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vcmi/client/battle/StackQueue.cpp

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/*
* StackQueue.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 "StackQueue.h"
#include "BattleInterface.h"
#include "BattleSiegeController.h"
#include "BattleStacksController.h"
#include "../GameEngine.h"
#include "../gui/WindowHandler.h"
#include "../render/Canvas.h"
#include "../render/IFont.h"
#include "../render/IRenderHandler.h"
#include "../widgets/GraphicalPrimitiveCanvas.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../windows/CCreatureWindow.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CStack.h"
#include "../../lib/battle/CPlayerBattleCallback.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/texts/TextOperations.h"
StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
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: owner(owner)
, embedded(Embedded)
{
OBJECT_CONSTRUCTION;
uint32_t queueSize = QUEUE_SIZE_BIG;
if(embedded)
{
int32_t queueSmallOutsideYOffset = 65;
bool queueSmallOutside = settings["battle"]["queueSmallOutside"].Bool() && (pos.y - queueSmallOutsideYOffset) >= 0;
queueSize = std::clamp(static_cast<int>(settings["battle"]["queueSmallSlots"].Float()), 1, queueSmallOutside ? ENGINE->screenDimensions().x / 41 : 19);
pos.w = queueSize * 41;
pos.h = 49;
pos.x += parent->pos.w/2 - pos.w/2;
pos.y += queueSmallOutside ? -queueSmallOutsideYOffset : 10;
}
else
{
pos.w = 800;
pos.h = 85;
pos.x += 0;
pos.y -= pos.h;
background = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), Rect(0, 0, pos.w, pos.h));
}
stackBoxes.resize(queueSize);
for (int i = 0; i < stackBoxes.size(); i++)
{
stackBoxes[i] = std::make_shared<StackBox>(this);
stackBoxes[i]->moveBy(Point(1 + (embedded ? 41 : 80) * i, 0));
}
}
void StackQueue::show(Canvas & to)
{
if(embedded)
showAll(to);
CIntObject::show(to);
}
void StackQueue::update()
{
std::vector<battle::Units> queueData;
owner.getBattle()->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
size_t boxIndex = 0;
ui32 tmpTurn = -1;
for(size_t turn = 0; turn < queueData.size() && boxIndex < stackBoxes.size(); turn++)
{
for(size_t unitIndex = 0; unitIndex < queueData[turn].size() && boxIndex < stackBoxes.size(); boxIndex++, unitIndex++)
{
ui32 currentTurn = owner.round + turn;
stackBoxes[boxIndex]->setUnit(queueData[turn][unitIndex], turn, tmpTurn != currentTurn && owner.round != 0 && (!embedded || tmpTurn != -1) ? (std::optional<ui32>)currentTurn : std::nullopt);
tmpTurn = currentTurn;
}
}
for(; boxIndex < stackBoxes.size(); boxIndex++)
stackBoxes[boxIndex]->setUnit(nullptr);
}
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int32_t StackQueue::getSiegeShooterIconID() const
{
return owner.siegeController->getSiegedTown()->getFactionID().getNum();
}
std::optional<uint32_t> StackQueue::getHoveredUnitIdIfAny() const
{
for(const auto & stackBox : stackBoxes)
{
if(stackBox->isHovered())
{
return stackBox->getBoundUnitID();
}
}
return std::nullopt;
}
StackQueue::StackBox::StackBox(StackQueue * owner)
: CIntObject(SHOW_POPUP | HOVER)
, owner(owner)
{
OBJECT_CONSTRUCTION;
background = std::make_shared<CPicture>(ImagePath::builtin(owner->embedded ? "StackQueueSmall" : "StackQueueLarge"));
pos.w = background->pos.w;
pos.h = background->pos.h;
if(owner->embedded)
{
icon = std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), 0, 0, 5, 2);
amount = std::make_shared<CLabel>(pos.w/2, pos.h - 7, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
roundRect = std::make_shared<TransparentFilledRectangle>(Rect(0, 0, 2, 48), ColorRGBA(0, 0, 0, 255), ColorRGBA(0, 255, 0, 255));
}
else
{
icon = std::make_shared<CAnimImage>(AnimationPath::builtin("TWCRPORT"), 0, 0, 9, 1);
amount = std::make_shared<CLabel>(pos.w/2, pos.h - 8, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE);
roundRect = std::make_shared<TransparentFilledRectangle>(Rect(0, 0, 15, 18), ColorRGBA(0, 0, 0, 255), ColorRGBA(241, 216, 120, 255));
round = std::make_shared<CLabel>(6, 9, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
Point iconPos(pos.w - 16, pos.h - 16);
defendIcon = std::make_shared<CPicture>(ImagePath::builtin("battle/QueueDefend"), iconPos);
waitIcon = std::make_shared<CPicture>(ImagePath::builtin("battle/QueueWait"), iconPos);
defendIcon->setEnabled(false);
waitIcon->setEnabled(false);
}
roundRect->disable();
}
void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn, std::optional<ui32> currentTurn)
{
if(unit)
{
boundUnitID = unit->unitId();
background->setPlayerColor(unit->unitOwner());
icon->visible = true;
// temporary code for mod compatibility:
// first, set icon that should definitely exist (arrow tower icon in base vcmi mod)
// second, try to switch to icon that should be provided by mod
// if mod is not up to date and does have arrow tower icon yet - second setFrame call will fail and retain previously set image
// for 1.2 release & later next line should be moved into 'else' block
icon->setFrame(unit->creatureIconIndex(), 0);
if(unit->unitType()->getId() == CreatureID::ARROW_TOWERS)
icon->setFrame(owner->getSiegeShooterIconID(), 1);
roundRect->setEnabled(currentTurn.has_value());
if(!owner->embedded)
round->setEnabled(currentTurn.has_value());
amount->setText(TextOperations::formatMetric(unit->getCount(), 4));
if(currentTurn && !owner->embedded)
{
std::string tmp = std::to_string(*currentTurn);
const auto & font = ENGINE->renderHandler().loadFont(FONT_SMALL);
int len = font->getStringWidth(tmp);
roundRect->pos.w = len + 6;
round->pos = Rect(roundRect->pos.center().x, roundRect->pos.center().y, 0, 0);
round->setText(tmp);
}
if(!owner->embedded)
{
bool defended = unit->defended(turn) || (turn > 0 && unit->defended(turn - 1));
bool waited = unit->waited(turn) && !defended;
defendIcon->setEnabled(defended);
waitIcon->setEnabled(waited);
}
}
else
{
boundUnitID = std::nullopt;
background->setPlayerColor(PlayerColor::NEUTRAL);
icon->visible = false;
icon->setFrame(0);
amount->setText("");
if(!owner->embedded)
{
defendIcon->setEnabled(false);
waitIcon->setEnabled(false);
}
}
}
std::optional<uint32_t> StackQueue::StackBox::getBoundUnitID() const
{
return boundUnitID;
}
bool StackQueue::StackBox::isBoundUnitHighlighted() const
{
auto unitIdsToHighlight = owner->owner.stacksController->getHoveredStacksUnitIds();
return vstd::contains(unitIdsToHighlight, getBoundUnitID());
}
void StackQueue::StackBox::showAll(Canvas & to)
{
CIntObject::showAll(to);
if(isBoundUnitHighlighted())
to.drawBorder(background->pos, Colors::CYAN, 2);
}
void StackQueue::StackBox::show(Canvas & to)
{
CIntObject::show(to);
if(isBoundUnitHighlighted())
to.drawBorder(background->pos, Colors::CYAN, 2);
}
void StackQueue::StackBox::showPopupWindow(const Point & cursorPosition)
{
auto stacks = owner->owner.getBattle()->battleGetAllStacks();
for(const CStack * stack : stacks)
if(boundUnitID.has_value() && stack->unitId() == *boundUnitID)
ENGINE->windows().createAndPushWindow<CStackWindow>(stack, true);
}