Cleaned up minimap rendering code
- Cleaned up and simplified code in general.
- Moved village highlighting outside of terrain loop. This fixes village highlight rectangles getting cut off in the corner.
- Ported some changes to unit rendering from 934cae6093
This commit is contained in:
parent
ebe069de0b
commit
1135077d16
1 changed files with 138 additions and 183 deletions
321
src/minimap.cpp
321
src/minimap.cpp
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@ -298,12 +298,6 @@ void render_minimap(unsigned dst_w,
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const std::map<map_location, unsigned int>* reach_map,
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bool ignore_terrain_disabled)
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{
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display* disp = display::get_singleton();
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const bool is_blindfolded = disp && disp->is_blindfolded();
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const terrain_type_data& tdata = *map.tdata();
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// Drawing mode flags.
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const bool preferences_minimap_draw_terrain = preferences::minimap_draw_terrain() || ignore_terrain_disabled;
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const bool preferences_minimap_terrain_coding = preferences::minimap_terrain_coding();
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@ -318,18 +312,6 @@ void render_minimap(unsigned dst_w,
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const std::size_t map_width = std::max(0, map.w()) * scale * 3 / 4;
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const std::size_t map_height = std::max(0, map.h()) * scale;
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// Gets a destination rect for drawing at the given coordinates.
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// We need a balanced shift up and down of the hexes.
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// If not, only the bottom half-hexes are clipped and it looks asymmetrical.
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auto get_dst_rect = [scale](int x, int y) ->SDL_Rect {
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return {
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x * scale * 3 / 4 - (scale / 4),
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y * scale + scale / 4 * (is_odd(x) ? 1 : -1) - (scale / 4),
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scale,
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scale
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};
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};
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// No map!
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if(map_width == 0 || map_height == 0) {
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return;
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@ -340,6 +322,30 @@ void render_minimap(unsigned dst_w,
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return;
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}
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const display* disp = display::get_singleton();
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const bool is_blindfolded = disp && disp->is_blindfolded();
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const auto shrouded = [&](const map_location& loc) {
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return is_blindfolded || (vw && vw->shrouded(loc));
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};
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const auto fogged = [&](const map_location& loc) {
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// Shrouded hex are not considered fogged (no need to fog a black image)
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return vw && !shrouded(loc) && vw->fogged(loc);
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};
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// Gets a destination rect for drawing at the given coordinates.
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// We need a balanced shift up and down of the hexes.
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// If not, only the bottom half-hexes are clipped and it looks asymmetrical.
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const auto get_dst_rect = [scale](const map_location& loc) {
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return rect {
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loc.x * scale * 3 / 4 - (scale / 4),
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loc.y * scale + scale / 4 * (is_odd(loc.x) ? 1 : -1) - (scale / 4),
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scale,
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scale
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};
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};
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// We want to draw the minimap with NN scaling.
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set_texture_scale_quality("nearest");
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@ -362,169 +368,125 @@ void render_minimap(unsigned dst_w,
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//
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// Terrain
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//
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for(int y = 0; y <= map.total_height(); ++y) {
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for(int x = 0; x <= map.total_width(); ++x) {
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const map_location loc(x, y);
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if(preferences_minimap_draw_terrain) {
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map.for_each_loc([&](const map_location& loc) {
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const bool highlighted = reach_map && reach_map->count(loc) != 0 && !shrouded(loc);
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if(!map.on_board_with_border(loc)) {
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continue;
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}
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const bool shrouded = is_blindfolded || (vw && vw->shrouded(loc));
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// Shrouded hex are not considered fogged (no need to fog a black image)
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const bool fogged = (vw != nullptr && !shrouded && vw->fogged(loc));
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const bool highlighted = reach_map && reach_map->count(loc) != 0 && !shrouded;
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const t_translation::terrain_code terrain = shrouded ? t_translation::VOID_TERRAIN : map[loc];
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const terrain_type& terrain_info = tdata.get_terrain_info(terrain);
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const t_translation::terrain_code terrain = shrouded(loc) ? t_translation::VOID_TERRAIN : map[loc];
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const terrain_type& terrain_info = map.tdata()->get_terrain_info(terrain);
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// Destination rect for drawing the current hex.
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SDL_Rect map_dst_rect = get_dst_rect(x, y);
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rect dest = get_dst_rect(loc);
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//
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// Draw map terrain...
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// Draw map terrain using either terrain images...
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//
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if(preferences_minimap_draw_terrain) {
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if(preferences_minimap_terrain_coding) {
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//
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// ...either using terrain images...
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//
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if(!terrain_info.minimap_image().empty()) {
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const std::string base_file = "terrain/" + terrain_info.minimap_image() + ".png";
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const texture& tile = image::get_texture(base_file); // image::HEXED
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if(preferences_minimap_terrain_coding) {
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if(!terrain_info.minimap_image().empty()) {
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const std::string base_file = "terrain/" + terrain_info.minimap_image() + ".png";
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const texture& tile = image::get_texture(base_file); // image::HEXED
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// TODO: handle fog (was a -50, -50, -50 adjust) and highlight (was a 50, 50, 50 adjust).
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draw::blit(tile, map_dst_rect);
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// TODO: handle fog (was a -50, -50, -50 adjust) and highlight (was a 50, 50, 50 adjust).
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draw::blit(tile, dest);
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// NOTE: we skip the overlay when base is missing (to avoid hiding the error)
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if(tile && tdata.get_terrain_info(terrain).is_combined()
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&& !terrain_info.minimap_image_overlay().empty())
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{
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const std::string overlay_file = "terrain/" + terrain_info.minimap_image_overlay() + ".png";
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// NOTE: we skip the overlay when base is missing (to avoid hiding the error)
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if(tile && map.tdata()->get_terrain_info(terrain).is_combined()
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&& !terrain_info.minimap_image_overlay().empty())
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{
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const std::string overlay_file = "terrain/" + terrain_info.minimap_image_overlay() + ".png";
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const texture& overlay = image::get_texture(overlay_file); // image::HEXED
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const texture& overlay = image::get_texture(overlay_file); // image::HEXED
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// TODO: crop/center overlays?
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draw::blit(overlay, map_dst_rect);
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}
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// TODO: crop/center overlays?
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draw::blit(overlay, dest);
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}
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} else {
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//
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// ... or color coding.
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//
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color_t col(0, 0, 0, 0);
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// Despite its name, game_config::team_rgb_range isn't just team colors,
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// it has "red", "lightblue", "cave", "reef", "fungus", etc.
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auto it = game_config::team_rgb_range.find(terrain_info.id());
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if(it != game_config::team_rgb_range.end()) {
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col = it->second.rep();
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}
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bool first = true;
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const t_translation::ter_list& underlying_terrains = tdata.underlying_union_terrain(terrain);
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for(const t_translation::terrain_code& underlying_terrain : underlying_terrains) {
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const std::string& terrain_id = tdata.get_terrain_info(underlying_terrain).id();
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it = game_config::team_rgb_range.find(terrain_id);
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if(it == game_config::team_rgb_range.end()) {
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continue;
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}
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color_t tmp = it->second.rep();
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if(fogged) {
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if(tmp.b < 50) {
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tmp.b = 0;
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} else {
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tmp.b -= 50;
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}
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if(tmp.g < 50) {
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tmp.g = 0;
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} else {
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tmp.g -= 50;
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}
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if(tmp.r < 50) {
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tmp.r = 0;
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} else {
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tmp.r -= 50;
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}
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}
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if(highlighted) {
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if(tmp.b > 205) {
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tmp.b = 255;
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} else {
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tmp.b += 50;
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}
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if(tmp.g > 205) {
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tmp.g = 255;
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} else {
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tmp.g += 50;
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}
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if(tmp.r > 205) {
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tmp.r = 255;
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} else {
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tmp.r += 50;
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}
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}
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if(first) {
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first = false;
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col = tmp;
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} else {
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col.r = col.r - (col.r - tmp.r) / 2;
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col.g = col.g - (col.g - tmp.g) / 2;
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col.b = col.b - (col.b - tmp.b) / 2;
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}
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}
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SDL_Rect fillrect {map_dst_rect.x, map_dst_rect.y, scale * 3 / 4, scale};
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draw::fill(fillrect, col);
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}
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}
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} else {
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//
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// ... or color coding.
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//
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color_t col(0, 0, 0, 0);
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//
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// Draw village markers independent of terrain.
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//
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if(terrain_info.is_village() && preferences_minimap_draw_villages) {
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// Check needed for mp create dialog
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const int side_num = resources::gameboard
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? resources::gameboard->village_owner(loc)
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: 0;
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color_t col(255, 255, 255);
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// TODO: Add a key to [game_config][colors] for this
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auto iter = game_config::team_rgb_range.find("white");
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if(iter != game_config::team_rgb_range.end()) {
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col = iter->second.min();
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// Despite its name, game_config::team_rgb_range isn't just team colors,
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// it has "red", "lightblue", "cave", "reef", "fungus", etc.
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auto it = game_config::team_rgb_range.find(terrain_info.id());
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if(it != game_config::team_rgb_range.end()) {
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col = it->second.rep();
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}
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if(!fogged && side_num > 0) {
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if(preferences_minimap_unit_coding || !vw) {
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col = team::get_minimap_color(side_num);
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bool first = true;
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for(const auto& underlying_terrain : map.tdata()->underlying_union_terrain(terrain)) {
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const std::string& terrain_id = map.tdata()->get_terrain_info(underlying_terrain).id();
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it = game_config::team_rgb_range.find(terrain_id);
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if(it == game_config::team_rgb_range.end()) {
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return;
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}
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color_t tmp = it->second.rep();
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if(fogged(loc)) {
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tmp.r = std::max(0, tmp.r - 50);
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tmp.g = std::max(0, tmp.g - 50);
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tmp.b = std::max(0, tmp.b - 50);
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}
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if(highlighted) {
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tmp.r = std::min(255, tmp.r + 50);
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tmp.g = std::min(255, tmp.g + 50);
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tmp.b = std::min(255, tmp.b + 50);
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}
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if(first) {
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first = false;
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col = tmp;
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} else {
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if(vw->owns_village(loc)) {
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col = game_config::color_info(preferences::unmoved_color()).rep();
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} else if(vw->is_enemy(side_num)) {
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col = game_config::color_info(preferences::enemy_color()).rep();
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} else {
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col = game_config::color_info(preferences::allied_color()).rep();
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}
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col.r = col.r - (col.r - tmp.r) / 2;
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col.g = col.g - (col.g - tmp.g) / 2;
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col.b = col.b - (col.b - tmp.b) / 2;
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}
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}
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SDL_Rect fillrect {map_dst_rect.x, map_dst_rect.y, scale * 3 / 4, scale};
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draw::fill(fillrect, col);
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dest.w = scale * 3 / 4;
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draw::fill(dest, col);
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}
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});
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}
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//
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// Villages
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//
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if(preferences_minimap_draw_villages) {
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for(const map_location& loc : map.villages()) {
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// Check needed for mp create dialog
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const int side_num = resources::gameboard ? resources::gameboard->village_owner(loc) : 0;
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color_t col(255, 255, 255);
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// TODO: Add a key to [game_config][colors] for this
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auto iter = game_config::team_rgb_range.find("white");
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if(iter != game_config::team_rgb_range.end()) {
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col = iter->second.min();
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}
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if(!fogged(loc) && side_num > 0) {
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if(preferences_minimap_unit_coding || !vw) {
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col = team::get_minimap_color(side_num);
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} else {
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if(vw->owns_village(loc)) {
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col = game_config::color_info(preferences::unmoved_color()).rep();
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} else if(vw->is_enemy(side_num)) {
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col = game_config::color_info(preferences::enemy_color()).rep();
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} else {
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col = game_config::color_info(preferences::allied_color()).rep();
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}
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}
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}
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rect dest = get_dst_rect(loc);
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dest.w = scale * 3 / 4;
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draw::fill(dest, col);
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}
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}
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@ -544,26 +506,21 @@ void render_minimap(unsigned dst_w,
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color_t col = team::get_minimap_color(side);
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if(!preferences_minimap_unit_coding) {
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auto status = orb_status::allied;
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if(is_enemy) {
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col = game_config::color_info(preferences::enemy_color()).rep();
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status = orb_status::enemy;
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} else if(vw && vw->side() == side) {
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status = disp->get_disp_context().unit_orb_status(u);
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} else {
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if(vw && vw->side() == side) {
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if(u.movement_left() == u.total_movement()) {
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col = game_config::color_info(preferences::unmoved_color()).rep();
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} else if (u.movement_left() == 0) {
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col = game_config::color_info(preferences::moved_color()).rep();
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} else {
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col = game_config::color_info(preferences::partial_color()).rep();
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}
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} else {
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col = game_config::color_info(preferences::allied_color()).rep();
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}
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// no-op, status is already set to orb_status::allied;
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}
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col = game_config::color_info(orb_status_helper::get_orb_color(status)).rep();
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}
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SDL_Rect fillrect = get_dst_rect(u_loc.x, u_loc.y);
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fillrect.w = scale * 3 / 4; // TODO: needed?
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rect fillrect = get_dst_rect(u_loc);
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fillrect.w = scale * 3 / 4;
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draw::fill(fillrect, col);
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}
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@ -578,16 +535,14 @@ void render_minimap(unsigned dst_w,
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const double ratio = std::min<double>(wratio, hratio);
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// TODO: maybe add arguments so we can set render origin?
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SDL_Rect final_dst_rect {
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// Finally, render the composited minimap texture (scaled down) to the render target,
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// which should be the passed texture.
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draw::blit(minimap, {
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0,
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0,
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static_cast<int>(raw_size.x * ratio),
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static_cast<int>(raw_size.y * ratio)
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};
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// Finally, render the composited minimap texture (scaled down) to the render target,
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// which should be the passed texture.
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draw::blit(minimap, final_dst_rect);
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});
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DBG_DP << "done generating minimap";
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}
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