tibia-client/src/otclient/ui/uimap.cpp

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "uimap.h"
#include <otclient/core/game.h>
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#include <otclient/core/map.h>
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#include <otclient/core/mapview.h>
#include <framework/otml/otml.h>
#include <framework/graphics/graphics.h>
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#include <otclient/core/localplayer.h>
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UIMap::UIMap()
{
m_dragable = true;
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m_mapView = MapViewPtr(new MapView);
g_map.addMapView(m_mapView);
m_mapView->followCreature(g_game.getLocalPlayer());
}
UIMap::~UIMap()
{
g_map.removeMapView(m_mapView);
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}
void UIMap::draw()
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{
drawSelf();
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// draw map border
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g_painter.setColor(Fw::black);
g_painter.drawBoundingRect(m_mapRect.expanded(1));
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m_mapView->draw(m_mapRect);
drawChildren();
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}
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void UIMap::zoomIn()
{
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int dimensionHeight = m_mapView->getVisibleDimension().height() * 0.99;
if(dimensionHeight == m_mapView->getVisibleDimension().height())
dimensionHeight -= 1;
if(dimensionHeight % 2 == 0)
dimensionHeight -= 1;
int dimensionWidth = dimensionHeight * getSize().ratio();
if(dimensionWidth % 2 == 0)
dimensionWidth -= 1;
m_mapView->setVisibleDimension(Size(dimensionWidth, dimensionHeight));
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Rect mapRect = getChildrenRect().expanded(-1);
Size mapSize = m_mapView->getVisibleSize();
mapSize.scale(mapRect.size(), Fw::KeepAspectRatio);
m_mapRect.resize(mapSize);
m_mapRect.moveCenter(m_rect.center());
}
void UIMap::zoomOut()
{
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int dimensionHeight = m_mapView->getVisibleDimension().height() * 1.01;
if(dimensionHeight == m_mapView->getVisibleDimension().height())
dimensionHeight += 1;
if(dimensionHeight % 2 == 0)
dimensionHeight += 1;
int dimensionWidth = dimensionHeight * getSize().ratio();
if(dimensionWidth % 2 == 0)
dimensionWidth += 1;
m_mapView->setVisibleDimension(Size(dimensionWidth, dimensionHeight));
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Rect mapRect = getChildrenRect().expanded(-1);
Size mapSize = m_mapView->getVisibleSize();
mapSize.scale(mapRect.size(), Fw::KeepAspectRatio);
m_mapRect.resize(mapSize);
m_mapRect.moveCenter(m_rect.center());
}
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void UIMap::setCameraPosition(const Position& pos)
{
m_mapView->setCameraPosition(pos);
}
TilePtr UIMap::getTile(const Point& mousePos)
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{
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/*
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if(!m_mapRect.contains(mousePos))
return nullptr;
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// Get tile position
Point relativeStretchMousePos = mousePos - m_mapRect.topLeft();
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LocalPlayerPtr localPlayer = g_game.getLocalPlayer();
if(localPlayer)
relativeStretchMousePos += localPlayer->getWalkOffset();
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Size mapSize(g_map.getVibibleSize().width() * Otc::TILE_PIXELS, g_map.getVibibleSize().height() * Otc::TILE_PIXELS);
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PointF stretchFactor(m_mapRect.width() / (float)mapSize.width(), m_mapRect.height() / (float)mapSize.height());
PointF relativeMousePos = PointF(relativeStretchMousePos.x, relativeStretchMousePos.y) / stretchFactor;
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PointF tilePosF = relativeMousePos / Otc::TILE_PIXELS;
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Position tilePos = Position(1 + (int)tilePosF.x - g_map.getCentralOffset().x, 1 + (int)tilePosF.y - g_map.getCentralOffset().y, 0) + g_map.getCentralPosition();
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if(!tilePos.isValid())
return nullptr;
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// Get tile
TilePtr tile = nullptr;
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// We must check every floor, from top to bottom to check for a clickable tile
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int firstFloor = g_map.getFirstVisibleFloor();
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tilePos.coveredUp(tilePos.z - firstFloor);
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for(int i = firstFloor; i <= Map::MAX_Z; i++) {
tile = g_map.getTile(tilePos);
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if(tile && tile->isClickable())
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break;
tilePos.coveredDown();
}
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// todo: get creature, using walkOffset etc.
if(!tile || !tile->isClickable())
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return nullptr;
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return tile;
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*/
return nullptr;
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}
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void UIMap::onGeometryChange(const Rect& oldRect, const Rect& newRect)
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{
Rect mapRect = getChildrenRect().expanded(-1);
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Size mapSize = m_mapView->getVisibleSize();
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mapSize.scale(mapRect.size(), Fw::KeepAspectRatio);
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m_mapRect.resize(mapSize);
m_mapRect.moveCenter(newRect.center());
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}