std::string &new_)
ToD mask smooth fade.
Definition: display.cpp:2200
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:3087
double turbo_speed() const
Definition: display.cpp:2125
bool reach_map_changed_
Definition: display.hpp:900
static double get_zoom_factor()
Returns the current zoom factor.
Definition: display.hpp:270
void invalidate_game_status()
Function to invalidate the game status displayed on the sidebar.
Definition: display.hpp:316
void rebuild_all()
Rebuild all dynamic terrain.
Definition: display.cpp:433
virtual void layout() override
Finalize screen layout.
Definition: display.cpp:2383
virtual void highlight_hex(map_location hex)
Definition: display.cpp:1484
void update_tod(const time_of_day *tod_override=nullptr)
Applies r,g,b coloring to the map.
Definition: display.cpp:392
void process_reachmap_changes()
Definition: display.cpp:3259
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:1975
map_location mouseoverHex_
Definition: display.hpp:783
bool fogged(const map_location &loc) const
Returns true if location (x,y) is covered in fog.
Definition: display.cpp:674
void invalidate_all()
Function to invalidate all tiles.
Definition: display.cpp:3080
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:1258
const display_context & context() const
Definition: display.hpp:193
rect get_location_rect(const map_location &loc) const
Returns the on-screen rect corresponding to a loc.
Definition: display.cpp:687
std::set< map_location > invalidated_
Definition: display.hpp:772
void create_buttons()
Definition: display.cpp:845
bool invalidateGameStatus_
Definition: display.hpp:753
virtual void draw_invalidated()
Only called when there's actual redrawing to do.
Definition: display.cpp:2567
reports * reports_object_
Definition: display.hpp:755
virtual void update() override
Update animations and internal state.
Definition: display.cpp:2366
virtual void draw_hex(const map_location &loc)
Redraws a single gamemap location.
Definition: display.cpp:2603
const std::unique_ptr< fake_unit_manager > fake_unit_man_
Definition: display.hpp:746
const display_context * dc_
Definition: display.hpp:684
bool shrouded(const map_location &loc) const
Returns true if location (x,y) is covered in shroud.
Definition: display.cpp:669
bool dont_show_all_
Definition: display.hpp:728
void refresh_report(const std::string &report_name, const config *new_cfg=nullptr)
Update the given report.
Definition: display.cpp:2836
std::weak_ptr< wb::manager > wb_
Definition: display.hpp:686
virtual void select_hex(map_location hex)
Definition: display.cpp:1476
reach_map reach_map_
Definition: display.hpp:898
void set_move(double xmove, double ymove)
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_scroll_mode(LABEL_SCROLL_MODE scroll)
void set_font_size(int font_size)
Game board class.
Definition: game_board.hpp:47
unit_map::iterator find_visible_unit(const map_location &loc, const team &current_team, bool see_all=false)
Definition: game_board.cpp:185
virtual void draw_invalidated() override
Only called when there's actual redrawing to do.
void draw_movement_info(const map_location &loc)
Draws the movement info (turns available) for a given location.
void display_unit_hex(map_location hex)
Change the unit to be displayed in the sidebar.
void invalidate_unit_after_move(const map_location &src, const map_location &dst)
Same as invalidate_unit() if moving the displayed unit.
std::string attack_indicator_direction() const
Function to get attack direction suffix.
game_mode mode_
virtual void highlight_hex(map_location hex) override
Function to highlight a location.
map_location displayedUnitHex_
void invalidate_route()
std::vector< texture > get_reachmap_images(const map_location &loc) const
void scroll_to_leader(int side, SCROLL_TYPE scroll_type=ONSCREEN, bool force=true)
Scrolls to the leader of a certain side.
void set_game_mode(const game_mode mode)
virtual void draw_hex(const map_location &loc) override
Redraws a single gamemap location.
void set_attack_indicator(const map_location &src, const map_location &dst)
Set the attack direction indicator.
const std::unique_ptr< display_chat_manager > chat_man_
pathfind::marked_route route_
virtual void render() override
TLD render() override.
void set_route(const pathfind::marked_route *route)
Sets the route along which footsteps are drawn to show movement of a unit.
virtual overlay_map & get_overlays() override
Inherited from display.
std::set< map_location > units_that_can_reach_goal_
void invalidate_unit()
Function to invalidate that unit status displayed on the sidebar.
virtual void select_hex(map_location hex) override
Function to display a location as selected.
void highlight_reach(const pathfind::paths &paths_list)
Sets the paths that are currently displayed as available for the unit to move along.
void new_turn()
Update lighting settings.
void clear_attack_indicator()
virtual const time_of_day & get_time_of_day(const map_location &loc) const override
void highlight_another_reach(const pathfind::paths &paths_list, const map_location &goal=map_location::null_location())
Add more paths to highlight.
map_location attack_indicator_dst_
game_mode
Sets the linger mode for the display.
@ RUNNING
no linger overlay, show fog and shroud.
bool unhighlight_reach()
Reset highlighting of paths.
void needs_rebuild(bool b)
Sets whether the screen (map visuals) needs to be rebuilt.
overlay_map overlay_map_
bool maybe_rebuild()
Rebuilds the screen if needs_rebuild(true) was previously called, and resets the flag.
virtual void layout() override
TLD layout() override.
virtual bool has_time_area() const override
game_display(game_board &board, std::weak_ptr< wb::manager > wb, reports &reports_object, const std::string &theme_id, const config &level)
virtual void update() override
TLD update() override.
map_location attack_indicator_src_
void float_label(const map_location &loc, const std::string &text, const color_t &color)
Function to float a label above a tile.
terrain_code get_terrain(const map_location &loc) const
Looks up terrain at a particular location.
Definition: map.cpp:302
bool on_board(const map_location &loc) const
Tell if a location is on the map.
Definition: map.cpp:385
Generic locator abstracting the location of an image.
Definition: picture.hpp:59
static const int UNREACHABLE
Magic value that signifies a hex is unreachable.
Definition: movetype.hpp:174
static prefs & get()
const std::set< std::string > & report_list()
Definition: reports.cpp:1843
static bool is_synced()
Wrapper class to encapsulate creation and management of an SDL_Texture.
Definition: texture.hpp:33
bool has_time_area() const
const time_of_day & get_time_of_day(int for_turn=0) const
Returns global time of day for the passed turn.
Definition: tod_manager.hpp:56
const time_of_day & get_previous_time_of_day() const
void redraw_unit(const unit &u) const
draw a unit.
Definition: drawer.cpp:164
unit_iterator end()
Definition: map.hpp:428
unit_iterator find(std::size_t id)
Definition: map.cpp:302
unit_iterator find_leader(int side)
Definition: map.cpp:320
This class represents a single unit of a specific type.
Definition: unit.hpp:133
Drawing functions, for drawing things on the screen.
drawing_layer
@ linger_overlay
The overlay used for the linger mode.
@ footsteps
Footsteps showing path from unit to mouse.
@ attack_indicator
Layer which holds the attack indicator.
@ mouseover_top
Top half of image following the mouse.
@ mouseover_bottom
Bottom half of image following the mouse.
@ move_info
Movement info (defense%, etc...)
@ fog_shroud
Fog and shroud.
@ selected_hex
Image on the selected unit.
std::size_t i
Definition: function.cpp:1029
int w
static lg::log_domain log_engine("engine")
std::vector< texture > footsteps_images(const map_location &loc, const pathfind::marked_route &route_, const display_context *dc_)
Function to return 2 half-hex footsteps images for the given location.
static lg::log_domain log_display("display")
#define DBG_DP
int side() const
The side this unit belongs to.
Definition: unit.hpp:343
T end(const std::pair< T, T > &p)
void get_adjacent_tiles(const map_location &a, map_location *res)
Function which, given a location, will place all adjacent locations in res.
Definition: location.cpp:479
bool tiles_adjacent(const map_location &a, const map_location &b)
Function which tells if two locations are adjacent.
Definition: location.cpp:507
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:32
CURSOR_TYPE get()
Definition: cursor.cpp:216
@ WAIT
Definition: cursor.hpp:28
const std::string & get_direction(std::size_t n)
Definition: display.cpp:837
void blit(const texture &tex, const SDL_Rect &dst)
Draws a texture, or part of a texture, at the given location.
Definition: draw.cpp:310
const int SIZE_FLOAT_LABEL
Definition: constants.cpp:32
const color_t YELLOW_COLOR
int add_floating_label(const floating_label &flabel)
add a label floating on the screen above everything else.
const color_t NORMAL_COLOR
@ ANCHOR_LABEL_MAP
std::string selected
std::string foot_teleport_enter
std::vector< std::string > foot_speed_prefix
std::string foot_teleport_exit
std::string reach_map_prefix
Definition: game_config.cpp:58
color_t red_to_green(double val, bool for_text)
Return a color corresponding to the value val red for val=0.0 to green for val=100....
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:818
@ HEXED
Standard hexagonal tile mask applied, removing portions that don't fit.
Definition: picture.hpp:166
@ TOD_COLORED
Same as HEXED, but with Time of Day color tint applied.
Definition: picture.hpp:168
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:920
Unit and team statistics.
::tod_manager * tod_manager
Definition: resources.cpp:29
game_board * gameboard
Definition: resources.cpp:20
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:85
bool contains(const Container &container, const Value &value)
Returns true iff value is found in container.
Definition: general.hpp:86
std::string get_unknown_exception_type()
Utility function for finding the type of thing caught with catch(...).
Definition: general.cpp:23
auto * find(Container &container, const Value &value)
Convenience wrapper for using find on a container without needing to comare to end()
Definition: general.hpp:140
Definition: display.hpp:45
std::string::const_iterator iterator
Definition: tokenizer.hpp:25
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:59
Encapsulates the map of the game.
Definition: location.hpp:45
bool valid() const
Definition: location.hpp:110
direction
Valid directions which can be moved in our hexagonal world.
Definition: location.hpp:47
static const map_location & null_location()
Definition: location.hpp:102
Structure which holds a single route and marks for special events.
Definition: pathfind.hpp:142
std::vector< map_location > & steps
Definition: pathfind.hpp:187
std::vector< map_location > get_path(const const_iterator &) const
Returns the path going from the source point (included) to the destination point j (excluded).
Definition: pathfind.cpp:497
bool contains(const map_location &) const
Definition: pathfind.cpp:514
const_iterator find(const map_location &) const
Definition: pathfind.cpp:478
map_location curr
Definition: pathfind.hpp:89
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Definition: pathfind.hpp:73
dest_vect destinations
Definition: pathfind.hpp:101
An abstract description of a rectangle with integer coordinates.
Definition: rect.hpp:47
constexpr point center() const
The center point of the rectangle, accounting for origin.
Definition: rect.hpp:104
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
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
bool valid() const
Definition: map.hpp:273
Applies the planned unit map for the duration of the struct's life.
Definition: manager.hpp:253
static map_location::direction s
#define h
#define b