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vcmi/client/windows/CPuzzleWindow.cpp

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/*
* CPuzzleWindow.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CPuzzleWindow.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../adventureMap/CResDataBar.h"
#include "../gui/CGuiHandler.h"
#include "../gui/TextAlignment.h"
#include "../gui/Shortcut.h"
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#include "../mapView/MapView.h"
#include "../widgets/Buttons.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../../CCallback.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/StartInfo.h"
CPuzzleWindow::CPuzzleWindow(const int3 & GrailPos, double discoveredRatio)
: CWindowObject(PLAYER_COLORED | BORDERED, ImagePath::builtin("PUZZLE")),
grailPos(GrailPos),
currentAlpha(ColorRGBA::ALPHA_OPAQUE)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
CCS->soundh->playSound(soundBase::OBELISK);
quitb = std::make_shared<CButton>(Point(670, 538), AnimationPath::builtin("IOK6432.DEF"), CButton::tooltip(CGI->generaltexth->allTexts[599]), std::bind(&CPuzzleWindow::close, this), EShortcut::GLOBAL_RETURN);
quitb->setBorderColor(Colors::METALLIC_GOLD);
mapView = std::make_shared<PuzzleMapView>(Point(8,9), Point(591, 544), grailPos);
logo = std::make_shared<CPicture>(ImagePath::builtin("PUZZLOGO"), 607, 3);
title = std::make_shared<CLabel>(700, 95, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[463]);
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resDataBar = std::make_shared<CResDataBar>(ImagePath::builtin("ARESBAR.bmp"), 3, 575, 32, 2, 85, 85);
int faction = LOCPLINT->cb->getStartInfo()->playerInfos.find(LOCPLINT->playerID)->second.castle;
auto & puzzleMap = (*CGI->townh)[faction]->puzzleMap;
for(auto & elem : puzzleMap)
{
const SPuzzleInfo & info = elem;
auto piece = std::make_shared<CPicture>(info.filename, info.x, info.y);
//piece that will slowly disappear
if(info.whenUncovered <= GameConstants::PUZZLE_MAP_PIECES * discoveredRatio)
{
piecesToRemove.push_back(piece);
piece->needRefresh = true;
piece->recActions = piece->recActions & ~SHOWALL;
}
else
{
visiblePieces.push_back(piece);
}
}
}
void CPuzzleWindow::showAll(Canvas & to)
{
CWindowObject::showAll(to);
}
void CPuzzleWindow::show(Canvas & to)
{
constexpr int animSpeed = 2;
if(currentAlpha < animSpeed)
{
piecesToRemove.clear();
}
else
{
//update disappearing puzzles
for(auto & piece : piecesToRemove)
piece->setAlpha(currentAlpha);
currentAlpha -= animSpeed;
}
CWindowObject::show(to);
}