mirror of
https://github.com/glest/glest-source.git
synced 2025-02-24 19:52:25 +01:00
185 lines
5.5 KiB
C++
185 lines
5.5 KiB
C++
// ==============================================================
|
|
// This file is part of Glest (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martiño Figueroa
|
|
//
|
|
// You can redistribute this code and/or modify it under
|
|
// the terms of the GNU General Public License as published
|
|
// by the Free Software Foundation; either version 2 of the
|
|
// License, or (at your option) any later version
|
|
// ==============================================================
|
|
|
|
#include "display.h"
|
|
|
|
#include "metrics.h"
|
|
#include "command_type.h"
|
|
#include "util.h"
|
|
#include "leak_dumper.h"
|
|
|
|
using namespace Shared::Graphics;
|
|
using namespace Shared::Util;
|
|
|
|
namespace Glest{ namespace Game{
|
|
|
|
// =====================================================
|
|
// class Display
|
|
// =====================================================
|
|
|
|
Display::Display(){
|
|
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
|
|
|
colors[0]= Vec4f(1.f, 1.f, 1.f, 0.0f);
|
|
colors[1]= Vec4f(1.f, 0.5f, 0.5f, 0.0f);
|
|
colors[2]= Vec4f(0.5f, 0.5f, 1.0f, 0.0f);
|
|
colors[3]= Vec4f(0.5f, 1.0f, 0.5f, 0.0f);
|
|
colors[4]= Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
|
|
colors[5]= Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
|
|
colors[6]= Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
|
|
colors[7]= Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
|
|
colors[8]= Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
currentColor= 0;
|
|
clear();
|
|
|
|
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
|
}
|
|
|
|
void Display::calculateUpDimensions(int index) {
|
|
if(index>maxUpIndex){
|
|
maxUpIndex=index;
|
|
if(maxUpIndex+1>upCellSideCount*upCellSideCount){
|
|
upCellSideCount=upCellSideCount+1;
|
|
upImageSize = static_cast<float>(imageSize) * static_cast<float>(cellSideCount) / static_cast<float>(upCellSideCount) + 0.9f;
|
|
}
|
|
}
|
|
}
|
|
|
|
Vec4f Display::getColor() const {
|
|
if(currentColor < 0 || currentColor >= colorCount) {
|
|
throw megaglest_runtime_error("currentColor >= colorCount");
|
|
}
|
|
return colors[currentColor];
|
|
}
|
|
|
|
void Display::setUpImage(int i, const Texture2D *image)
|
|
{
|
|
if(i>=upCellCount) throw megaglest_runtime_error("i>=upCellCount in Display::setUpImage");
|
|
upImages[i]= image;
|
|
calculateUpDimensions(i);
|
|
}
|
|
|
|
//misc
|
|
void Display::clear(){
|
|
downSelectedPos= invalidPos;
|
|
for(int i=0; i<upCellCount; ++i){
|
|
upImages[i]= NULL;
|
|
}
|
|
|
|
for(int i=0; i<downCellCount; ++i){
|
|
downImages[i]= NULL;
|
|
downLighted[i]= true;
|
|
commandTypes[i]= NULL;
|
|
commandClasses[i]= ccNull;
|
|
}
|
|
|
|
title.clear();
|
|
text.clear();
|
|
progressBar= -1;
|
|
|
|
upCellSideCount=cellSideCount;
|
|
upImageSize=imageSize;
|
|
maxUpIndex= 0;
|
|
}
|
|
void Display::switchColor(){
|
|
currentColor= (currentColor+1) % colorCount;
|
|
}
|
|
|
|
int Display::computeDownIndex(int x, int y) const {
|
|
y= y-(downY-cellSideCount*imageSize);
|
|
|
|
if(y>imageSize*cellSideCount || y < 0){
|
|
return invalidPos;
|
|
}
|
|
|
|
int cellX= x/imageSize;
|
|
int cellY= (y/imageSize) % cellSideCount;
|
|
int index= (cellSideCount-cellY-1)*cellSideCount+cellX;;
|
|
|
|
if(index<0 || index>=downCellCount || downImages[index]==NULL){
|
|
index= invalidPos;
|
|
}
|
|
|
|
return index;
|
|
}
|
|
|
|
int Display::computeDownX(int index) const{
|
|
return (index % cellSideCount) * imageSize;
|
|
}
|
|
|
|
int Display::computeDownY(int index) const{
|
|
return Display::downY - (index/cellSideCount)*imageSize - imageSize;
|
|
}
|
|
|
|
int Display::computeUpX(int index) const{
|
|
return (index % upCellSideCount) * upImageSize;
|
|
}
|
|
|
|
int Display::computeUpY(int index) const{
|
|
return Metrics::getInstance().getDisplayH() - (index/upCellSideCount)*upImageSize - upImageSize;
|
|
}
|
|
|
|
void Display::saveGame(XmlNode *rootNode) const {
|
|
std::map<string,string> mapTagReplacements;
|
|
XmlNode *displayNode = rootNode->addChild("Display");
|
|
|
|
// string title;
|
|
displayNode->addAttribute("title",title, mapTagReplacements);
|
|
// string text;
|
|
displayNode->addAttribute("text",text, mapTagReplacements);
|
|
// string infoText;
|
|
displayNode->addAttribute("infoText",infoText, mapTagReplacements);
|
|
// const Texture2D *upImages[upCellCount];
|
|
// const Texture2D *downImages[downCellCount];
|
|
// bool downLighted[downCellCount];
|
|
// const CommandType *commandTypes[downCellCount];
|
|
// CommandClass commandClasses[downCellCount];
|
|
// int progressBar;
|
|
displayNode->addAttribute("progressBar",intToStr(progressBar), mapTagReplacements);
|
|
// int downSelectedPos;
|
|
displayNode->addAttribute("downSelectedPos",intToStr(downSelectedPos), mapTagReplacements);
|
|
// Vec4f colors[colorCount];
|
|
// int currentColor;
|
|
displayNode->addAttribute("currentColor",intToStr(currentColor), mapTagReplacements);
|
|
// int upCellSideCount;
|
|
// int upImageSize;
|
|
// int maxUpIndex;
|
|
}
|
|
|
|
void Display::loadGame(const XmlNode *rootNode) {
|
|
const XmlNode *displayNode = rootNode->getChild("Display");
|
|
|
|
// string title;
|
|
title = displayNode->getAttribute("title")->getValue();
|
|
// string text;
|
|
text = displayNode->getAttribute("text")->getValue();
|
|
// string infoText;
|
|
infoText = displayNode->getAttribute("infoText")->getValue();
|
|
// const Texture2D *upImages[upCellCount];
|
|
// const Texture2D *downImages[downCellCount];
|
|
// bool downLighted[downCellCount];
|
|
// const CommandType *commandTypes[downCellCount];
|
|
// CommandClass commandClasses[downCellCount];
|
|
// int progressBar;
|
|
progressBar = displayNode->getAttribute("progressBar")->getIntValue();
|
|
// int downSelectedPos;
|
|
//displayNode->addAttribute("downSelectedPos",intToStr(downSelectedPos), mapTagReplacements);
|
|
// Vec4f colors[colorCount];
|
|
// int currentColor;
|
|
//currentColor = displayNode->getAttribute("progressBar")->getIntValue();
|
|
// int upCellSideCount;
|
|
// int upImageSize;
|
|
// int maxUpIndex;
|
|
}
|
|
|
|
}}//end namespace
|