Minimap: removed old surface-based drawing implementation

Also cleaned up a minimap.hpp include.
This commit is contained in:
Charles Dang 2018-04-06 15:53:41 +11:00
parent f5ec886cb5
commit 3e7159e78e
3 changed files with 0 additions and 262 deletions

View file

@ -23,7 +23,6 @@
#include "log.hpp"
#include "map/exception.hpp"
#include "map/map.hpp"
#include "minimap.hpp"
#include "saved_game.hpp"
#include "wml_exception.hpp"

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@ -26,7 +26,6 @@
#include "preferences/general.hpp"
#include "resources.hpp"
#include "sdl/render_utils.hpp"
#include "sdl/surface.hpp"
#include "team.hpp"
#include "terrain/type_data.hpp"
#include "units/map.hpp"
@ -38,257 +37,6 @@ static lg::log_domain log_display("display");
namespace image
{
surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::map<map_location,unsigned int> *reach_map, bool ignore_terrain_disabled)
{
const terrain_type_data & tdata = *map.tdata();
const bool preferences_minimap_draw_terrain = preferences::minimap_draw_terrain() || ignore_terrain_disabled;
const bool preferences_minimap_terrain_coding = preferences::minimap_terrain_coding();
const bool preferences_minimap_draw_villages = preferences::minimap_draw_villages();
const bool preferences_minimap_unit_coding = preferences::minimap_movement_coding();
const int scale = (preferences_minimap_draw_terrain && preferences_minimap_terrain_coding) ? 24 : 4;
DBG_DP << "creating minimap " << int(map.w()*scale*0.75) << "," << map.h()*scale << "\n";
const std::size_t map_width = map.w()*scale*3/4;
const std::size_t map_height = map.h()*scale;
if(map_width == 0 || map_height == 0) {
return surface(nullptr);
}
if(!preferences_minimap_draw_villages && !preferences_minimap_draw_terrain)
{
//return if there is nothing to draw.
//(optimisation)
double ratio = std::min<double>( w*1.0 / map_width, h*1.0 / map_height);
return create_neutral_surface(map_width * ratio, map_height * ratio);
}
surface minimap(create_neutral_surface(map_width, map_height));
if(minimap == nullptr)
return surface(nullptr);
typedef mini_terrain_cache_map cache_map;
cache_map *normal_cache = &mini_terrain_cache;
cache_map *fog_cache = &mini_fogged_terrain_cache;
cache_map *highlight_cache = &mini_highlighted_terrain_cache;
for(int y = 0; y <= map.total_height(); ++y)
for(int x = 0; x <= map.total_width(); ++x) {
const map_location loc(x,y);
if(!map.on_board_with_border(loc))
continue;
const bool shrouded = (display::get_singleton() != nullptr && display::get_singleton()->is_blindfolded()) || (vw != nullptr && vw->shrouded(loc));
// shrouded hex are not considered fogged (no need to fog a black image)
const bool fogged = (vw != nullptr && !shrouded && vw->fogged(loc));
const bool highlighted = reach_map && reach_map->count(loc) != 0 && !shrouded;
const t_translation::terrain_code terrain = shrouded ?
t_translation::VOID_TERRAIN : map[loc];
const terrain_type& terrain_info = tdata.get_terrain_info(terrain);
// we need a balanced shift up and down of the hexes.
// if not, only the bottom half-hexes are clipped
// and it looks asymmetrical.
SDL_Rect maprect {
x * scale * 3 / 4 - (scale / 4)
, y * scale + scale / 4 * (is_odd(x) ? 1 : -1) - (scale / 4)
, 0
, 0
};
if (preferences_minimap_draw_terrain) {
if (preferences_minimap_terrain_coding) {
surface surf(nullptr);
bool need_fogging = false;
bool need_highlighting = false;
cache_map* cache = fogged ? fog_cache : normal_cache;
if (highlighted)
cache = highlight_cache;
cache_map::iterator i = cache->find(terrain);
if (fogged && i == cache->end()) {
// we don't have the fogged version in cache
// try the normal cache and ask fogging the image
cache = normal_cache;
i = cache->find(terrain);
need_fogging = true;
}
if (highlighted && i == cache->end()) {
// we don't have the highlighted version in cache
// try the normal cache and ask fogging the image
cache = normal_cache;
i = cache->find(terrain);
need_highlighting = true;
}
if(i == cache->end() && !terrain_info.minimap_image().empty()) {
std::string base_file =
"terrain/" + terrain_info.minimap_image() + ".png";
surface tile = get_image(base_file,image::HEXED);
//Compose images of base and overlay if necessary
// NOTE we also skip overlay when base is missing (to avoid hiding the error)
if(tile != nullptr && tdata.get_terrain_info(terrain).is_combined() && !terrain_info.minimap_image_overlay().empty()) {
std::string overlay_file =
"terrain/" + terrain_info.minimap_image_overlay() + ".png";
surface overlay = get_image(overlay_file,image::HEXED);
if(overlay != nullptr && overlay != tile) {
surface combined = create_neutral_surface(tile->w, tile->h);
SDL_Rect r {0,0,0,0};
sdl_blit(tile, nullptr, combined, &r);
r.x = std::max(0, (tile->w - overlay->w)/2);
r.y = std::max(0, (tile->h - overlay->h)/2);
surface overlay_neutral = make_neutral_surface(overlay);
sdl_blit(overlay_neutral, nullptr, combined, &r);
tile = combined;
}
}
surf = scale_surface_sharp(tile, scale, scale);
i = normal_cache->emplace(terrain, surf).first;
}
if (i != cache->end())
{
surf = i->second;
if (need_fogging) {
surf = adjust_surface_color(surf, -50, -50, -50);
fog_cache->emplace(terrain, surf);
}
if (need_highlighting) {
surf = adjust_surface_color(surf, 50, 50, 50);
highlight_cache->emplace(terrain, surf);
}
}
if(surf != nullptr)
sdl_blit(surf, nullptr, minimap, &maprect);
} else {
color_t col;
std::map<std::string, color_range>::const_iterator it = game_config::team_rgb_range.find(terrain_info.id());
if (it == game_config::team_rgb_range.end()) {
col = color_t(0,0,0,0);
} else
col = it->second.rep();
bool first = true;
const t_translation::ter_list& underlying_terrains = tdata.underlying_union_terrain(terrain);
for(const t_translation::terrain_code& underlying_terrain : underlying_terrains) {
const std::string& terrain_id = tdata.get_terrain_info(underlying_terrain).id();
it = game_config::team_rgb_range.find(terrain_id);
if (it == game_config::team_rgb_range.end())
continue;
color_t tmp = it->second.rep();
if (fogged) {
if (tmp.b < 50) tmp.b = 0;
else tmp.b -= 50;
if (tmp.g < 50) tmp.g = 0;
else tmp.g -= 50;
if (tmp.r < 50) tmp.r = 0;
else tmp.r -= 50;
}
if (highlighted) {
if (tmp.b > 205) tmp.b = 255;
else tmp.b += 50;
if (tmp.g > 205) tmp.g = 255;
else tmp.g += 50;
if (tmp.r > 205) tmp.r = 255;
else tmp.r += 50;
}
if (first) {
first = false;
col = tmp;
} else {
col.r = col.r - (col.r - tmp.r)/2;
col.g = col.g - (col.g - tmp.g)/2;
col.b = col.b - (col.b - tmp.b)/2;
}
}
SDL_Rect fillrect {maprect.x, maprect.y, scale * 3/4, scale};
const uint32_t mapped_col = SDL_MapRGB(minimap->format,col.r,col.g,col.b);
sdl::fill_surface_rect(minimap, &fillrect, mapped_col);
}
}
if (terrain_info.is_village() && preferences_minimap_draw_villages) {
int side = (resources::gameboard ? resources::gameboard->village_owner(loc) : -1); //check needed for mp create dialog
// TODO: Add a key to [game_config][colors] for this
auto iter = game_config::team_rgb_range.find("white");
color_t col(255,255,255);
if(iter != game_config::team_rgb_range.end()) {
col = iter->second.min();
}
if (!fogged) {
if (side > -1) {
if (preferences_minimap_unit_coding || !vw ) {
col = team::get_minimap_color(side + 1);
} else {
if (vw->owns_village(loc))
col = game_config::color_info(preferences::unmoved_color()).rep();
else if (vw->is_enemy(side + 1))
col = game_config::color_info(preferences::enemy_color()).rep();
else
col = game_config::color_info(preferences::allied_color()).rep();
}
}
}
SDL_Rect fillrect {
maprect.x
, maprect.y
, scale * 3/4
, scale
};
const uint32_t mapped_col = SDL_MapRGB(minimap->format,col.r,col.g,col.b);
sdl::fill_surface_rect(minimap, &fillrect, mapped_col);
}
}
double wratio = w*1.0 / minimap->w;
double hratio = h*1.0 / minimap->h;
double ratio = std::min<double>(wratio, hratio);
minimap = scale_surface_sharp(minimap,
static_cast<int>(minimap->w * ratio), static_cast<int>(minimap->h * ratio));
DBG_DP << "done generating minimap\n";
return minimap;
}
void render_minimap(texture& tex, const gamemap& map, const team* vw, const unit_map* units, const std::map<map_location, unsigned int>* reach_map, bool ignore_terrain_disabled)
{
if(tex.null()) {

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@ -29,15 +29,6 @@ class gamemap;
namespace image
{
/// function to create the minimap for a given map
/// the surface returned must be freed by the user
surface getMinimap(int w,
int h,
const gamemap& map_,
const team* vm = nullptr,
const std::map<map_location, unsigned int>* reach_map = nullptr,
bool ignore_terrain_disabled = false);
/**
* Renders the minimap to the given texture.
*/