ref: e66ebc9f37e8a37581f09baf91da91a6a66e8990
dir: /drw.c/
#include <u.h> #include <libc.h> #include <draw.h> #include "dat.h" #include "fns.h" int scale = 1; Point p0, pan; static int fbsz, fbh, fbw; static u32int *fb, *fbe; static Image *fbi; static Rectangle selr; static Point panmax; static Mobj *selected[Nselect]; static int max(int a, int b) { return a > b ? a : b; } static int min(int a, int b) { return a < b ? a : b; } void dopan(int dx, int dy) { pan.x -= dx; pan.y -= dy; if(pan.x < 0) pan.x = 0; else if(pan.x > panmax.x) pan.x = panmax.x; if(pan.y < 0) pan.y = 0; else if(pan.y > panmax.y) pan.y = panmax.y; } static Mobj * mapselect(Point *pp) { Path *p; p = path + pathwidth * (pp->y / Tlsubheight) + pp->x / Tlsubwidth; return p->lo.lo->mo; } void select(Point p, int b) { if(!ptinrect(p, selr)) return; p = divpt(addpt(subpt(p, selr.min), pan), scale); /* FIXME: multiple selections */ /* FIXME: selection map based on sprite dimensions and offset */ if(b & 1) selected[0] = mapselect(&p); else if(b & 4){ if(selected[0] == nil) return; /* FIXME: this implements move for any unit of any team, * including buildings, but not attack or anything else */ /* FIXME: attack, attackobj, moveobj (follow obj), etc. */ /* FIXME: offset sprite size */ //move(p.x & ~Tlsubmask, p.y & ~Tlsubmask, selected); move(p.x, p.y, selected); } } static int boundpic(Rectangle *r, u32int **q) { int w; r->min.x -= pan.x / scale; r->min.y -= pan.y / scale; if(r->min.x + r->max.x < 0 || r->min.x >= fbw / scale || r->min.y + r->max.y < 0 || r->min.y >= fbh) return -1; w = r->max.x; if(r->min.x < 0){ if(q != nil) *q -= r->min.x; r->max.x += r->min.x; r->min.x = 0; } if(r->min.x + r->max.x > fbw / scale) r->max.x -= r->min.x + r->max.x - fbw / scale; if(r->min.y < 0){ if(q != nil) *q -= w * r->min.y; r->max.y += r->min.y; r->min.y = 0; } if(r->min.y + r->max.y > fbh) r->max.y -= r->min.y + r->max.y - fbh; r->min.x *= scale; return 0; } static void drawpic(int x, int y, Pic *pic) { int n, w, Δp, Δq; u32int v, *p, *q; Rectangle r; q = pic->p; r = Rect(x + pic->dx, y + pic->dy, pic->w, pic->h); if(boundpic(&r, &q) < 0) return; Δq = pic->w - r.max.x; p = fb + r.min.y * fbw + r.min.x; Δp = fbw - r.max.x * scale; while(r.max.y-- > 0){ w = r.max.x; while(w-- > 0){ v = *q++; if(v & 0xff << 24){ for(n=0; n<scale; n++) *p++ = v; }else p += scale; } q += Δq; p += Δp; } } static void drawshadow(int x, int y, Pic *pic) { int n, w, Δp, Δq; u32int v, *p, *q; Rectangle r; q = pic->p; r = Rect(x + pic->dx, y + pic->dy, pic->w, pic->h); if(boundpic(&r, &q) < 0) return; Δq = pic->w - r.max.x; p = fb + r.min.y * fbw + r.min.x; Δp = fbw - r.max.x * scale; while(r.max.y-- > 0){ w = r.max.x; while(w-- > 0){ v = *q++; if(v & 0xff << 24){ v = p[0]; v = (v & 0xff0000) * 0x7f / 0xff & 0xff0000 | (v & 0xff00) * 0x7f / 0xff & 0xff00 | (v & 0xff) * 0x7f / 0xff & 0xff; for(n=0; n<scale; n++) *p++ = v; }else p += scale; } q += Δq; p += Δp; } } static void compose(Path *pp, u32int c) { int n, w, Δp; u32int v, *p; Rectangle r; r = Rect(pp->x * Tlsubwidth, pp->y * Tlsubheight, Tlsubwidth, Tlsubheight); if(boundpic(&r, nil) < 0) return; p = fb + r.min.y * fbw + r.min.x; Δp = fbw - r.max.x * scale; while(r.max.y-- > 0){ w = r.max.x; while(w-- > 0){ v = *p; v = (v & 0xff0000) + (c & 0xff0000) >> 1 & 0xff0000 | (v & 0xff00) + (c & 0xff00) >> 1 & 0xff00 | (v & 0xff) + (c & 0xff) >> 1 & 0xff; for(n=0; n<scale; n++) *p++ = v; } p += Δp; } } static Pic * shafrm(Mobj *mo) { Pics *p; p = mo->pics; return p->shadow + p->nf * mo->θ + tc % p->nf; } static Pic * frm(Mobj *mo) { Pics *p; p = mo->pics; return p->p + p->n * (mo->team-1) + p->nf * mo->θ + tc % p->nf; } void redraw(void) { char s[256]; Point p; Map *m; Mobj *mo; Lobj *lo; Path *pp; /* FIXME: only process visible parts of the screen and adjacent tiles */ for(m=map; m<map+mapwidth*mapheight; m++) drawpic(m->x, m->y, &m->t->pic); /* FIXME: draw overlay (creep) */ /* FIXME: draw corpses */ for(m=map; m<map+mapwidth*mapheight; m++){ for(lo=m->lo.lo; lo!=&m->lo; lo=lo->lo){ mo = lo->mo; drawshadow(mo->p.x, mo->p.y, shafrm(mo)); } for(lo=m->lo.lo; lo!=&m->lo; lo=lo->lo){ mo = lo->mo; drawpic(mo->p.x, mo->p.y, frm(mo)); } } //for(pp=path; pp<path+pathwidth*pathheight; pp++) // if(pp->blk != nil) // compose(pp, 0xff00ff); /* FIXME: draw hud */ draw(screen, Rpt(p0, screen->r.max), display->black, nil, ZP); mo = selected[0]; if(mo == nil) return; /* FIXME: selected should be its own layer, not mapped to Map, * since the coordinates won't match */ p = p0; snprint(s, sizeof s, "%s %d/%d", mo->o->name, mo->hp, mo->o->hp); string(screen, p, display->white, ZP, font, s); } void resetfb(void) { fbw = min(mapwidth * Tlwidth * scale, Dx(screen->r)); fbh = min(mapheight * Tlheight * scale, Dy(screen->r)); selr = Rpt(screen->r.min, addpt(screen->r.min, Pt(fbw, fbh))); p0 = Pt(screen->r.min.x + 8, screen->r.max.y - 3 * font->height); panmax.x = max(Tlwidth * mapwidth * scale - Dx(screen->r), 0); panmax.y = max(Tlheight * mapheight * scale - Dy(screen->r), 0); if(p0.y < selr.max.y){ panmax.y += selr.max.y - p0.y; selr.max.y = p0.y; } fbh /= scale; fbsz = fbw * fbh * sizeof *fb; free(fb); freeimage(fbi); fb = emalloc(fbsz); fbe = fb + fbsz / sizeof *fb; if((fbi = allocimage(display, Rect(0,0,fbw,scale==1 ? fbh : 1), XRGB32, scale>1, 0)) == nil) sysfatal("allocimage: %r"); draw(screen, screen->r, display->black, nil, ZP); } void drawfb(void) { uchar *p; Rectangle r, r2; r = selr; if(r.max.y > p0.y) r.max.y = p0.y; p = (uchar *)fb; if(scale == 1){ loadimage(fbi, fbi->r, p, fbsz); draw(screen, r, fbi, nil, ZP); }else{ r2 = r; while(r.min.y < r2.max.y){ r.max.y = r.min.y + scale; p += loadimage(fbi, fbi->r, p, fbsz / fbh); draw(screen, r, fbi, nil, ZP); r.min.y = r.max.y; } } flushimage(display, 1); }