extract WorldRenderer
This commit is contained in:
@@ -8,6 +8,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/GameWorldView.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/InputMapper.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldPrimitives.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldRenderer.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.h
|
||||
@@ -32,6 +33,7 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/GameWorldView.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/InputMapper.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldPrimitives.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldRenderer.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.cpp
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -61,6 +61,7 @@
|
||||
#include "VisualsConfig.h"
|
||||
#include "WorldCamera.h"
|
||||
#include "WorldCoordinates.h"
|
||||
#include "WorldRenderer.h"
|
||||
|
||||
struct Command;
|
||||
struct ParsedReplay;
|
||||
@@ -68,19 +69,6 @@ class ItemIconCache;
|
||||
class ReplayPlayer;
|
||||
class Simulation;
|
||||
class QPainter;
|
||||
class QSvgRenderer;
|
||||
|
||||
struct QPointCompare
|
||||
{
|
||||
bool operator()(const QPoint& a, const QPoint& b) const
|
||||
{
|
||||
if (a.x() != b.x()) { return a.x() < b.x(); }
|
||||
return a.y() < b.y();
|
||||
}
|
||||
};
|
||||
|
||||
// Tunnel entries/exits indexed by their single-cell tile (REQ-BLD-TUNNEL-MODE).
|
||||
using TunnelTileMap = std::map<QPoint, TunnelTileInfo, QPointCompare>;
|
||||
|
||||
class GameWorldView : public QOpenGLWidget,
|
||||
public CombinedEventHandler<BeamFiredEvent,
|
||||
@@ -159,29 +147,8 @@ private:
|
||||
// Used to pre-validate placements whose UI follow-up depends on success.
|
||||
bool canAfford(BuildingType type) const;
|
||||
|
||||
// World-space drawing takes the frame's transform (see getCoordinates()) rather
|
||||
// than reaching for the scroll position and viewport size itself; the
|
||||
// screen-space draws below need neither.
|
||||
void drawTiles(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawPortItems(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawBuildings(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawSelectionHighlights(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawCopyConfigFeedback(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawStations(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawBeltItems(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
// Draws a single item centered at widget-space `center`, spanning `halfPx` in
|
||||
// each direction (a half-tile). Uses the item's icon when one exists
|
||||
// (REQ-UI-ITEM-ICON), otherwise falls back to the colored square from
|
||||
// visuals.toml. Shared by drawBeltItems and drawPortItems.
|
||||
void drawWorldItem(QPainter& painter, const std::string& itemId,
|
||||
QPointF center, float halfPx);
|
||||
void drawDebris(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawShips(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawDebugSensorRanges(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawDebugTargetLines(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawDebugOverlay(QPainter& painter);
|
||||
void drawBeams(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
void drawOverlays(QPainter& painter, const WorldCoordinates& coordinates);
|
||||
// Screen-anchored chrome, drawn after the world (see WorldRenderer): these
|
||||
// need no world transform, which is exactly why they stayed here.
|
||||
void drawScreenSpace(QPainter& painter);
|
||||
// Vignette-style border shown while the game is paused (speed 0x, REQ-UI-PAUSE-BORDER)
|
||||
// to make the paused state hard to miss: a black frame whose alpha fades from 50% at
|
||||
@@ -197,17 +164,14 @@ private:
|
||||
void drawVignetteBorder(QPainter& painter, const QColor& edgeColor);
|
||||
void drawReplayOverlay(QPainter& painter);
|
||||
|
||||
// Gathers the interaction state the renderer needs for this frame.
|
||||
WorldRenderFrame makeRenderFrame() const;
|
||||
|
||||
// The world <-> widget transform for the current viewport size and scroll
|
||||
// position. Cheap to build and deliberately not cached: it is a snapshot that
|
||||
// a resize or a scroll invalidates, so every user takes a fresh one.
|
||||
WorldCoordinates getCoordinates() const;
|
||||
|
||||
// Widget-space rectangle covering a building or construction site's footprint,
|
||||
// or nullopt if the id resolves to neither. Shared by the selection highlight
|
||||
// and the copy-settings feedback (REQ-BLD-COPY-CONFIG-FEEDBACK).
|
||||
std::optional<QRectF> footprintWidgetRect(const WorldCoordinates& coordinates,
|
||||
BuildingId id) const;
|
||||
|
||||
float getAsteroidLeftEdge() const;
|
||||
float getEnemyStationRightEdge() const;
|
||||
// The camera's current pan limits, read fresh from the simulation each frame:
|
||||
@@ -218,36 +182,9 @@ private:
|
||||
bool canPlaceBuildingHere(BuildingType type, QPoint anchor, Rotation rot) const;
|
||||
std::optional<BuildingId> buildingAtTile(QPoint tile) const;
|
||||
std::optional<BuildingId> siteAtTile(QPoint tile) const;
|
||||
// Ids of all buildings and construction sites whose footprint intersects
|
||||
// the tile box spanned by the two (unordered) corner tiles.
|
||||
std::vector<BuildingId> buildingsInBox(QPoint cornerA, QPoint cornerB) const;
|
||||
|
||||
void drawPortGlyph(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
QPoint tile, Rotation direction, const QColor& color,
|
||||
bool centered);
|
||||
|
||||
void drawBuildingGhost(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
BuildingType type,
|
||||
QPoint anchorTile, Rotation rotation, bool valid,
|
||||
bool showPortTargetGlyphs);
|
||||
|
||||
// Loads the per-building world icons (REQ-UI-WORLD-ICON) from
|
||||
// <configDir>/../icons/buildings once at construction. Only the building
|
||||
// types with a world icon are loaded (production buildings, HQ, stations);
|
||||
// belts, splitters, and tunnels are deliberately excluded so their
|
||||
// orientation stays readable. The SVG's chip background is stripped; the
|
||||
// glyph is pre-rendered in both white and dark ink for auto-contrast.
|
||||
void loadBuildingIcons(const std::string& configDir);
|
||||
// Draws a building's world icon glyph centered in box, choosing the white or
|
||||
// dark pre-rendered variant by fill luminance so it stays legible. Returns
|
||||
// false if the type has no world icon (caller falls back to the text glyph).
|
||||
bool drawBuildingIcon(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
BuildingType type,
|
||||
const QRectF& box, const QColor& fill) const;
|
||||
|
||||
void placeBlueprintAtTile(QPoint center);
|
||||
|
||||
std::optional<QVector2D> entityPosition(entt::entity entity) const;
|
||||
// Drops despawned or fully-collected debris from the selection
|
||||
// (REQ-UI-DEBRIS-CLICK-SELECT). Called each frame from onFrame().
|
||||
void pruneDespawnedDebris();
|
||||
@@ -267,17 +204,6 @@ private:
|
||||
// ghost tile, rotation, and sub-tile cursor position, storing both on the build
|
||||
// mode controller. Only meaningful in tunnel mode (REQ-BLD-TUNNEL-MODE).
|
||||
void updateTunnelGhost();
|
||||
// Indexes every tunnel entry/exit — built or still a construction site — by its
|
||||
// single-cell tile. Shared by the placement preview and the selection highlight.
|
||||
TunnelTileMap collectTunnelTiles() const;
|
||||
// Wraps a tunnel tile index in the lookup functor the TunnelCompletion helpers
|
||||
// take. The returned functor references `tunnels`, which must outlive it.
|
||||
static TunnelLookup makeTunnelLookup(const TunnelTileMap& tunnels);
|
||||
// Draws the green connection highlight for every selected tunnel end that has a
|
||||
// matching end (REQ-BLD-TUNNEL-SELECT-HIGHLIGHT).
|
||||
void drawSelectedTunnelConnections(QPainter& painter,
|
||||
const WorldCoordinates& coordinates);
|
||||
|
||||
// Belt drag placement (REQ-BLD-BELT-DRAG).
|
||||
// Recomputes the drag path from its anchor to cursorTile using the current ghost
|
||||
// orientation, and stores it on the build mode controller.
|
||||
@@ -298,12 +224,6 @@ private:
|
||||
// The mode transitions themselves live on m_buildMode.
|
||||
void rotateGhost(bool clockwise);
|
||||
|
||||
struct ActiveBeam
|
||||
{
|
||||
BeamFiredEvent event;
|
||||
QVector2D targetOffset;
|
||||
};
|
||||
|
||||
// Beam lifetime in game ticks so beams freeze with the simulation when
|
||||
// paused or slowed, instead of fading on wall-clock time (REQ-SHP-FIRING-BEAM).
|
||||
static constexpr Tick kBeamLifetimeTicks = secondsToTicks(0.3);
|
||||
@@ -312,22 +232,6 @@ private:
|
||||
const GameConfig* m_config;
|
||||
const VisualsConfig* m_visuals;
|
||||
|
||||
// World icon glyph renderers per building type (REQ-UI-WORLD-ICON), in a
|
||||
// white and a dark variant so drawBuildingIcon can auto-contrast against the
|
||||
// building's fill. Rendered as vector at the view scale each draw so they
|
||||
// stay crisp. Populated once by loadBuildingIcons().
|
||||
struct BuildingIconRenderers
|
||||
{
|
||||
std::unique_ptr<QSvgRenderer> white;
|
||||
std::unique_ptr<QSvgRenderer> dark;
|
||||
};
|
||||
std::map<BuildingType, BuildingIconRenderers> m_buildingIcons;
|
||||
|
||||
// Per-item icon cache (REQ-UI-ITEM-ICON), shared window-wide and owned by
|
||||
// MainWindow. Shared draw path for belt and port items; pixmaps are cached
|
||||
// per target size.
|
||||
ItemIconCache* m_itemIcons;
|
||||
|
||||
// Funnels all player input into the single Simulation::apply chokepoint.
|
||||
CommandManager m_commandManager;
|
||||
// A Reset command was enqueued; reset the view after the next drain applies it.
|
||||
@@ -336,6 +240,10 @@ private:
|
||||
// live input is ignored (the CommandManager is in replay mode).
|
||||
std::unique_ptr<ReplayPlayer> m_replayPlayer;
|
||||
|
||||
// Draws the world; this widget supplies the interaction state each frame and
|
||||
// keeps only the screen-anchored chrome for itself.
|
||||
std::unique_ptr<WorldRenderer> m_renderer;
|
||||
|
||||
TickDriver m_tickDriver;
|
||||
QElapsedTimer m_frameTimer;
|
||||
std::mt19937 m_rng;
|
||||
@@ -367,11 +275,6 @@ private:
|
||||
// pasted onto it (REQ-BLD-COPY-CONFIG-FEEDBACK). remainingMs counts down in
|
||||
// wall-clock time so the flash plays at a fixed length regardless of game speed
|
||||
// (and while paused).
|
||||
struct CopyConfigFlash
|
||||
{
|
||||
BuildingId id;
|
||||
qint64 remainingMs;
|
||||
};
|
||||
std::vector<CopyConfigFlash> m_copyConfigFlashes;
|
||||
static constexpr qint64 kCopyFlashDurationMs = 300;
|
||||
|
||||
|
||||
1219
src/ui/WorldRenderer.cpp
Normal file
1219
src/ui/WorldRenderer.cpp
Normal file
File diff suppressed because it is too large
Load Diff
183
src/ui/WorldRenderer.h
Normal file
183
src/ui/WorldRenderer.h
Normal file
@@ -0,0 +1,183 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <QCoreApplication>
|
||||
#include <QColor>
|
||||
#include <QPoint>
|
||||
#include <QPointF>
|
||||
#include <QRectF>
|
||||
#include <QVector2D>
|
||||
|
||||
#include "BeamFiredEvent.h"
|
||||
#include "BuildModeController.h"
|
||||
#include "BuildingConfig.h"
|
||||
#include "BuildingId.h"
|
||||
#include "BuildingType.h"
|
||||
#include "Rotation.h"
|
||||
#include "SelectionController.h"
|
||||
#include "VisualsConfig.h"
|
||||
#include "WorldCoordinates.h"
|
||||
|
||||
class ItemIconCache;
|
||||
class Simulation;
|
||||
class QPainter;
|
||||
class QSvgRenderer;
|
||||
|
||||
// A beam still being drawn. Lifetime is counted in game ticks so beams freeze with
|
||||
// the simulation when it is paused or slowed (REQ-SHP-FIRING-BEAM); the view owns
|
||||
// the ageing, the renderer only draws what it is given.
|
||||
struct ActiveBeam
|
||||
{
|
||||
BeamFiredEvent event;
|
||||
QVector2D targetOffset;
|
||||
};
|
||||
|
||||
// Brief outline flash shown on a building when settings are copied from it or
|
||||
// pasted onto it (REQ-BLD-COPY-CONFIG-FEEDBACK). remainingMs counts down in
|
||||
// wall-clock time so the flash plays at a fixed length regardless of game speed
|
||||
// (and while paused).
|
||||
struct CopyConfigFlash
|
||||
{
|
||||
BuildingId id;
|
||||
qint64 remainingMs;
|
||||
};
|
||||
|
||||
// Everything the renderer draws that the simulation does not know about: what the
|
||||
// player has selected, which build mode is active, and the other transient bits of
|
||||
// interaction state the view owns. Assembled fresh each frame and passed by
|
||||
// reference, so the renderer holds no copy that could go stale.
|
||||
struct WorldRenderFrame
|
||||
{
|
||||
const SelectionController& selection;
|
||||
const BuildModeController& buildMode;
|
||||
const std::vector<ActiveBeam>& beams;
|
||||
const std::optional<BuildingConfig>& copiedConfig;
|
||||
const std::vector<CopyConfigFlash>& copyConfigFlashes;
|
||||
bool isBoxSelecting;
|
||||
QPoint boxStartTile;
|
||||
QPoint boxCurrentTile;
|
||||
bool isDebugDrawEnabled;
|
||||
};
|
||||
|
||||
// Draws the game world: terrain, buildings, items, ships, effects and the build
|
||||
// overlays, in back-to-front order (see the Layer Order section of
|
||||
// docs/architecture.md).
|
||||
//
|
||||
// Reads the simulation and never writes it, and knows nothing about input — the
|
||||
// view resolves clicks and owns the interaction state, and hands the parts the
|
||||
// renderer needs over in a WorldRenderFrame. Screen-anchored chrome that is not
|
||||
// part of the world (the pause and deconstruct vignettes, the replay overlay)
|
||||
// stays with the view, which is also why those never took a WorldCoordinates.
|
||||
class WorldRenderer
|
||||
{
|
||||
// Not a QObject, but drawDebugOverlay puts text on screen, so it still needs
|
||||
// tr() for translation (REQ-UI-...): this declares the tr() overloads without
|
||||
// dragging in the meta-object system.
|
||||
Q_DECLARE_TR_FUNCTIONS(WorldRenderer)
|
||||
|
||||
public:
|
||||
// `itemIcons` is the window-wide per-item icon cache (REQ-UI-ITEM-ICON); not
|
||||
// owned, must outlive this renderer. `configDir` is used once, to load the
|
||||
// per-building world icons.
|
||||
WorldRenderer(Simulation& sim, const VisualsConfig& visuals,
|
||||
ItemIconCache* itemIcons, const std::string& configDir);
|
||||
~WorldRenderer();
|
||||
|
||||
void render(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
|
||||
private:
|
||||
void drawTiles(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawBuildings(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawSelectionHighlights(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawCopyConfigFeedback(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawPortItems(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawStations(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawBeltItems(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawDebris(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawShips(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawDebugSensorRanges(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawDebugTargetLines(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawBeams(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawSelectedTunnelConnections(QPainter& painter,
|
||||
const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
void drawOverlays(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
const WorldRenderFrame& frame);
|
||||
// Screen-anchored, but drawn mid-world so ships and effects still paint over
|
||||
// it, as they always have.
|
||||
void drawDebugOverlay(QPainter& painter);
|
||||
|
||||
// Draws a single item centered at widget-space `center`, spanning `halfPx` in
|
||||
// each direction (a half-tile). Uses the item's icon when one exists
|
||||
// (REQ-UI-ITEM-ICON), otherwise falls back to the colored square from
|
||||
// visuals.toml. Shared by drawBeltItems and drawPortItems.
|
||||
void drawWorldItem(QPainter& painter, const std::string& itemId,
|
||||
QPointF center, float halfPx);
|
||||
void drawPortGlyph(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
QPoint tile, Rotation direction, const QColor& color,
|
||||
bool centered);
|
||||
void drawBuildingGhost(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
BuildingType type, QPoint anchorTile, Rotation rotation,
|
||||
bool valid, bool showPortTargetGlyphs);
|
||||
|
||||
// Loads the per-building world icons (REQ-UI-WORLD-ICON) from
|
||||
// <configDir>/../icons/buildings once at construction. Only the building
|
||||
// types with a world icon are loaded (production buildings, HQ, stations);
|
||||
// belts, splitters, and tunnels are deliberately excluded so their
|
||||
// orientation stays readable. The SVG's chip background is stripped; the
|
||||
// glyph is pre-rendered in both white and dark ink for auto-contrast.
|
||||
void loadBuildingIcons(const std::string& configDir);
|
||||
// Draws a building's world icon glyph centered in box, choosing the white or
|
||||
// dark pre-rendered variant by fill luminance so it stays legible. Returns
|
||||
// false if the type has no world icon (caller falls back to the text glyph).
|
||||
bool drawBuildingIcon(QPainter& painter, const WorldCoordinates& coordinates,
|
||||
BuildingType type, const QRectF& box,
|
||||
const QColor& fill) const;
|
||||
|
||||
// Widget-space rectangle covering a building or construction site's footprint,
|
||||
// or nullopt if the id resolves to neither. Shared by the selection highlight
|
||||
// and the copy-settings feedback (REQ-BLD-COPY-CONFIG-FEEDBACK).
|
||||
std::optional<QRectF> footprintWidgetRect(const WorldCoordinates& coordinates,
|
||||
BuildingId id) const;
|
||||
|
||||
std::optional<QVector2D> entityPosition(entt::entity entity) const;
|
||||
|
||||
// Non-const only because EntityAdmin's component accessors are; the renderer
|
||||
// reads the simulation and never writes it.
|
||||
Simulation& m_sim;
|
||||
const VisualsConfig& m_visuals;
|
||||
|
||||
// Per-item icon cache (REQ-UI-ITEM-ICON), shared window-wide and owned by
|
||||
// MainWindow. Shared draw path for belt and port items; pixmaps are cached
|
||||
// per target size.
|
||||
ItemIconCache* m_itemIcons;
|
||||
|
||||
// World icon glyph renderers per building type (REQ-UI-WORLD-ICON), in a
|
||||
// white and a dark variant so drawBuildingIcon can auto-contrast against the
|
||||
// building's fill. Rendered as vector at the view scale each draw so they
|
||||
// stay crisp. Populated once by loadBuildingIcons().
|
||||
struct BuildingIconRenderers
|
||||
{
|
||||
std::unique_ptr<QSvgRenderer> white;
|
||||
std::unique_ptr<QSvgRenderer> dark;
|
||||
};
|
||||
std::map<BuildingType, BuildingIconRenderers> m_buildingIcons;
|
||||
};
|
||||
Reference in New Issue
Block a user