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vcmi/AdventureMapButton.h

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#pragma once
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#include "SDL_Extensions.h"
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#include "hch\CDefHandler.h"
#include "CGameInfo.h"
#include "hch\CLodHandler.h"
#include "hch\CPreGameTextHandler.h"
#include "hch/CTownHandler.h"
#include "CLua.h"
#include "CPlayerInterface.h"
template <typename T=CAdvMapInt>
class AdventureMapButton
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
{
public:
std::string name; //for status bar
std::string helpBox; //for right-click help
char key; //key shortcut
T* owner;
void (T::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button
bool colorChange,
actOnDown; //runs when mouse is pressed down over it, not when up
void clickRight (tribool down);
void clickLeft (tribool down);
virtual void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
AdventureMapButton(); //c-tor
AdventureMapButton( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
};
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template <typename T>
AdventureMapButton<T>::AdventureMapButton ()
{
type=2;
abs=true;
active=false;
ourObj=NULL;
state=0;
actOnDown = false;
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}
template <typename T>
AdventureMapButton<T>::AdventureMapButton
( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ, std::vector<std::string> * add, bool playerColoredButton )
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{
actOnDown = false;
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owner = Owner;
type=2;
abs=true;
active=false;
ourObj=NULL;
state=0;
name=Name;
helpBox=HelpBox;
colorChange = playerColoredButton;
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int est = LOCPLINT->playerID;
CDefHandler * temp = CGI->spriteh->giveDef(defName);
temp->notFreeImgs = true;
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for (int i=0;i<temp->ourImages.size();i++)
{
imgs.resize(1);
imgs[0].push_back(temp->ourImages[i].bitmap);
if(playerColoredButton)
CSDL_Ext::blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
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}
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delete temp;
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if (add)
{
imgs.resize(imgs.size()+add->size());
for (int i=0; i<add->size();i++)
{
temp = CGI->spriteh->giveDef((*add)[i]);
temp->notFreeImgs = true;
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for (int j=0;j<temp->ourImages.size();j++)
{
imgs[i+1].push_back(temp->ourImages[j].bitmap);
if(playerColoredButton)
CSDL_Ext::blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
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}
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delete temp;
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}
delete add;
}
function = Function;
pos.x=x;
pos.y=y;
pos.w = imgs[curimg][0]->w;
pos.h = imgs[curimg][0]->h -1;
if (activ)
activate();
}
template <typename T>
void AdventureMapButton<T>::clickLeft (tribool down)
{
if (down)
{
state=1;
}
else
{
state=0;
}
show();
if (actOnDown && down)
{
pressedL=state;
(owner->*function)();
}
else if (pressedL && (down==false))
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{
pressedL=state;
(owner->*function)();
}
else
{
pressedL=state;
}
}
template <typename T>
void AdventureMapButton<T>::clickRight (tribool down)
{
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if(helpBox.size()) //there is no point to show window with nothing inside...
LOCPLINT->adventureInt->handleRightClick(helpBox,down,this);
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}
template <typename T>
void AdventureMapButton<T>::hover (bool on)
{
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Hoverable::hover(on);
if(name.size()) //if there is no name, there is nohing to display also
{
if (on)
LOCPLINT->statusbar->print(name);
else if (LOCPLINT->statusbar->getCurrent()==name)
LOCPLINT->statusbar->clear();
}
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}
template <typename T>
void AdventureMapButton<T>::activate()
{
if (active) return;
active=true;
ClickableL::activate();
ClickableR::activate();
Hoverable::activate();
KeyInterested::activate();
}
template <typename T>
void AdventureMapButton<T>::keyPressed (SDL_KeyboardEvent & key)
{
//TODO: check if it's shortcut
}
template <typename T>
void AdventureMapButton<T>::deactivate()
{
if (!active) return;
active=false;
ClickableL::deactivate();
ClickableR::deactivate();
Hoverable::deactivate();
KeyInterested::deactivate();
}
template <typename T>
CTownList<T>::~CTownList()
{
delete arrup;
delete arrdo;
}
template <typename T>
CTownList<T>::CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy)
:CList(Size)
{
pos = *Pos;
arrup = CGI->spriteh->giveDef("IAM014.DEF");
arrdo = CGI->spriteh->giveDef("IAM015.DEF");
arrupp.x=arupx;
arrupp.y=arupy;
arrupp.w=arrup->ourImages[0].bitmap->w;
arrupp.h=arrup->ourImages[0].bitmap->h;
arrdop.x=ardox;
arrdop.y=ardoy;
arrdop.w=arrdo->ourImages[0].bitmap->w;
arrdop.h=arrdo->ourImages[0].bitmap->h;
posporx = arrdop.x;
pospory = arrupp.y + arrupp.h;
pressed = indeterminate;
from = 0;
}
template<typename T>
void CTownList<T>::genList()
{
int howMany = LOCPLINT->cb->howManyTowns();
for (int i=0;i<howMany;i++)
{
items.push_back(LOCPLINT->cb->getTownInfo(i,0));
}
}
template<typename T>
void CTownList<T>::select(int which)
{
if (which>=items.size())
return;
selected = which;
if(owner)
(owner->*fun)();
}
template<typename T>
void CTownList<T>::mouseMoved (SDL_MouseMotionEvent & sEvent)
{
if(isItIn(&arrupp,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y))
{
if (from>0)
LOCPLINT->statusbar->print(CGI->preth->zelp[306].first);
else
LOCPLINT->statusbar->clear();
return;
}
else if(isItIn(&arrdop,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y))
{
if ((items.size()-from) > SIZE)
LOCPLINT->statusbar->print(CGI->preth->zelp[307].first);
else
LOCPLINT->statusbar->clear();
return;
}
//if not buttons then towns
int hx = LOCPLINT->current->motion.x, hy = LOCPLINT->current->motion.y;
hx-=pos.x;
hy-=pos.y; hy-=arrup->ourImages[0].bitmap->h;
int ny = hy/32;
if ((ny>SIZE || ny<0) || (from+ny>=items.size()))
{
LOCPLINT->statusbar->clear();
return;
};
LOCPLINT->statusbar->print(items[from+ny]->state->hoverText(const_cast<CGTownInstance*>(items[from+ny])));
}
template<typename T>
void CTownList<T>::clickLeft(tribool down)
{
if (down)
{
/***************************ARROWS*****************************************/
if(isItIn(&arrupp,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && from>0)
{
blitAt(arrup->ourImages[1].bitmap,arrupp.x,arrupp.y);
pressed = true;
return;
}
else if(isItIn(&arrdop,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && (items.size()-from>SIZE))
{
blitAt(arrdo->ourImages[1].bitmap,arrdop.x,arrdop.y);
pressed = false;
return;
}
/***************************TOWNS*****************************************/
int hx = LOCPLINT->current->motion.x, hy = LOCPLINT->current->motion.y;
hx-=pos.x;
hy-=pos.y; hy-=arrup->ourImages[0].bitmap->h;
int ny = hy/32;
if (ny>SIZE || ny<0)
return;
if (SIZE==5 && (ny+from)==selected && (LOCPLINT->adventureInt->selection.type == TOWNI_TYPE))
LOCPLINT->openTownWindow(items[selected]);//print town screen
else
select(ny+from);
}
else
{
if (indeterminate(pressed))
return;
if (pressed) //up
{
blitAt(arrup->ourImages[0].bitmap,arrupp.x,arrupp.y);
pressed = indeterminate;
if (!down)
{
from--;
if (from<0)
from=0;
draw();
}
}
else if (!pressed) //down
{
blitAt(arrdo->ourImages[0].bitmap,arrdop.x,arrdop.y);
pressed = indeterminate;
if (!down)
{
from++;
//if (from<items.size()-5)
// from=items.size()-5;
draw();
}
}
else
throw 0;
}
}
template<typename T>
void CTownList<T>::clickRight(tribool down)
{
if (down)
{
/***************************ARROWS*****************************************/
if(isItIn(&arrupp,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && from>0)
{
LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[306].second,down,this);
}
else if(isItIn(&arrdop,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && (items.size()-from>5))
{
LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[307].second,down,this);
}
//if not buttons then towns
int hx = LOCPLINT->current->motion.x, hy = LOCPLINT->current->motion.y;
hx-=pos.x;
hy-=pos.y; hy-=arrup->ourImages[0].bitmap->h;
int ny = hy/32;
if ((ny>5 || ny<0) || (from+ny>=items.size()))
{
return;
}
//show popup
CInfoPopup * ip = new CInfoPopup(LOCPLINT->townWins[items[from+ny]->identifier],LOCPLINT->current->motion.x-LOCPLINT->townWins[items[from+ny]->identifier]->w,LOCPLINT->current->motion.y-LOCPLINT->townWins[items[from+ny]->identifier]->h,false);
ip->activate();
}
else
{
LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[306].second,down,this);
LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[307].second,down,this);
}
}
template<typename T>
void CTownList<T>::hover (bool on)
{
}
template<typename T>
void CTownList<T>::keyPressed (SDL_KeyboardEvent & key)
{
}
template<typename T>
void CTownList<T>::draw()
{
for (int iT=0+from;iT<SIZE+from;iT++)
{
int i = iT-from;
if (iT>=items.size())
{
blitAt(CGI->townh->getPic(-1),posporx,pospory+i*32);
continue;
}
blitAt(CGI->townh->getPic(items[iT]->subID,items[iT]->hasFort(),items[iT]->builded),posporx,pospory+i*32);
if ((selected == iT) && (LOCPLINT->adventureInt->selection.type == TOWNI_TYPE))
{
blitAt(CGI->townh->getPic(-2),posporx,pospory+i*32);
}
}
if (from>0)
blitAt(arrup->ourImages[0].bitmap,arrupp.x,arrupp.y);
else
blitAt(arrup->ourImages[2].bitmap,arrupp.x,arrupp.y);
if (items.size()-from>SIZE)
blitAt(arrdo->ourImages[0].bitmap,arrdop.x,arrdop.y);
else
blitAt(arrdo->ourImages[2].bitmap,arrdop.x,arrdop.y);
}
template<typename T>
class CSlider : public IShowable, public MotionInterested, public ClickableL
{
public:
AdventureMapButton<CSlider> left, right, slider; //if vertical then left=up
int capacity,//how many elements can be active at same time
amount, //how many elements
value; //first active element
bool horizontal, moving;
CDefEssential *imgs ;
T* owner;
void(T::*moved)(int to);
void redrawSlider();
void sliderClicked();
void moveLeft();
void clickLeft (tribool down);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void moveRight();
void moveTo(int to);
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
void show(SDL_Surface * to = NULL);
CSlider(int x, int y, int totalw, T*Owner,void(T::*Moved)(int to), int Capacity, int Amount,
int Value=0, bool Horizontal=true);
~CSlider();
};
template<typename T>
void CSlider<T>::sliderClicked()
{
if(!moving)
{
MotionInterested::activate();
moving = true;
}
}
template<typename T>
void CSlider<T>::mouseMoved (SDL_MouseMotionEvent & sEvent)
{
float v = sEvent.x - pos.x - 24;
v/= (pos.w - 48);
v*=amount;
if(v!=value)
{
moveTo(v);
redrawSlider();
}
}
template<typename T>
void CSlider<T>::redrawSlider()
{
slider.show();
}
template<typename T>
void CSlider<T>::moveLeft()
{
moveTo(value-1);
}
template<typename T>
void CSlider<T>::moveRight()
{
moveTo(value+1);
}
template<typename T>
void CSlider<T>::moveTo(int to)
{
if(to<0)
to=0;
else if(to>amount)
to=amount;
value = to;
float part = (float)to/amount;
part*=(pos.w-48);
slider.pos.x = part + pos.x + 16;
(owner->*moved)(to);
}
template<typename T>
void CSlider<T>::activate() // makes button active
{
left.activate();
right.activate();
slider.activate();
ClickableL::activate();
}
template<typename T>
void CSlider<T>::deactivate() // makes button inactive (but doesn't delete)
{
left.deactivate();
right.deactivate();
slider.deactivate();
ClickableL::deactivate();
}
template<typename T>
void CSlider<T>::clickLeft (tribool down)
{
if(down)
{
float pw = LOCPLINT->current->motion.x-pos.x-16;
float rw = pw / ((float)(pos.w-32));
if (rw>1) return;
if (rw<0) return;
moveTo(rw*amount);
return;
}
if(moving)
{
MotionInterested::deactivate();
moving = false;
}
}
template<typename T>
void CSlider<T>::show(SDL_Surface * to)
{
left.show();
right.show();
slider.show();
}
template<typename T>
CSlider<T>::CSlider(int x, int y, int totalw, T*Owner,void(T::*Moved)(int to), int Capacity, int Amount, int Value, bool Horizontal)
:capacity(Capacity),amount(Amount),value(Value),horizontal(Horizontal), moved(Moved), owner(Owner)
{
moving = false;
strongInterest = true;
imgs = CGI->spriteh->giveDefEss("IGPCRDIV.DEF");
left.pos.y = slider.pos.y = right.pos.y = pos.y = y;
left.pos.x = pos.x = x;
right.pos.x = x + totalw - 16;
left.owner = right.owner = slider.owner = this;
left.function = &CSlider::moveLeft;
right.function = &CSlider::moveRight;
slider.function = &CSlider::sliderClicked;
left.pos.w = left.pos.h = right.pos.w = right.pos.h = slider.pos.w = slider.pos.h = pos.h = 16;
pos.w = totalw;
left.imgs.resize(1); right.imgs.resize(1); slider.imgs.resize(1);
left.imgs[0].push_back(imgs->ourImages[0].bitmap); left.imgs[0].push_back(imgs->ourImages[1].bitmap);
right.imgs[0].push_back(imgs->ourImages[2].bitmap); right.imgs[0].push_back(imgs->ourImages[3].bitmap);
slider.imgs[0].push_back(imgs->ourImages[4].bitmap);
left.notFreeButton = right.notFreeButton = slider.notFreeButton = true;
slider.actOnDown = true;
moveTo(value);
}
template<typename T>
CSlider<T>::~CSlider()
{
delete imgs;
}