diff options
-rw-r--r-- | src/intro_gui.cpp | 196 | ||||
-rw-r--r-- | src/main_gui.cpp | 14 | ||||
-rw-r--r-- | src/viewport_func.h | 2 |
3 files changed, 210 insertions, 2 deletions
diff --git a/src/intro_gui.cpp b/src/intro_gui.cpp index 7b02448f9..8d11a2bb3 100644 --- a/src/intro_gui.cpp +++ b/src/intro_gui.cpp @@ -11,12 +11,14 @@ #include "error.h" #include "gui.h" #include "window_gui.h" +#include "window_func.h" #include "textbuf_gui.h" #include "network/network.h" #include "genworld.h" #include "network/network_gui.h" #include "network/network_content.h" #include "landscape_type.h" +#include "landscape.h" #include "strings_func.h" #include "fios.h" #include "ai/ai_gui.hpp" @@ -25,6 +27,10 @@ #include "language.h" #include "rev.h" #include "highscore.h" +#include "signs_base.h" +#include "viewport_func.h" +#include "vehicle_base.h" +#include <regex> #include "widgets/intro_widget.h" @@ -33,13 +39,203 @@ #include "safeguards.h" + +/** + * A viewport command for the main menu background (intro game). + */ +struct IntroGameViewportCommand { + /** Horizontal alignment value. */ + enum AlignmentH : byte { + LEFT, + CENTRE, + RIGHT, + }; + /** Vertical alignment value. */ + enum AlignmentV : byte { + TOP, + MIDDLE, + BOTTOM, + }; + + int command_index = 0; ///< Sequence number of the command (order they are performed in). + Point position{ 0, 0 }; ///< Calculated world coordinate to position viewport top-left at. + VehicleID vehicle = INVALID_VEHICLE; ///< Vehicle to follow, or INVALID_VEHICLE if not following a vehicle. + uint delay = 0; ///< Delay until next command. + int zoom_adjust = 0; ///< Adjustment to zoom level from base zoom level. + bool pan_to_next = false; ///< If true, do a smooth pan from this position to the next. + AlignmentH align_h = CENTRE; ///< Horizontal alignment. + AlignmentV align_v = MIDDLE; ///< Vertical alignment. + + /** + * Calculate effective position. + * This will update the position field if a vehicle is followed. + * @param vp Viewport to calculate position for. + * @return Calculated position in the viewport. + */ + Point PositionForViewport(const Viewport *vp) + { + if (this->vehicle != INVALID_VEHICLE) { + const Vehicle *v = Vehicle::Get(this->vehicle); + this->position = RemapCoords(v->x_pos, v->y_pos, v->z_pos); + } + + Point p; + switch (this->align_h) { + case LEFT: p.x = this->position.x; break; + case CENTRE: p.x = this->position.x - vp->virtual_width / 2; break; + case RIGHT: p.x = this->position.x - vp->virtual_width; break; + } + switch (this->align_v) { + case TOP: p.y = this->position.y; break; + case MIDDLE: p.y = this->position.y - vp->virtual_height / 2; break; + case BOTTOM: p.y = this->position.y - vp->virtual_height; break; + } + return p; + } +}; + + struct SelectGameWindow : public Window { + /** Vector of viewport commands parsed. */ + std::vector<IntroGameViewportCommand> intro_viewport_commands; + /** Index of currently active viewport command. */ + size_t cur_viewport_command_index; + /** Time spent (milliseconds) on current viewport command. */ + uint cur_viewport_command_time; + + /** + * Find and parse all viewport command signs. + * Fills the intro_viewport_commands vector and deletes parsed signs from the world. + */ + void ReadIntroGameViewportCommands() + { + intro_viewport_commands.clear(); + + /* Regular expression matching the commands: T, spaces, integer, spaces, flags, spaces, integer */ + const char *sign_langauge = "^T\\s*([0-9]+)\\s*([-+A-Z0-9]+)\\s*([0-9]+)"; + std::regex re(sign_langauge, std::regex_constants::icase); + + /* List of signs successfully parsed to delete afterwards. */ + std::vector<SignID> signs_to_delete; + + for (const Sign *sign : Sign::Iterate()) { + std::smatch match; + if (std::regex_search(sign->name, match, re)) { + IntroGameViewportCommand vc; + /* Sequence index from the first matching group. */ + vc.command_index = std::stoi(match[1].str()); + /* Sign coordinates for positioning. */ + vc.position = RemapCoords(sign->x, sign->y, sign->z); + /* Delay from the third matching group. */ + vc.delay = std::stoi(match[3].str()) * 1000; // milliseconds + + /* Parse flags from second matching group. */ + enum IdType { + ID_NONE, ID_VEHICLE + } id_type = ID_NONE; + for (char c : match[2].str()) { + if (isdigit(c)) { + if (id_type == ID_VEHICLE) { + vc.vehicle = vc.vehicle * 10 + (c - '0'); + } + } else { + id_type = ID_NONE; + switch (toupper(c)) { + case '-': vc.zoom_adjust = +1; break; + case '+': vc.zoom_adjust = -1; break; + case 'T': vc.align_v = IntroGameViewportCommand::TOP; break; + case 'M': vc.align_v = IntroGameViewportCommand::MIDDLE; break; + case 'B': vc.align_v = IntroGameViewportCommand::BOTTOM; break; + case 'L': vc.align_h = IntroGameViewportCommand::LEFT; break; + case 'C': vc.align_h = IntroGameViewportCommand::CENTRE; break; + case 'R': vc.align_h = IntroGameViewportCommand::RIGHT; break; + case 'P': vc.pan_to_next = true; break; + case 'V': id_type = ID_VEHICLE; vc.vehicle = 0; break; + } + } + } + + /* Successfully parsed, store. */ + intro_viewport_commands.push_back(vc); + signs_to_delete.push_back(sign->index); + } + } + + /* Sort the commands by sequence index. */ + std::sort(intro_viewport_commands.begin(), intro_viewport_commands.end(), [](const IntroGameViewportCommand &a, const IntroGameViewportCommand &b) { return a.command_index < b.command_index; }); + + /* Delete all the consumed signs, from last ID to first ID. */ + std::sort(signs_to_delete.begin(), signs_to_delete.end(), [](SignID a, SignID b) { return a > b; }); + for (SignID sign_id : signs_to_delete) { + delete Sign::Get(sign_id); + } + } SelectGameWindow(WindowDesc *desc) : Window(desc) { this->CreateNestedTree(); this->FinishInitNested(0); this->OnInvalidateData(); + + this->ReadIntroGameViewportCommands(); + + this->cur_viewport_command_index = (size_t)-1; + this->cur_viewport_command_time = 0; + } + + void OnRealtimeTick(uint delta_ms) override + { + /* Move the main game viewport according to intro viewport commands. */ + + if (intro_viewport_commands.empty()) return; + + /* Determine whether to move to the next command or stay at current. */ + bool changed_command = false; + if (this->cur_viewport_command_index >= intro_viewport_commands.size()) { + /* Reached last, rotate back to start of the list. */ + this->cur_viewport_command_index = 0; + changed_command = true; + } else { + /* Check if current command has elapsed and switch to next. */ + this->cur_viewport_command_time += delta_ms; + if (this->cur_viewport_command_time >= intro_viewport_commands[this->cur_viewport_command_index].delay) { + this->cur_viewport_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size(); + this->cur_viewport_command_time = 0; + changed_command = true; + } + } + + IntroGameViewportCommand &vc = intro_viewport_commands[this->cur_viewport_command_index]; + Window *mw = FindWindowByClass(WC_MAIN_WINDOW); + Viewport *vp = mw->viewport; + + /* Early exit if the current command hasn't elapsed and isn't animated. */ + if (!changed_command && !vc.pan_to_next && vc.vehicle == INVALID_VEHICLE) return; + + /* Reset the zoom level. */ + if (changed_command) FixTitleGameZoom(vc.zoom_adjust); + + /* Calculate current command position (updates followed vehicle coordinates). */ + Point pos = vc.PositionForViewport(vp); + + /* Calculate panning (linear interpolation between current and next command position). */ + if (vc.pan_to_next) { + size_t next_command_index = (this->cur_viewport_command_index + 1) % intro_viewport_commands.size(); + IntroGameViewportCommand &nvc = intro_viewport_commands[next_command_index]; + Point pos2 = nvc.PositionForViewport(vp); + const double t = this->cur_viewport_command_time / (double)vc.delay; + pos.x = pos.x + (int)(t * (pos2.x - pos.x)); + pos.y = pos.y + (int)(t * (pos2.y - pos.y)); + } + + /* Update the viewport position. */ + mw->viewport->dest_scrollpos_x = mw->viewport->scrollpos_x = pos.x; + mw->viewport->dest_scrollpos_y = mw->viewport->scrollpos_y = pos.y; + UpdateViewportPosition(mw); + mw->SetDirty(); // Required during panning, otherwise logo graphics disappears + + /* If there is only one command, we just executed it and don't need to do any more */ + if (intro_viewport_commands.size() == 1 && vc.vehicle == INVALID_VEHICLE) intro_viewport_commands.clear(); } /** diff --git a/src/main_gui.cpp b/src/main_gui.cpp index 79960d51b..944a28405 100644 --- a/src/main_gui.cpp +++ b/src/main_gui.cpp @@ -152,12 +152,24 @@ void ZoomInOrOutToCursorWindow(bool in, Window *w) } } -void FixTitleGameZoom() +void FixTitleGameZoom(int zoom_adjust) { if (_game_mode != GM_MENU) return; Viewport *vp = FindWindowByClass(WC_MAIN_WINDOW)->viewport; + + /* Adjust the zoom in/out. + * Can't simply add, since operator+ is not defined on the ZoomLevel type. */ vp->zoom = _gui_zoom; + while (zoom_adjust < 0 && vp->zoom != ZOOM_LVL_MIN) { + vp->zoom--; + zoom_adjust++; + } + while (zoom_adjust > 0 && vp->zoom != ZOOM_LVL_MAX) { + vp->zoom++; + zoom_adjust--; + } + vp->virtual_width = ScaleByZoom(vp->width, vp->zoom); vp->virtual_height = ScaleByZoom(vp->height, vp->zoom); } diff --git a/src/viewport_func.h b/src/viewport_func.h index 9461f3df5..58e1706eb 100644 --- a/src/viewport_func.h +++ b/src/viewport_func.h @@ -32,7 +32,7 @@ bool MarkAllViewportsDirty(int left, int top, int right, int bottom); bool DoZoomInOutWindow(ZoomStateChange how, Window *w); void ZoomInOrOutToCursorWindow(bool in, Window * w); Point GetTileZoomCenterWindow(bool in, Window * w); -void FixTitleGameZoom(); +void FixTitleGameZoom(int zoom_adjust = 0); void HandleZoomMessage(Window *w, const Viewport *vp, byte widget_zoom_in, byte widget_zoom_out); /** |