1 /* EscortDisplay.cpp
2 Copyright (c) 2015 by Michael Zahniser
3
4 Endless Sky is free software: you can redistribute it and/or modify it under the
5 terms of the GNU General Public License as published by the Free Software
6 Foundation, either version 3 of the License, or (at your option) any later version.
7
8 Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
9 WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
10 PARTICULAR PURPOSE. See the GNU General Public License for more details.
11 */
12
13 #include "EscortDisplay.h"
14
15 #include "Color.h"
16 #include "text/Font.h"
17 #include "text/FontSet.h"
18 #include "GameData.h"
19 #include "Government.h"
20 #include "LineShader.h"
21 #include "OutlineShader.h"
22 #include "Point.h"
23 #include "Rectangle.h"
24 #include "Ship.h"
25 #include "Sprite.h"
26 #include "System.h"
27
28 #include <algorithm>
29 #include <set>
30
31 using namespace std;
32
33 namespace {
34 // Horizontal layout of each escort icon:
35 // (PAD) ICON (BAR_PAD) BARS (BAR_PAD) (PAD)
36 const double PAD = 10.;
37 const double ICON_SIZE = 20.;
38 const double BAR_PAD = 5.;
39 const double WIDTH = 120.;
40 const double BAR_WIDTH = WIDTH - ICON_SIZE - 2. * PAD - 2. * BAR_PAD;
41 }
42
43
44
Clear()45 void EscortDisplay::Clear()
46 {
47 icons.clear();
48 }
49
50
51
Add(const Ship & ship,bool isHere,bool fleetIsJumping,bool isSelected)52 void EscortDisplay::Add(const Ship &ship, bool isHere, bool fleetIsJumping, bool isSelected)
53 {
54 icons.emplace_back(ship, isHere, fleetIsJumping, isSelected);
55 }
56
57
58
59 // Draw as many escort icons as will fit in the given bounding box.
Draw(const Rectangle & bounds) const60 void EscortDisplay::Draw(const Rectangle &bounds) const
61 {
62 // Figure out how much space there is for the icons.
63 int maxColumns = max(1., bounds.Width() / WIDTH);
64 MergeStacks(maxColumns * bounds.Height());
65 icons.sort();
66 stacks.clear();
67 zones.clear();
68 static const Set<Color> &colors = GameData::Colors();
69
70 // Draw escort status.
71 const Font &font = FontSet::Get(14);
72 // Top left corner of the current escort icon.
73 Point corner = Point(bounds.Left(), bounds.Bottom());
74 const Color &elsewhereColor = *colors.Get("escort elsewhere");
75 const Color &cannotJumpColor = *colors.Get("escort blocked");
76 const Color ¬ReadyToJumpColor = *colors.Get("escort not ready");
77 const Color &selectedColor = *colors.Get("escort selected");
78 const Color &hereColor = *colors.Get("escort present");
79 const Color &hostileColor = *colors.Get("escort hostile");
80 for(const Icon &escort : icons)
81 {
82 if(!escort.sprite)
83 continue;
84
85 corner.Y() -= escort.Height();
86 // Show only as many escorts as we have room for on screen.
87 if(corner.Y() <= bounds.Top())
88 {
89 corner.X() += WIDTH;
90 if(corner.X() + WIDTH > bounds.Right())
91 break;
92 corner.Y() = bounds.Bottom() - escort.Height();
93 }
94 Point pos = corner + Point(PAD + .5 * ICON_SIZE, .5 * ICON_SIZE);
95
96 // Draw the system name for any escort not in the current system.
97 if(!escort.system.empty())
98 font.Draw(escort.system, pos + Point(-10., 10.), elsewhereColor);
99
100 Color color;
101 if(escort.isHostile)
102 color = hostileColor;
103 else if(!escort.isHere)
104 color = elsewhereColor;
105 else if(escort.cannotJump)
106 color = cannotJumpColor;
107 else if(escort.notReadyToJump)
108 color = notReadyToJumpColor;
109 else if(escort.isSelected)
110 color = selectedColor;
111 else
112 color = hereColor;
113
114 // Figure out what scale should be applied to the ship sprite.
115 float scale = min(ICON_SIZE / escort.sprite->Width(), ICON_SIZE / escort.sprite->Height());
116 Point size(escort.sprite->Width() * scale, escort.sprite->Height() * scale);
117 OutlineShader::Draw(escort.sprite, pos, size, color);
118 zones.push_back(pos);
119 stacks.push_back(escort.ships);
120 // Draw the number of ships in this stack.
121 double width = BAR_WIDTH;
122 if(escort.ships.size() > 1)
123 {
124 string number = to_string(escort.ships.size());
125
126 Point numberPos = pos;
127 numberPos.X() += 15. + width - font.Width(number);
128 numberPos.Y() -= .5 * font.Height();
129 font.Draw(number, numberPos, elsewhereColor);
130 width -= 20.;
131 }
132
133 // Draw the status bars.
134 static const Color fullColor[5] = {
135 colors.Get("shields")->Additive(1.), colors.Get("hull")->Additive(1.),
136 colors.Get("energy")->Additive(1.), colors.Get("heat")->Additive(1.), colors.Get("fuel")->Additive(1.)
137 };
138 static const Color halfColor[5] = {
139 fullColor[0].Additive(.5), fullColor[1].Additive(.5),
140 fullColor[2].Additive(.5), fullColor[3].Additive(.5), fullColor[4].Additive(.5),
141 };
142 Point from(pos.X() + .5 * ICON_SIZE + BAR_PAD, pos.Y() - 8.5);
143 for(int i = 0; i < 5; ++i)
144 {
145 // If the low and high levels are different, draw a fully opaque bar up
146 // to the low limit, and half-transparent up to the high limit.
147 if(escort.high[i] > 0.)
148 {
149 bool isSplit = (escort.low[i] != escort.high[i]);
150 const Color &color = (isSplit ? halfColor : fullColor)[i];
151
152 Point to = from + Point(width * min(1., escort.high[i]), 0.);
153 LineShader::Draw(from, to, 1.5f, color);
154
155 if(isSplit)
156 {
157 Point to = from + Point(width * max(0., escort.low[i]), 0.);
158 LineShader::Draw(from, to, 1.5f, color);
159 }
160 }
161 from.Y() += 4.;
162 if(i == 1)
163 {
164 from.X() += 5.;
165 width -= 5.;
166 }
167 }
168 }
169 }
170
171
172
173 // Check if the given point is a click on an escort icon. If so, return the
174 // stack of ships represented by the icon. Otherwise, return an empty stack.
Click(const Point & point) const175 const vector<const Ship *> &EscortDisplay::Click(const Point &point) const
176 {
177 for(unsigned i = 0; i < zones.size(); ++i)
178 if(point.Distance(zones[i]) < 15.)
179 return stacks[i];
180
181 static const vector<const Ship *> empty;
182 return empty;
183 }
184
185
186
Icon(const Ship & ship,bool isHere,bool fleetIsJumping,bool isSelected)187 EscortDisplay::Icon::Icon(const Ship &ship, bool isHere, bool fleetIsJumping, bool isSelected)
188 : sprite(ship.GetSprite()),
189 isHere(isHere && !ship.IsDisabled()),
190 isHostile(ship.GetGovernment() && ship.GetGovernment()->IsEnemy()),
191 notReadyToJump(fleetIsJumping && !ship.IsHyperspacing() && !ship.IsReadyToJump(true)),
192 cannotJump(fleetIsJumping && !ship.IsHyperspacing() && !ship.JumpsRemaining()),
193 isSelected(isSelected),
194 cost(ship.Cost()),
195 system((!isHere && ship.GetSystem()) ? ship.GetSystem()->Name() : ""),
196 low{ship.Shields(), ship.Hull(), ship.Energy(), ship.Heat(), ship.Fuel()},
197 high(low),
198 ships(1, &ship)
199 {
200 }
201
202
203
204 // Sorting operator. It comes sooner if it costs more.
operator <(const Icon & other) const205 bool EscortDisplay::Icon::operator<(const Icon &other) const
206 {
207 return (cost > other.cost);
208 }
209
210
211
Height() const212 int EscortDisplay::Icon::Height() const
213 {
214 return 30 + 15 * !system.empty();
215 }
216
217
218
Merge(const Icon & other)219 void EscortDisplay::Icon::Merge(const Icon &other)
220 {
221 isHere &= other.isHere;
222 isHostile |= other.isHostile;
223 notReadyToJump |= other.notReadyToJump;
224 cannotJump |= other.cannotJump;
225 isSelected |= other.isSelected;
226 if(system.empty() && !other.system.empty())
227 system = other.system;
228
229 for(unsigned i = 0; i < low.size(); ++i)
230 {
231 low[i] = min(low[i], other.low[i]);
232 high[i] = max(high[i], other.high[i]);
233 }
234 ships.insert(ships.end(), other.ships.begin(), other.ships.end());
235 }
236
237
238
MergeStacks(int maxHeight) const239 void EscortDisplay::MergeStacks(int maxHeight) const
240 {
241 if(icons.empty())
242 return;
243
244 set<const Sprite *> unstackable;
245 while(true)
246 {
247 Icon *cheapest = nullptr;
248
249 int height = 0;
250 for(Icon &icon : icons)
251 {
252 if(!unstackable.count(icon.sprite) && (!cheapest || *cheapest < icon))
253 cheapest = &icon;
254
255 height += icon.Height();
256 }
257
258 if(height < maxHeight || !cheapest)
259 break;
260
261 // Merge together each group of escorts that have this icon and are in
262 // the same system and have the same attitude towards the player.
263 map<const bool, map<string, Icon *>> merged;
264
265 // The "cheapest" element in the list may be removed to merge it with an
266 // earlier ship of the same type, so store a copy of its sprite pointer:
267 const Sprite *sprite = cheapest->sprite;
268 list<Icon>::iterator it = icons.begin();
269 while(it != icons.end())
270 {
271 if(it->sprite != sprite)
272 {
273 ++it;
274 continue;
275 }
276
277 // If this is the first escort we've seen so far in its system, it
278 // is the one we will merge all others in this system into.
279 auto mit = merged[it->isHostile].find(it->system);
280 if(mit == merged[it->isHostile].end())
281 {
282 merged[it->isHostile][it->system] = &*it;
283 ++it;
284 }
285 else
286 {
287 mit->second->Merge(*it);
288 it = icons.erase(it);
289 }
290 }
291 unstackable.insert(sprite);
292 }
293 }
294