diff --git a/BUILD.md b/BUILD.md index b01fd32..a8f1a29 100644 --- a/BUILD.md +++ b/BUILD.md @@ -72,6 +72,7 @@ the full ~2.8x speedup; the default uses all cores for no extra gain: + / - subdivision level (detail), 1..7 F5 / F9 save / load full state (planet.save) F12 screenshot to screenshot.png + F11 export the 2D map as a high-resolution (~4K) PNG (also a toolbar button) F2 reload planet.cfg (validated) and regenerate F1 toggle the clickable toolbar menu (top-right of the 3D globe; a button/ checkbox/dropdown for every key above, built with raygui) diff --git a/CLAUDE.md b/CLAUDE.md index cbe7d1b..50b929e 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -335,6 +335,31 @@ on the Live World clock). **Steps 1–7 of the roadmap are done (plus a derived full-row-width checkbox call just drew an oversized glyph with the label clipped off-panel; fixed by a small `guiCheckRow()` helper (`Toolbar.cpp`) that passes a compact glyph rect and draws the label itself at a known position. Purely `src/render` — no save-format or `src/sim` change. +- **High-resolution map export** *(done — see `Viewer::exportMapImage()`, `src/render/ViewerRender.cpp`)* + — key **`F11`** (also a toolbar "Export Map" button, `World / Time` section) renders the full + (unzoomed) 2D Equal Earth map into an off-screen `RenderTexture2D` at **~4K** (3840 px wide, height + from `mapRect`'s current aspect ratio) and saves it as a timestamped `map_export_YYYY-MM-DD_HHMMSS.png` + — a "poster" export independent of the on-screen window size/zoom. Keeps the current colour mode and + longitude pan and respects every overlay toggle (borders/rivers/drift/tides/currents/clouds/volcanoes/ + settlements/names — "exports what you're looking at, just bigger"), except minor place-name labels + (peaks/rivers/lakes/seas/small islands) are always shown regardless of on-screen zoom, since a 4K + canvas has the room. Enabled by a refactor: the ~90-line overlay-drawing body of `renderMap2D()` was + extracted into a shared `Viewer::drawMapOverlays(Rectangle vr, double lonOffset, float scale, float + markerZoom, bool showMinorLabels)` (line widths × `scale`, font sizes × `scale`, marker radii × + `markerZoom`) — the on-screen path passes `scale=1`/`markerZoom=min(2,mapZoom)` (pixel-identical to + before), the export path passes the export/on-screen width ratio for both, so the two callers can + never diverge. This works because every `Map2D`/`Overlays` draw function was already parameterized by + an arbitrary target `Rectangle`, not the window size — the existing `map2D` member (built at on-screen + resolution) is reused as-is for the export, since only its per-cell `lon`/`lat` are read (screen + position is recomputed per-rect by `drawMapTris`/`projLonLat`, so it isn't tied to the rect it was + built with). One real bug found + fixed while building this: the toolbar button initially called + `exportMapImage()` **synchronously** from inside its `GuiButton` click check — but `drawToolbar()` + wraps its whole scrollable content in a `BeginScissorMode`/`EndScissorMode` pair (for the scroll-panel + clip), so the export's render-texture pass inherited the toolbar's small on-screen clip rect and + produced an almost-empty image. Fixed by deferring: the button just sets `Viewer::pendingMapExport`, + and `renderFrame()` calls `exportMapImage()` right after `drawToolbar()` returns (scissor mode + guaranteed closed by then) — the `F11` key path was never affected (input handling runs before + `BeginDrawing()`, outside any scissor state). Purely `src/render` — no save-format or `src/sim` change. ## Current state @@ -877,7 +902,8 @@ settlement — with per-field lock against automatic recompute; see below) · `F1` toggle the clickable **toolbar menu** (top-right of the 3D globe; every key above also has a button/checkbox/dropdown there — see below) · `+`/`-` subdivision level (1..7) · `F5` save (`planet.save`) · `F9` load · -`F12` screenshot (`screenshot.png`) · `F2` reload `planet.cfg` + regenerate. +`F12` screenshot (`screenshot.png`) · `F11` export the 2D map as a high-resolution (~4K) +`map_export_.png` (also a toolbar button) · `F2` reload `planet.cfg` + regenerate. Phase 3: after `phase3AfterMy` simulated years a modal prompt asks **Continue Phase 2** / **Start Phase 3**; `H` starts/stops it manually. In Phase 3 drift diff --git a/src/render/Toolbar.cpp b/src/render/Toolbar.cpp index 10a2955..af1ec4d 100644 --- a/src/render/Toolbar.cpp +++ b/src/render/Toolbar.cpp @@ -185,6 +185,8 @@ void drawToolbar(Viewer& v) { if (GuiButton(Rectangle{ r.x, r.y, halfW, r.height }, "Save (F5)")) v.saveGame(v.SAVE_PATH); if (GuiButton(Rectangle{ r.x + halfW + GAP, r.y, halfW, r.height }, "Load (F9)")) v.loadGame(v.SAVE_PATH); } + // Deferred to after drawToolbar() returns -- see Viewer::pendingMapExport. + if (GuiButton(takeRow(cx, cw, cy), "Export Map (F11)")) v.pendingMapExport = true; cy += SECTION_GAP; // --- Civilization & Ecology (all need a settled world) ------------------ diff --git a/src/render/Viewer.hpp b/src/render/Viewer.hpp index 04fc3c5..303dc58 100644 --- a/src/render/Viewer.hpp +++ b/src/render/Viewer.hpp @@ -152,6 +152,11 @@ struct Viewer { Vector2 toolbarScroll{0, 0}; // GuiScrollPanel scroll offset int toolbarModeActive = 0; // GuiDropdownBox: selected view-mode index bool toolbarModeEditMode = false; // GuiDropdownBox: is the list currently open + bool pendingMapExport = false; // Export-Map button: deferred until after drawToolbar() + // returns, so its own BeginScissorMode/EndScissorMode + // (around the scroll content) isn't still active -- + // that clip rect would otherwise also clip the export + // render-texture pass. // Transient on-screen status line. std::string statusMsg; double statusUntil = 0.0; @@ -199,6 +204,11 @@ struct Viewer { void liveStepBack(); // step everything back one frame (restores weather/storms) void wxPushSnapshot(); // push the current weather state onto the step-back ring Rectangle mapViewRect() const; // 2D map projection rect after zoom/pan (scissor stays mapRect) + // Shared 2D-map overlay draw (borders/rivers/markers/labels): used by both the on-screen + // renderMap2D() (scale=1, markerZoom=on-screen zoom clamp) and exportMapImage() (both = the + // export resolution multiplier, so lines/fonts/markers scale up together at high-res). + void drawMapOverlays(Rectangle vr, double lonOffset, float scale, float markerZoom, bool showMinorLabels); + void exportMapImage(); // render the 2D map at high resolution and save as PNG (F11) void appendEvent(uint8_t kind, uint8_t severity, double timeHours, int cell, uint32_t sourceId, const std::string& title, const std::string& detail); void detectLiveEvents(const std::vector& beforeStorms, diff --git a/src/render/ViewerInput.cpp b/src/render/ViewerInput.cpp index 69b659e..f4e0c4b 100644 --- a/src/render/ViewerInput.cpp +++ b/src/render/ViewerInput.cpp @@ -242,6 +242,7 @@ void Viewer::handleInput() { if (IsKeyPressed(KEY_F5)) saveGame(SAVE_PATH); if (IsKeyPressed(KEY_F9)) loadGame(SAVE_PATH); if (IsKeyPressed(KEY_F12)) { TakeScreenshot("screenshot.png"); setStatus("Screenshot saved to screenshot.png"); } + if (IsKeyPressed(KEY_F11)) exportMapImage(); // Speed control: Live World ramps the live clock (sim hours/s, ~hour -> month); // otherwise it sets the drift rate (My simulated per real second). if (IsKeyPressed(KEY_RIGHT_BRACKET)) { diff --git a/src/render/ViewerRender.cpp b/src/render/ViewerRender.cpp index d47cc15..52fea5d 100644 --- a/src/render/ViewerRender.cpp +++ b/src/render/ViewerRender.cpp @@ -8,6 +8,7 @@ #include "Projection.hpp" // dirToLonLat (plate labels) #include #include +#include #include // Tint a settlement marker by its live environmental condition (1 = thriving, <1 = hardship/drought): @@ -380,35 +381,36 @@ void Viewer::renderGlobe3D() { } // 2D Equal Earth map + its overlays (borders/drift/rivers/labels/markers). -void Viewer::renderMap2D() { - DrawRectangleRec(mapRect, Color{6, 8, 14, 255}); - Rectangle vr = mapViewRect(); // projection rect (zoom/pan); scissor stays mapRect - BeginScissorMode((int)mapRect.x, (int)mapRect.y, (int)mapRect.width, (int)mapRect.height); - drawMap2D(planet, displayColors(), map2D, vr, mapLon); - if (showGrat) { drawGraticule2D(graticule, vr, mapLon); drawGraticuleLabels2D(vr, mapLon); } - if (showBorders && !borders.empty()) drawSegments2D(borders, Color{255, 235, 90, 255}, 2.0f, vr, mapLon); - if (showBorders && !ridgeBorders.empty()) drawSegments2D(ridgeBorders, Color{220, 70, 60, 255}, 2.0f, vr, mapLon); - if (showNationBorders && !nationBorders.empty()) drawSegments2D(nationBorders, Color{18, 18, 26, 235}, 2.0f, vr, mapLon); - if (showCultureBorders && !cultureBorders.empty()) drawSegments2D(cultureBorders, Color{245, 240, 220, 230}, 2.5f, vr, mapLon); - if (showNationBorders && !warFrontier.empty()) drawSegments2D(warFrontier, Color{235, 40, 30, 255}, 2.5f, vr, mapLon); - if (showNationBorders && !allyLinks.empty()) drawSegments2D(allyLinks, Color{70, 220, 120, 220}, 1.5f, vr, mapLon); - if (showNationBorders && !rivalLinks.empty()) drawSegments2D(rivalLinks, Color{150, 40, 60, 220}, 1.5f, vr, mapLon); - if (showTradeRoutes && !tradeSea.empty()) drawSegments2D(tradeSea, Color{90, 200, 235, 220}, 1.2f, vr, mapLon); - if (showTradeRoutes && !tradeLand.empty()) drawSegments2D(tradeLand, Color{230, 180, 90, 220}, 1.2f, vr, mapLon); - if (showDrift && !driftArrows.empty()) drawSegments2D(driftArrows, Color{90, 230, 255, 255}, 2.0f, vr, mapLon); - if (liveWorld && showTides && !coastCols.empty()) drawColoredSegments2D(coast, coastCols, 2.0f, vr, mapLon); - if (showCurrents && !currentCols.empty()) drawColoredSegments2D(currentSegs, currentCols, 1.6f, vr, mapLon); - if (liveWorld && showClouds && !planet.cloud().empty()) drawWeather2D(planet, planet.cloud(), planet.rain(), map2D, vr, mapLon); +// Draws every 2D-map overlay (borders, rivers, drift arrows, weather, storm/volcano/settlement +// markers, plate + place-name labels) into rect `vr`. `scale` multiplies line widths and font +// sizes (1 on-screen, the export resolution ratio for exportMapImage()); `markerZoom` multiplies +// marker radii (on-screen: the existing zoom clamp; export: the same as `scale`, since there is no +// on-screen "zoom" concept for a full-world export). Shared so the two callers can never diverge. +void Viewer::drawMapOverlays(Rectangle vr, double lonOffset, float scale, float markerZoom, bool showMinorLabels) { + if (showGrat) { drawGraticule2D(graticule, vr, lonOffset); drawGraticuleLabels2D(vr, lonOffset); } + if (showBorders && !borders.empty()) drawSegments2D(borders, Color{255, 235, 90, 255}, 2.0f * scale, vr, lonOffset); + if (showBorders && !ridgeBorders.empty()) drawSegments2D(ridgeBorders, Color{220, 70, 60, 255}, 2.0f * scale, vr, lonOffset); + if (showNationBorders && !nationBorders.empty()) drawSegments2D(nationBorders, Color{18, 18, 26, 235}, 2.0f * scale, vr, lonOffset); + if (showCultureBorders && !cultureBorders.empty()) drawSegments2D(cultureBorders, Color{245, 240, 220, 230}, 2.5f * scale, vr, lonOffset); + if (showNationBorders && !warFrontier.empty()) drawSegments2D(warFrontier, Color{235, 40, 30, 255}, 2.5f * scale, vr, lonOffset); + if (showNationBorders && !allyLinks.empty()) drawSegments2D(allyLinks, Color{70, 220, 120, 220}, 1.5f * scale, vr, lonOffset); + if (showNationBorders && !rivalLinks.empty()) drawSegments2D(rivalLinks, Color{150, 40, 60, 220}, 1.5f * scale, vr, lonOffset); + if (showTradeRoutes && !tradeSea.empty()) drawSegments2D(tradeSea, Color{90, 200, 235, 220}, 1.2f * scale, vr, lonOffset); + if (showTradeRoutes && !tradeLand.empty()) drawSegments2D(tradeLand, Color{230, 180, 90, 220}, 1.2f * scale, vr, lonOffset); + if (showDrift && !driftArrows.empty()) drawSegments2D(driftArrows, Color{90, 230, 255, 255}, 2.0f * scale, vr, lonOffset); + if (liveWorld && showTides && !coastCols.empty()) drawColoredSegments2D(coast, coastCols, 2.0f * scale, vr, lonOffset); + if (showCurrents && !currentCols.empty()) drawColoredSegments2D(currentSegs, currentCols, 1.6f * scale, vr, lonOffset); + if (liveWorld && showClouds && !planet.cloud().empty()) drawWeather2D(planet, planet.cloud(), planet.rain(), map2D, vr, lonOffset); if (liveWorld && showClouds && !planet.storms().empty()) { for (const auto& ws : planet.storms()) { double lon, lat; dirToLonLat(Vec3{ws.pos.x, ws.pos.y, ws.pos.z}, lon, lat); - Vector2 sp = projLonLat(lon, lat, mapLon, vr); + Vector2 sp = projLonLat(lon, lat, lonOffset, vr); bool hur = ws.tropical && ws.strength >= planet.cfg.weatherHurricaneStr; Color c = hur ? Color{240, 60, 60, 255} : Color{150, 200, 235, 255}; - float rad = (5.0f + 10.0f * (float)ws.strength) * (float)std::min(2.0, mapZoom); + float rad = (5.0f + 10.0f * (float)ws.strength) * markerZoom; DrawCircleLines((int)sp.x, (int)sp.y, rad, c); if (hur) DrawCircleLines((int)sp.x, (int)sp.y, rad * 0.55f, c); - DrawCircleV(sp, 2.0f, c); + DrawCircleV(sp, 2.0f * scale, c); } } if (liveWorld && showVolcanoes && !planet.volcanoes.empty()) { @@ -416,66 +418,76 @@ void Viewer::renderMap2D() { if (vc.cell < 0 || vc.cell >= (int)planet.cells.size()) continue; double er = planet.volcanoErupting(vc); double lon, lat; dirToLonLat(planet.cells[vc.cell].unit, lon, lat); - Vector2 sp = projLonLat(lon, lat, mapLon, vr); - float s = (5.0f + 3.0f * (float)er) * (float)std::min(2.0, mapZoom); + Vector2 sp = projLonLat(lon, lat, lonOffset, vr); + float s = (5.0f + 3.0f * (float)er) * markerZoom; Color tri = vc.phase == 1 ? Color{125, 120, 115, 255} : vc.ashTimer > 0.0 ? Color{245, 170, 55, 255} : Color{170, 75, 50, 255}; DrawPoly(sp, 3, s, -90.0f, tri); // filled up-pointing triangle (cone) if (er > 0.12 && vc.phase != 1) - DrawCircleLines((int)sp.x, (int)sp.y, s + 3.0f, + DrawCircleLines((int)sp.x, (int)sp.y, s + 3.0f * scale, Color{255, 170, 70, (unsigned char)std::clamp(90.0 + 150.0 * er, 0.0, 255.0)}); } } if (showSettlements && !planet.settlements.empty()) { const double townP = planet.cfg.civTownPop, cityP = planet.cfg.civCityPop, abP = planet.cfg.civAbandonPop; const auto& cond = planet.settlementCondition(); - float zf = (float)std::min(2.0, mapZoom); for (size_t k = 0; k < planet.settlements.size(); ++k) { const Settlement& s = planet.settlements[k]; if (s.cell < 0 || s.cell >= (int)planet.cells.size()) continue; double lon, lat; dirToLonLat(planet.cells[s.cell].unit, lon, lat); - Vector2 sp = projLonLat(lon, lat, mapLon, vr); + Vector2 sp = projLonLat(lon, lat, lonOffset, vr); bool alive = s.population >= abP; SettleTier t = settleTierOf(s.population, townP, cityP); - float rad = (t == SettleTier::City ? 4.5f : t == SettleTier::Town ? 3.2f : 2.2f) * zf; + float rad = (t == SettleTier::City ? 4.5f : t == SettleTier::Town ? 3.2f : 2.2f) * markerZoom; Color col = !alive ? Color{120, 120, 126, 255} : t == SettleTier::City ? Color{250, 220, 110, 255} : t == SettleTier::Town ? Color{225, 170, 90, 255} : Color{210, 130, 85, 255}; col = witherColor(col, k < cond.size() ? cond[k] : 1.0); DrawCircleV(sp, rad, col); - if (alive && t != SettleTier::Village) DrawCircleLines((int)sp.x, (int)sp.y, rad + 2.0f, Color{255, 245, 210, 180}); + if (alive && t != SettleTier::Village) DrawCircleLines((int)sp.x, (int)sp.y, rad + 2.0f * scale, Color{255, 245, 210, 180}); } } if (phase3 && showRivers) { - drawSegments2D(rivers, Color{80, 170, 235, 255}, 1.5f, vr, mapLon); - drawSegments2D(bigRivers, Color{80, 170, 235, 255}, 3.0f, vr, mapLon); + drawSegments2D(rivers, Color{80, 170, 235, 255}, 1.5f * scale, vr, lonOffset); + drawSegments2D(bigRivers, Color{80, 170, 235, 255}, 3.0f * scale, vr, lonOffset); } if (showDrift && !plateLabels.empty()) { + int fs = (int)std::round(12 * scale); for (const auto& lbl : plateLabels) { Vec3 u = Vec3{lbl.pos.x, lbl.pos.y, lbl.pos.z}.normalized(); double lon, lat; dirToLonLat(u, lon, lat); - Vector2 lp = projLonLat(lon, lat, mapLon, vr); + Vector2 lp = projLonLat(lon, lat, lonOffset, vr); const char* txt = TextFormat("P%d", lbl.id); - DrawText(txt, (int)lp.x + 4, (int)lp.y - 8, 12, RAYWHITE); + DrawText(txt, (int)(lp.x + 4 * scale), (int)(lp.y - 8 * scale), fs, RAYWHITE); } } - // Place-name labels (the atlas). Minor features only when the map is zoomed in. + // Place-name labels (the atlas). Minor features only when the map is zoomed in (on-screen) or + // always for a high-res export, where there's ample room for the full detail. if (showNames && planet.geographyBuilt()) { - bool zoomed = mapZoom > 1.5; for (const GeoFeature& f : planet.geography()) { if (f.anchorCell < 0 || f.anchorCell >= (int)planet.cells.size()) continue; int font; Color col; bool minor = labelStyle(f, font, col); - if (font <= 0 || (minor && !zoomed)) continue; + if (font <= 0 || (minor && !showMinorLabels)) continue; + font = (int)std::round(font * scale); + if (font <= 0) continue; double lon, lat; dirToLonLat(planet.cells[f.anchorCell].unit, lon, lat); - Vector2 lp = projLonLat(lon, lat, mapLon, vr); - if (!CheckCollisionPointRec(lp, mapRect)) continue; + Vector2 lp = projLonLat(lon, lat, lonOffset, vr); + if (!CheckCollisionPointRec(lp, vr)) continue; int w = MeasureText(f.name.c_str(), font); DrawText(f.name.c_str(), (int)lp.x - w / 2 + 1, (int)lp.y - font / 2 + 1, font, Color{0, 0, 0, 180}); DrawText(f.name.c_str(), (int)lp.x - w / 2, (int)lp.y - font / 2, font, col); } } +} + +void Viewer::renderMap2D() { + DrawRectangleRec(mapRect, Color{6, 8, 14, 255}); + Rectangle vr = mapViewRect(); // projection rect (zoom/pan); scissor stays mapRect + BeginScissorMode((int)mapRect.x, (int)mapRect.y, (int)mapRect.width, (int)mapRect.height); + drawMap2D(planet, displayColors(), map2D, vr, mapLon); + drawMapOverlays(vr, mapLon, 1.0f, (float)std::min(2.0, mapZoom), mapZoom > 1.5); if (selectedCell >= 0) DrawCircleV(mapScreen(map2D, selectedCell, vr, mapLon), 5, ORANGE); if (hovered >= 0) DrawCircleV(mapScreen(map2D, hovered, vr, mapLon), 4, YELLOW); EndScissorMode(); @@ -485,6 +497,38 @@ void Viewer::renderMap2D() { (int)mapRect.x + 6, (int)mapRect.y + 4, 14, Color{200, 200, 210, 255}); } +// Renders the full (unzoomed) 2D Equal Earth map at a high resolution into an off-screen +// RenderTexture2D and saves it as a timestamped PNG -- a "poster" export independent of the +// current on-screen window/zoom. Keeps the current colour mode, longitude pan and overlay +// toggles (so it exports "what you're looking at", just bigger); minor place-name labels are +// always shown since a 4K canvas has ample room for them. Uses the existing `map2D` (its per-cell +// lon/lat don't depend on the target rect -- only screen position does, recomputed per rect by +// drawMapTris/projLonLat), so no rebuild is needed. +void Viewer::exportMapImage() { + const int exportW = 3840; // ~4K wide + int exportH = std::max(1, (int)std::lround(exportW * (double)mapRect.height / (double)mapRect.width)); + float scale = exportW / mapRect.width; + + RenderTexture2D rt = LoadRenderTexture(exportW, exportH); + Rectangle er{ 0, 0, (float)exportW, (float)exportH }; + BeginTextureMode(rt); + ClearBackground(Color{6, 8, 14, 255}); + drawMap2D(planet, displayColors(), map2D, er, mapLon); + drawMapOverlays(er, mapLon, scale, scale, /*showMinorLabels=*/true); + EndTextureMode(); + + Image img = LoadImageFromTexture(rt.texture); + ImageFlipVertical(&img); // render textures are stored bottom-up + time_t now = time(nullptr); + struct tm tmv; localtime_r(&now, &tmv); + char name[64]; + strftime(name, sizeof(name), "map_export_%Y-%m-%d_%H%M%S.png", &tmv); + ExportImage(img, name); + UnloadImage(img); + UnloadRenderTexture(rt); + setStatus(TextFormat("Map exported to %s (%dx%d)", name, exportW, exportH)); +} + // Live World tabbed info panel in the freed space right of the (left-aligned) 2D map. void Viewer::renderLiveInfo() { liveInfoTabRects.clear(); eventRowRects.clear(); eventRowIndices.clear(); atlasRowCells.clear(); @@ -1072,6 +1116,9 @@ void Viewer::renderFrame() { renderPanels(); renderHUD(); drawToolbar(*this); // drawn after the HUD, before the modal so it dims/locks together with it + // Run after drawToolbar() fully returns (its own scissor mode is guaranteed closed by then) -- + // exportMapImage()'s render-texture pass must not inherit the toolbar's scroll-content clip rect. + if (pendingMapExport) { pendingMapExport = false; exportMapImage(); } renderPrompt(); EndDrawing();