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#include <algorithm>
#include <memory>
#include <vector>
#include "DiabloUI/art.h"
#include "DiabloUI/art_draw.h"
#include "DiabloUI/credits_lines.h"
#include "DiabloUI/diabloui.h"
#include "DiabloUI/fonts.h"
#include "DiabloUI/support_lines.h"
#include "control.h"
#include "controls/menu_controls.h"
#include "hwcursor.hpp"
#include "utils/display.h"
#include "utils/language.h"
#include "utils/log.hpp"
#include "utils/sdl_compat.h"
#include "utils/sdl_ptrs.h"
namespace devilution {
namespace {
const SDL_Rect VIEWPORT = { 0, 114, 640, 251 };
const int ShadowOffsetX = 2;
const int ShadowOffsetY = 2;
const int LINE_H = 22;
char const *const *Text;
std::size_t textLines;
// The maximum number of visible lines is the number of whole lines
// (VIEWPORT.h / LINE_H) rounded up, plus one extra line for when
// a line is leaving the screen while another one is entering.
#define MAX_VISIBLE_LINES ((VIEWPORT.h - 1) / LINE_H + 2)
struct CachedLine {
CachedLine()
{
mIndex = 0;
paletteVersion = pal_surface_palette_version;
}
CachedLine(std::size_t index, SDLSurfaceUniquePtr surface)
{
mIndex = index;
mSurface = std::move(surface);
paletteVersion = pal_surface_palette_version;
}
std::size_t mIndex;
SDLSurfaceUniquePtr mSurface;
unsigned int paletteVersion;
};
SDL_Surface *RenderText(const char *text, SDL_Color color)
{
if (text[0] == '\0')
return nullptr;
SDL_Surface *result = TTF_RenderText_Solid(font, text, color);
if (result == nullptr)
Log("{}", TTF_GetError());
return result;
}
CachedLine PrepareLine(std::size_t index)
{
const char *contents = _(Text[index]);
while (contents[0] == '\t')
++contents;
const SDL_Color shadowColor = { 0, 0, 0, 0 };
SDLSurfaceUniquePtr text { RenderText(contents, shadowColor) };
// Precompose shadow and text:
SDLSurfaceUniquePtr surface;
if (text != nullptr) {
// Set up the target surface to have 3 colors: mask, text, and shadow.
surface = SDLSurfaceUniquePtr { SDL_CreateRGBSurfaceWithFormat(0, text->w + ShadowOffsetX, text->h + ShadowOffsetY, 8, SDL_PIXELFORMAT_INDEX8) };
const SDL_Color maskColor = { 0, 255, 0, 0 }; // Any color different from both shadow and text
const SDL_Color &textColor = Palette->colors[224];
SDL_Color colors[3] = { maskColor, textColor, shadowColor };
if (SDLC_SetSurfaceColors(surface.get(), colors, 0, 3) <= -1)
Log("{}", SDL_GetError());
SDLC_SetColorKey(surface.get(), 0);
// Blit the shadow first:
SDL_Rect shadowRect = { ShadowOffsetX, ShadowOffsetY, 0, 0 };
if (SDL_BlitSurface(text.get(), nullptr, surface.get(), &shadowRect) <= -1)
ErrSdl();
// Change the text surface color and blit again:
SDL_Color textColors[2] = { maskColor, textColor };
if (SDLC_SetSurfaceColors(text.get(), textColors, 0, 2) <= -1)
ErrSdl();
SDLC_SetColorKey(text.get(), 0);
if (SDL_BlitSurface(text.get(), nullptr, surface.get(), nullptr) <= -1)
ErrSdl();
surface = ScaleSurfaceToOutput(std::move(surface));
}
return CachedLine(index, std::move(surface));
}
class CreditsRenderer {
public:
CreditsRenderer()
{
LoadTtfFont();
ticks_begin_ = SDL_GetTicks();
prev_offset_y_ = 0;
finished_ = false;
}
~CreditsRenderer()
{
ArtBackgroundWidescreen.Unload();
ArtBackground.Unload();
UnloadTtfFont();
lines_.clear();
}
void Render();
[[nodiscard]] bool Finished() const
{
return finished_;
}
private:
std::vector<CachedLine> lines_;
bool finished_;
Uint32 ticks_begin_;
int prev_offset_y_;
};
void CreditsRenderer::Render()
{
const int offsetY = -VIEWPORT.h + (SDL_GetTicks() - ticks_begin_) / 40;
if (offsetY == prev_offset_y_)
return;
prev_offset_y_ = offsetY;
SDL_FillRect(DiabloUiSurface(), nullptr, 0x000000);
DrawArt(PANEL_LEFT - 320, UI_OFFSET_Y, &ArtBackgroundWidescreen);
DrawArt(PANEL_LEFT, UI_OFFSET_Y, &ArtBackground);
if (font == nullptr)
return;
const std::size_t linesBegin = std::max(offsetY / LINE_H, 0);
const std::size_t linesEnd = std::min(linesBegin + MAX_VISIBLE_LINES, textLines);
if (linesBegin >= linesEnd) {
if (linesEnd == textLines)
finished_ = true;
return;
}
while (linesEnd > lines_.size())
lines_.push_back(PrepareLine(lines_.size()));
SDL_Rect viewport = VIEWPORT;
viewport.x += PANEL_LEFT;
viewport.y += UI_OFFSET_Y;
ScaleOutputRect(&viewport);
SDL_SetClipRect(DiabloUiSurface(), &viewport);
// We use unscaled coordinates for calculation throughout.
Sint16 destY = UI_OFFSET_Y + VIEWPORT.y - (offsetY - linesBegin * LINE_H);
for (std::size_t i = linesBegin; i < linesEnd; ++i, destY += LINE_H) {
CachedLine &line = lines_[i];
if (line.mSurface == nullptr)
continue;
// Still fading in: the cached line was drawn with a different fade level.
if (line.paletteVersion != pal_surface_palette_version) {
line = PrepareLine(line.mIndex);
}
Sint16 destX = PANEL_LEFT + VIEWPORT.x + 31;
int j = 0;
while (Text[line.mIndex][j++] == '\t')
destX += 40;
SDL_Rect dstRect = { destX, destY, 0, 0 };
ScaleOutputRect(&dstRect);
dstRect.w = line.mSurface->w;
dstRect.h = line.mSurface->h;
if (SDL_BlitSurface(line.mSurface.get(), nullptr, DiabloUiSurface(), &dstRect) < 0)
ErrSdl();
}
SDL_SetClipRect(DiabloUiSurface(), nullptr);
}
bool TextDialog()
{
CreditsRenderer creditsRenderer;
bool endMenu = false;
if (IsHardwareCursor())
SetHardwareCursorVisible(false);
SDL_Event event;
do {
creditsRenderer.Render();
UiFadeIn();
while (SDL_PollEvent(&event) != 0) {
switch (event.type) {
case SDL_KEYDOWN:
case SDL_MOUSEBUTTONDOWN:
endMenu = true;
break;
default:
switch (GetMenuAction(event)) {
case MenuAction_BACK:
case MenuAction_SELECT:
endMenu = true;
break;
default:
break;
}
}
UiHandleEvents(&event);
}
} while (!endMenu && !creditsRenderer.Finished());
return true;
}
} // namespace
bool UiCreditsDialog()
{
Text = CreditLines;
textLines = CreditLinesSize;
LoadArt("ui_art\\creditsw.pcx", &ArtBackgroundWidescreen);
LoadBackgroundArt("ui_art\\credits.pcx");
return TextDialog();
}
bool UiSupportDialog()
{
Text = SupportLines;
textLines = SupportLinesSize;
if (gbIsHellfire) {
LoadArt("ui_art\\supportw.pcx", &ArtBackgroundWidescreen);
LoadBackgroundArt("ui_art\\support.pcx");
} else {
LoadArt("ui_art\\creditsw.pcx", &ArtBackgroundWidescreen);
LoadBackgroundArt("ui_art\\credits.pcx");
}
return TextDialog();
}
} // namespace devilution