1 /*
2 Copyright (C) 2017-2018 by Charles Dang <exodia339@gmail.com>
3 Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY.
11
12 See the COPYING file for more details.
13 */
14
15 #define GETTEXT_DOMAIN "wesnoth-lib"
16
17 #include "gui/dialogs/story_viewer.hpp"
18
19 #include "formula/callable_objects.hpp"
20 #include "formula/variant.hpp"
21 #include "gui/auxiliary/find_widget.hpp"
22 #include "sdl/point.hpp"
23 #include "gui/core/timer.hpp"
24 #include "gui/widgets/button.hpp"
25 #include "gui/widgets/label.hpp"
26 #include "gui/widgets/scroll_label.hpp"
27 #include "gui/widgets/settings.hpp"
28 #include "gui/widgets/stacked_widget.hpp"
29 #include "gui/widgets/window.hpp"
30 #include "sound.hpp"
31 #include "variable.hpp"
32
33 namespace gui2
34 {
35 namespace dialogs
36 {
37
38 // Helper function to get the canvas shape data for the shading under the title area until
39 // I can figure out how to ensure it always stays on top of the canvas stack.
get_title_area_decor_config()40 static config get_title_area_decor_config()
41 {
42 static config cfg;
43 cfg["x"] = 0;
44 cfg["y"] = 0;
45 cfg["w"] = "(screen_width)";
46 cfg["h"] = "(image_original_height * 2)";
47 cfg["name"] = "dialogs/story_title_decor.png~O(75%)";
48
49 return cfg;
50 }
51
52 // Stacked widget layer constants for the text stack.
53 static const unsigned int LAYER_BACKGROUND = 1;
54 static const unsigned int LAYER_TEXT = 2;
55
REGISTER_DIALOG(story_viewer)56 REGISTER_DIALOG(story_viewer)
57
58 story_viewer::story_viewer(const std::string& scenario_name, const config& cfg_parsed)
59 : controller_(vconfig(cfg_parsed, true), scenario_name)
60 , part_index_(0)
61 , current_part_(nullptr)
62 , timer_id_(0)
63 , next_draw_(0)
64 , fade_step_(0)
65 , fade_state_(NOT_FADING)
66 {
67 update_current_part_ptr();
68 }
69
clear_image_timer()70 void story_viewer::clear_image_timer()
71 {
72 if(timer_id_ != 0) {
73 remove_timer(timer_id_);
74 timer_id_ = 0;
75 }
76 }
77
~story_viewer()78 story_viewer::~story_viewer()
79 {
80 clear_image_timer();
81 }
82
pre_show(window & window)83 void story_viewer::pre_show(window& window)
84 {
85 window.set_enter_disabled(true);
86
87 // Special callback handle key presses
88 connect_signal_pre_key_press(window, std::bind(&story_viewer::key_press_callback, this, std::ref(window), _5));
89
90 connect_signal_mouse_left_click(find_widget<button>(&window, "next", false),
91 std::bind(&story_viewer::nav_button_callback, this, std::ref(window), DIR_FORWARD));
92
93 connect_signal_mouse_left_click(find_widget<button>(&window, "back", false),
94 std::bind(&story_viewer::nav_button_callback, this, std::ref(window), DIR_BACKWARDS));
95
96 window.connect_signal<event::DRAW>(
97 std::bind(&story_viewer::draw_callback, this, std::ref(window)), event::dispatcher::front_child);
98
99 display_part(window);
100 }
101
update_current_part_ptr()102 void story_viewer::update_current_part_ptr()
103 {
104 current_part_ = controller_.get_part(part_index_);
105 }
106
display_part(window & window)107 void story_viewer::display_part(window& window)
108 {
109 static const int VOICE_SOUND_SOURCE_ID = 255;
110 // Update Back button state. Doing this here so it gets called in pre_show too.
111 find_widget<button>(&window, "back", false).set_active(part_index_ != 0);
112
113 //
114 // Music and sound
115 //
116 if(!current_part_->music().empty()) {
117 config music_config;
118 music_config["name"] = current_part_->music();
119 music_config["ms_after"] = 2000;
120 music_config["immediate"] = true;
121
122 sound::play_music_config(music_config);
123 }
124
125 if(!current_part_->sound().empty()) {
126 sound::play_sound(current_part_->sound());
127 }
128
129 sound::stop_sound(VOICE_SOUND_SOURCE_ID);
130 if(!current_part_->voice().empty()) {
131 sound::play_sound_positioned(current_part_->voice(), VOICE_SOUND_SOURCE_ID, 0, 0);
132 }
133
134 config cfg, image;
135
136 //
137 // Background images
138 //
139 bool has_background = false;
140 config* base_layer = nullptr;
141
142 for(const auto& layer : current_part_->get_background_layers()) {
143 has_background |= !layer.file().empty();
144
145 const bool preserve_ratio = layer.keep_aspect_ratio();
146 const bool tile_h = layer.tile_horizontally();
147 const bool tile_v = layer.tile_vertically();
148
149 // By default, no scaling will be applied.
150 std::string width_formula = "(image_original_width)";
151 std::string height_formula = "(image_original_height)";
152
153 // Background layers are almost always centered. In case of tiling, we want the full
154 // area in the horizontal or vertical direction, so set the origin to 0 for that axis.
155 // The resize mode will center the original image in the available area first/
156 std::string x_formula;
157 std::string y_formula;
158
159 if(tile_h) {
160 x_formula = "0";
161 } else {
162 x_formula = "(max(pos, 0) where pos = (width / 2 - image_width / 2))";
163 }
164
165 if(tile_v) {
166 y_formula = "0";
167 } else {
168 y_formula = "(max(pos, 0) where pos = (height / 2 - image_height / 2))";
169 }
170
171 if(layer.scale_horizontally() && preserve_ratio) {
172 height_formula = "(min((image_original_height * width / image_original_width), height))";
173 } else if(layer.scale_vertically() || tile_v) {
174 height_formula = "(height)";
175 }
176
177 if(layer.scale_vertically() && preserve_ratio) {
178 width_formula = "(min((image_original_width * height / image_original_height), width))";
179 } else if(layer.scale_horizontally() || tile_h) {
180 width_formula = "(width)";
181 }
182
183 image["x"] = x_formula;
184 image["y"] = y_formula;
185 image["w"] = width_formula;
186 image["h"] = height_formula;
187 image["name"] = layer.file();
188 image["resize_mode"] = (tile_h || tile_v) ? "tile_center" : "scale";
189
190 config& layer_image = cfg.add_child("image", image);
191
192 if(base_layer == nullptr || layer.is_base_layer()) {
193 base_layer = &layer_image;
194 }
195 }
196
197 canvas& window_canvas = window.get_canvas(0);
198
199 /* In order to avoid manually loading the image and calculating the scaling factor, we instead
200 * delegate the task of setting the necessary variables to the canvas once the calculations
201 * have been made internally.
202 *
203 * This sets the necessary values with the data for "this" image when its drawn. If no base
204 * layer was found (which would be the case if no backgrounds were provided at all), simply set
205 * some sane defaults directly.
206 */
207 if(base_layer != nullptr) {
208 (*base_layer)["actions"] = R"((
209 [
210 set_var('base_scale_x', as_decimal(image_width) / as_decimal(image_original_width)),
211 set_var('base_scale_y', as_decimal(image_height) / as_decimal(image_original_height)),
212 set_var('base_origin', loc(clip_x, clip_y))
213 ]
214 ))";
215 } else {
216 window_canvas.set_variable("base_scale_x", wfl::variant(1));
217 window_canvas.set_variable("base_scale_y", wfl::variant(1));
218 window_canvas.set_variable("base_origin", wfl::variant(std::make_shared<wfl::location_callable>(map_location::ZERO())));
219 }
220
221 cfg.add_child("image", get_title_area_decor_config());
222
223 window_canvas.set_cfg(cfg);
224
225 // Needed to make the background redraw correctly.
226 window_canvas.set_is_dirty(true);
227 window.set_is_dirty(true);
228
229 //
230 // Title
231 //
232 label& title_label = find_widget<label>(&window, "title", false);
233
234 std::string title_text = current_part_->title();
235 bool showing_title;
236
237 if(current_part_->show_title() && !title_text.empty()) {
238 showing_title = true;
239
240 PangoAlignment title_text_alignment = decode_text_alignment(current_part_->title_text_alignment());
241
242 title_label.set_visible(widget::visibility::visible);
243 title_label.set_text_alignment(title_text_alignment);
244 title_label.set_label(title_text);
245 } else {
246 showing_title = false;
247
248 title_label.set_visible(widget::visibility::invisible);
249 }
250
251 //
252 // Story text
253 //
254 stacked_widget& text_stack = find_widget<stacked_widget>(&window, "text_and_control_stack", false);
255
256 std::string new_panel_mode;
257
258 switch(current_part_->story_text_location()) {
259 case storyscreen::part::BLOCK_TOP:
260 new_panel_mode = "top";
261 break;
262 case storyscreen::part::BLOCK_MIDDLE:
263 new_panel_mode = "center";
264 break;
265 case storyscreen::part::BLOCK_BOTTOM:
266 new_panel_mode = "bottom";
267 break;
268 }
269
270 text_stack.set_vertical_alignment(new_panel_mode);
271
272 /* Set the panel mode control variables.
273 *
274 * We use get_layer_grid here to ensure the widget is always found regardless of
275 * whether the background is visible or not.
276 */
277 canvas& panel_canvas = find_widget<panel>(text_stack.get_layer_grid(LAYER_BACKGROUND), "text_panel", false).get_canvas(0);
278
279 panel_canvas.set_variable("panel_position", wfl::variant(new_panel_mode));
280 panel_canvas.set_variable("title_present", wfl::variant(static_cast<int>(showing_title))); // cast to 0/1
281
282 const std::string& part_text = current_part_->text();
283
284 if(part_text.empty() || !has_background) {
285 // No text or no background for this part, hide the background layer.
286 text_stack.select_layer(LAYER_TEXT);
287 } else if(text_stack.current_layer() != -1) {
288 // If the background layer was previously hidden, re-show it.
289 text_stack.select_layer(-1);
290 }
291
292 // Convert the story part text alignment types into the Pango equivalents
293 PangoAlignment story_text_alignment = decode_text_alignment(current_part_->story_text_alignment());
294
295 scroll_label& text_label = find_widget<scroll_label>(&window, "part_text", false);
296
297 text_label.set_text_alignment(story_text_alignment);
298 text_label.set_text_alpha(0);
299 text_label.set_label(part_text);
300
301 begin_fade_draw(true);
302 // if the previous page was skipped, it is possible that we already have a timer running.
303 clear_image_timer();
304 //
305 // Floating images (handle this last)
306 //
307 const auto& floating_images = current_part_->get_floating_images();
308
309 // If we have images to draw, draw the first one now. A new non-repeating timer is added
310 // after every draw to schedule the next one after the specified interval.
311 //
312 // TODO: in the old GUI1 dialog, floating images delayed the appearance of the story panel until
313 // drawing was finished. Might be worth looking into restoring that.
314 if(!floating_images.empty()) {
315 draw_floating_image(window, floating_images.begin(), part_index_);
316 }
317 }
318
draw_floating_image(window & window,floating_image_list::const_iterator image_iter,int this_part_index)319 void story_viewer::draw_floating_image(window& window, floating_image_list::const_iterator image_iter, int this_part_index)
320 {
321 const auto& images = current_part_->get_floating_images();
322
323 // If the current part has changed or we're out of images to draw, exit the draw loop.
324 if((this_part_index != part_index_) || (image_iter == images.end())) {
325 timer_id_ = 0;
326 return;
327 }
328
329 const auto& floating_image = *image_iter;
330
331 std::ostringstream x_ss;
332 std::ostringstream y_ss;
333
334 // Floating images are scaled by the same factor as the background.
335 x_ss << "(trunc(fi_ref_x * base_scale_x) + base_origin.x";
336 y_ss << "(trunc(fi_ref_y * base_scale_y) + base_origin.y";
337
338 if(floating_image.centered()) {
339 x_ss << " - (image_original_width / 2)";
340 y_ss << " - (image_original_height / 2)";
341 }
342
343 x_ss << " where fi_ref_x = " << floating_image.ref_x() << ")";
344 y_ss << " where fi_ref_y = " << floating_image.ref_y() << ")";
345
346 config cfg, image;
347
348 image["x"] = x_ss.str();
349 image["y"] = y_ss.str();
350 image["w"] = floating_image.autoscale() ? "(width)" : "(image_width)";
351 image["h"] = floating_image.autoscale() ? "(height)" : "(image_height)";
352 image["name"] = floating_image.file();
353
354 // TODO: implement handling of the tiling options.
355 //image["resize_mode"] = "tile_centered"
356
357 cfg.add_child("image", std::move(image));
358
359 canvas& window_canvas = window.get_canvas(0);
360
361 // Needed to make the background redraw correctly.
362 window_canvas.append_cfg(cfg);
363 window_canvas.set_is_dirty(true);
364
365 window.set_is_dirty(true);
366
367 ++image_iter;
368
369 // If a delay is specified, schedule the next image draw. This *must* be a non-repeating timer!
370 // Else draw the next image immediately.
371 const unsigned int draw_delay = floating_image.display_delay();
372
373 if(draw_delay != 0) {
374 timer_id_ = add_timer(draw_delay,
375 std::bind(&story_viewer::draw_floating_image, this, std::ref(window), image_iter, this_part_index), false);
376 } else {
377 draw_floating_image(window, image_iter, this_part_index);
378 }
379 }
380
nav_button_callback(window & window,NAV_DIRECTION direction)381 void story_viewer::nav_button_callback(window& window, NAV_DIRECTION direction)
382 {
383 // If a button is pressed while fading in, abort and set alpha to full opaque.
384 if(fade_state_ == FADING_IN) {
385 halt_fade_draw();
386
387 // Only set full alpha if Forward was pressed.
388 if(direction == DIR_FORWARD) {
389 find_widget<scroll_label>(&window, "part_text", false).set_text_alpha(ALPHA_OPAQUE);
390 flag_stack_as_dirty(window);
391 return;
392 }
393 }
394
395 // If a button is pressed while fading out, skip and show next part.
396 if(fade_state_ == FADING_OUT) {
397 display_part(window);
398 return;
399 }
400
401 assert(fade_state_ == NOT_FADING);
402
403 part_index_ = (direction == DIR_FORWARD ? part_index_ + 1 : part_index_ -1);
404
405 // If we've viewed all the parts, close the dialog.
406 if(part_index_ >= controller_.max_parts()) {
407 window.close();
408 return;
409 }
410
411 if(part_index_ < 0) {
412 part_index_ = 0;
413 }
414
415 update_current_part_ptr();
416
417 begin_fade_draw(false);
418 }
419
key_press_callback(window & window,const SDL_Keycode key)420 void story_viewer::key_press_callback(window& window, const SDL_Keycode key)
421 {
422 const bool next_keydown =
423 key == SDLK_SPACE
424 || key == SDLK_RETURN
425 || key == SDLK_KP_ENTER
426 || key == SDLK_RIGHT;
427
428 const bool back_keydown =
429 key == SDLK_BACKSPACE
430 || key == SDLK_LEFT;
431
432 if(next_keydown) {
433 nav_button_callback(window, DIR_FORWARD);
434 } else if(back_keydown) {
435 nav_button_callback(window, DIR_BACKWARDS);
436 }
437 }
438
set_next_draw()439 void story_viewer::set_next_draw()
440 {
441 next_draw_ = SDL_GetTicks() + 20;
442 }
443
begin_fade_draw(bool fade_in)444 void story_viewer::begin_fade_draw(bool fade_in)
445 {
446 set_next_draw();
447
448 fade_step_ = fade_in ? 0 : 10;
449 fade_state_ = fade_in ? FADING_IN : FADING_OUT;
450 }
451
halt_fade_draw()452 void story_viewer::halt_fade_draw()
453 {
454 next_draw_ = 0;
455 fade_step_ = -1;
456 fade_state_ = NOT_FADING;
457 }
458
draw_callback(window & window)459 void story_viewer::draw_callback(window& window)
460 {
461 if(next_draw_ && SDL_GetTicks() < next_draw_) {
462 return;
463 }
464
465 if(fade_state_ == NOT_FADING) {
466 return;
467 }
468
469 // If we've faded fully in...
470 if(fade_state_ == FADING_IN && fade_step_ > 10) {
471 halt_fade_draw();
472 return;
473 }
474
475 // If we've faded fully out...
476 if(fade_state_ == FADING_OUT && fade_step_ < 0) {
477 halt_fade_draw();
478
479 display_part(window);
480 return;
481 }
482
483 unsigned short new_alpha = utils::clamp<short>(fade_step_ * 25.5, 0, ALPHA_OPAQUE);
484 find_widget<scroll_label>(&window, "part_text", false).set_text_alpha(new_alpha);
485
486 // The text stack also needs to be marked dirty so the background panel redraws correctly.
487 flag_stack_as_dirty(window);
488
489 if(fade_state_ == FADING_IN) {
490 fade_step_ ++;
491 } else if(fade_state_ == FADING_OUT) {
492 fade_step_ --;
493 }
494
495 set_next_draw();
496 }
497
flag_stack_as_dirty(window & window)498 void story_viewer::flag_stack_as_dirty(window& window)
499 {
500 find_widget<stacked_widget>(&window, "text_and_control_stack", false).set_is_dirty(true);
501 }
502
503 } // namespace dialogs
504 } // namespace gui2
505