Files
otclientv8/src/client/mapview.h
2020-06-10 17:42:52 +02:00

178 lines
6.6 KiB
C++

/*
* Copyright (c) 2010-2017 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef MAPVIEW_H
#define MAPVIEW_H
#include "declarations.h"
#include <framework/graphics/paintershaderprogram.h>
#include <framework/graphics/declarations.h>
#include <framework/luaengine/luaobject.h>
#include <framework/core/declarations.h>
#include "lightview.h"
// @bindclass
class MapView : public LuaObject
{
public:
MapView();
~MapView();
void drawBackground(const Rect& rect, const TilePtr& crosshairTile = nullptr);
void drawForeground(const Rect& rect);
void drawTexts(const Rect& rect, const Rect& srcRect);
private:
void drawTileTexts(const Rect& rect, const Rect& srcRect);
void updateGeometry(const Size& visibleDimension, const Size& optimizedSize);
void updateVisibleTilesCache();
void requestVisibleTilesCacheUpdate() { m_mustUpdateVisibleTilesCache = true; }
protected:
void onTileUpdate(const Position& pos);
void onMapCenterChange(const Position& pos);
friend class Map;
public:
// floor visibility related
void lockFirstVisibleFloor(int firstVisibleFloor);
void unlockFirstVisibleFloor();
int getLockedFirstVisibleFloor() { return m_lockedFirstVisibleFloor; }
void setMultifloor(bool enable) { m_multifloor = enable; requestVisibleTilesCacheUpdate(); }
bool isMultifloor() { return m_multifloor; }
// map dimension related
void setVisibleDimension(const Size& visibleDimension);
void optimizeForSize(const Size & visibleSize);
Size getVisibleDimension() { return m_visibleDimension; }
Point getVisibleCenterOffset() { return m_visibleCenterOffset; }
int getCachedFirstVisibleFloor() { return m_cachedFirstVisibleFloor; }
int getCachedLastVisibleFloor() { return m_cachedLastVisibleFloor; }
// camera related
void followCreature(const CreaturePtr& creature);
CreaturePtr getFollowingCreature() { return m_followingCreature; }
bool isFollowingCreature() { return m_followingCreature && m_follow; }
void setCameraPosition(const Position& pos);
Position getCameraPosition();
void setMinimumAmbientLight(float intensity) { m_minimumAmbientLight = intensity; }
float getMinimumAmbientLight() { return m_minimumAmbientLight; }
// drawing related
void setDrawFlags(Otc::DrawFlags drawFlags) { m_drawFlags = drawFlags; requestVisibleTilesCacheUpdate(); }
Otc::DrawFlags getDrawFlags() { return m_drawFlags; }
void setDrawTexts(bool enable) { m_drawTexts = enable; }
bool isDrawingTexts() { return m_drawTexts; }
void setDrawNames(bool enable) { m_drawNames = enable; }
bool isDrawingNames() { return m_drawNames; }
void setDrawHealthBars(bool enable) { m_drawHealthBars = enable; }
bool isDrawingHealthBars() { return m_drawHealthBars; }
void setDrawHealthBarsOnTop(bool enable) { m_drawHealthBarsOnTop = enable; }
bool isDrawingHealthBarsOnTop() { return m_drawHealthBarsOnTop; }
void setDrawLights(bool enable);
bool isDrawingLights() { return m_drawLight; }
void setDrawManaBar(bool enable) { m_drawManaBar = enable; }
bool isDrawingManaBar() { return m_drawManaBar; }
void setDrawPlayerBars(bool enable) { m_drawPlayerBars = enable; }
void move(int x, int y);
void setAnimated(bool animated) { m_animated = animated; requestVisibleTilesCacheUpdate(); }
bool isAnimating() { return m_animated; }
void setFloorFading(int value) { m_floorFading = value; }
void setCrosshair(const std::string& file);
//void setShader(const PainterShaderProgramPtr& shader, float fadein, float fadeout);
//PainterShaderProgramPtr getShader() { return m_shader; }
Position getPosition(const Point& point, const Size& mapSize);
Point getPositionOffset(const Point& point, const Size& mapSize);
MapViewPtr asMapView() { return static_self_cast<MapView>(); }
private:
Rect calcFramebufferSource(const Size& destSize, bool inNextFrame = false);
int calcFirstVisibleFloor(bool forFading = false);
int calcLastVisibleFloor();
Point transformPositionTo2D(const Position& position, const Position& relativePosition);
stdext::timer m_mapRenderTimer;
int m_lockedFirstVisibleFloor;
int m_cachedFirstVisibleFloor;
int m_cachedFirstFadingFloor;
int m_cachedLastVisibleFloor;
int m_updateTilesPos;
int m_floorFading = 500;
TexturePtr m_crosshair = nullptr;
Size m_drawDimension;
Size m_visibleDimension;
Size m_optimizedSize;
Point m_virtualCenterOffset;
Point m_visibleCenterOffset;
Point m_moveOffset;
Position m_customCameraPosition;
Position m_lastCameraPosition;
stdext::boolean<true> m_mustUpdateVisibleTilesCache;
stdext::boolean<true> m_mustDrawVisibleTilesCache;
stdext::boolean<true> m_multifloor;
stdext::boolean<true> m_animated;
stdext::boolean<true> m_drawTexts;
stdext::boolean<true> m_drawNames;
stdext::boolean<true> m_drawHealthBars;
stdext::boolean<false> m_drawHealthBarsOnTop;
stdext::boolean<true> m_drawManaBar;
bool m_drawPlayerBars = true;
stdext::boolean<true> m_smooth;
stdext::timer m_fadingFloorTimers[Otc::MAX_Z + 1];
stdext::boolean<true> m_follow;
std::vector<std::pair<TilePtr, bool>> m_cachedVisibleTiles;
CreaturePtr m_followingCreature;
//PainterShaderProgramPtr m_shader;
Otc::DrawFlags m_drawFlags;
bool m_drawLight = false;
float m_minimumAmbientLight;
std::unique_ptr<LightView> m_lightView;
TexturePtr m_lightTexture;
Timer m_fadeTimer;
//PainterShaderProgramPtr m_nextShader;
float m_fadeInTime;
float m_fadeOutTime;
//stdext::boolean<true> m_shaderSwitchDone;
};
#endif