Added new minimap drawing method that works wholly with textures
I've left the old getMinimap function alone and added a new function that will eventually replace it that utilizes texture rendering to a given texture instead of relying on surface blits and scaling. This has the benefit of, well, reducing surface ops, for one, as well as removing the need to create a new texture from the minimap surface every time it's updated.
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2 changed files with 276 additions and 8 deletions
255
src/minimap.cpp
255
src/minimap.cpp
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@ -1,5 +1,5 @@
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/*
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Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
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Copyright (C) 2003 - 2017 by David White <dave@whitevine.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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@ -25,6 +25,7 @@
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#include "map/map.hpp"
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#include "preferences/general.hpp"
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#include "resources.hpp"
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#include "sdl/render_utils.hpp"
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#include "sdl/surface.hpp"
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#include "team.hpp"
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#include "terrain/type_data.hpp"
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@ -33,8 +34,8 @@ static lg::log_domain log_display("display");
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#define DBG_DP LOG_STREAM(debug, log_display)
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#define WRN_DP LOG_STREAM(warn, log_display)
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namespace image {
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namespace image
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{
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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)
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{
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@ -80,6 +81,7 @@ surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::
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if(!map.on_board_with_border(loc))
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continue;
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const bool shrouded = (display::get_singleton() != nullptr && display::get_singleton()->is_blindfolded()) || (vw != nullptr && 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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@ -285,5 +287,252 @@ surface getMinimap(int w, int h, const gamemap &map, const team *vw, const std::
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return minimap;
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}
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void render_minimap(texture& tex, const gamemap& map, const team* vw, const std::map<map_location, unsigned int>* reach_map, bool ignore_terrain_disabled)
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{
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if(tex.null()) {
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return;
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}
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CVideo& video = CVideo::get_singleton();
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// Validate that the passed texture is the current render target.
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// TODO: if it's not, maybe set it here?
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assert(SDL_GetRenderTarget(video.get_renderer()) == tex);
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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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const bool preferences_minimap_draw_villages = preferences::minimap_draw_villages();
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const bool preferences_minimap_unit_coding = preferences::minimap_movement_coding();
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const int scale = (preferences_minimap_draw_terrain && preferences_minimap_terrain_coding) ? 24 : 4;
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DBG_DP << "Creating minimap: " << static_cast<int>(map.w() * scale * 0.75) << ", " << map.h() * scale << std::endl;
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const size_t map_width = map.w() * scale * 3 / 4;
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const size_t map_height = map.h() * scale;
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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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}
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// Nothing to draw!
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if(!preferences_minimap_draw_villages && !preferences_minimap_draw_terrain) {
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return;
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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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// Create a temp surface a bit larger than we want. This allows us to compose the minimap and then
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// scale the whole result down the desired destination texture size.
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texture minimap(map_width, map_height, SDL_TEXTUREACCESS_TARGET);
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if(minimap.null()) {
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return;
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}
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{
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// Point rendering to the temp minimap texture.
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render_target_setter target_setter(minimap);
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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(!map.on_board_with_border(loc)) {
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continue;
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}
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const bool shrouded =
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(display::get_singleton() != nullptr && display::get_singleton()->is_blindfolded()) ||
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(vw != nullptr && 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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// Destination rect for drawing the current hex.
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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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SDL_Rect map_dst_rect {
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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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// Draw map terrain...
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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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// TODO: handle fog (was a -50, -50, -50 adjust) and highlight (was a 50, 50, 50 adjust).
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video.render_copy(tile, nullptr, &map_dst_rect);
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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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const texture& overlay = image::get_texture(overlay_file); // image::HEXED
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// TODO: crop/center overlays?
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video.render_copy(overlay, nullptr, &map_dst_rect);
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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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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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sdl::fill_rectangle(fillrect, col);
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}
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}
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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 = resources::gameboard
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? resources::gameboard->village_owner(loc)
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: -1;
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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 && side > -1) {
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if(preferences_minimap_unit_coding || !vw) {
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col = team::get_minimap_color(side + 1);
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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 + 1)) {
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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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SDL_Rect fillrect {map_dst_rect.x, map_dst_rect.y, scale * 3 / 4, scale};
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sdl::fill_rectangle(fillrect, col);
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}
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}
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}
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}
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texture::info src_info = minimap.get_info();
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texture::info dst_info = tex.get_info();
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const double wratio = dst_info.w * 1.0 / src_info.w;
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const double hratio = dst_info.h * 1.0 / src_info.h;
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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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0,
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0,
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static_cast<int>(src_info.w * ratio),
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static_cast<int>(src_info.h * 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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video.render_copy(minimap, nullptr, &final_dst_rect);
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DBG_DP << "done generating minimap" << std::endl;
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}
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} // end namespace image
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@ -1,5 +1,5 @@
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/*
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Copyright (C) 2003 - 2018 by David White <dave@whitevine.net>
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Copyright (C) 2003 - 2017 by David White <dave@whitevine.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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#pragma once
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#include "global.hpp"
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#include <cstddef>
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#include <map>
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class gamemap;
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class surface;
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class team;
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class texture;
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struct map_location;
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class gamemap;
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namespace image {
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///function to create the minimap for a given map
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///the surface returned must be freed by the user
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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);
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namespace image
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{
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/// function to create the minimap for a given map
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/// the surface returned must be freed by the user
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DEPRECATED("") surface getMinimap(int w,
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int h,
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const gamemap& map_,
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const team* vm = nullptr,
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const std::map<map_location, unsigned int>* reach_map = nullptr,
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bool ignore_terrain_disabled = false);
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/**
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* Renders the minimap to the given texture.
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*/
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void render_minimap(texture& tex,
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const gamemap& map,
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const team* vw = nullptr,
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const std::map<map_location, unsigned int>* reach_map = nullptr,
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bool ignore_terrain_disabled = false);
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}
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