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dota_factory/src/ui/WorldRenderer.h

164 lines
7.3 KiB
C++

#pragma once
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <vector>
#include <QColor>
#include <QPoint>
#include <QPointF>
#include <QRectF>
#include <QVector2D>
#include "BeamFiredEvent.h"
#include "BuildModeController.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;
};
// How a placement ghost is colored. Normal shows the building type's own colors
// (REQ-BLD-GHOST); the other two override them (REQ-BLD-PLACE-VALID,
// REQ-UI-BLUEPRINT-TRANSFER).
enum class GhostTint
{
Normal,
Invalid,
Transfer
};
// 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;
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.
//
// Everything here is positioned in tiles. Screen-anchored chrome — the pause and
// deconstruct vignettes, the replay overlay, the debug stats panel — stays with
// the view, which is why nothing in this class draws translatable text.
class 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(const 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 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);
// Draws a single item centered at widget-space `center`, spanning `halfPx` in
// each direction (a half-tile): the colored square from visuals.toml, carrying
// the item's icon inset on top of it when one exists (REQ-UI-ITEM-ICON).
// 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,
GhostTint tint, 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;
std::optional<QVector2D> entityPosition(entt::entity entity) const;
// The renderer reads the simulation and never writes it.
const 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;
};