mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
* started making creature info window
* callback for buttons/lists based on boost::function * new file AdventureMapButton.cpp - update your project files
This commit is contained in:
@@ -1,13 +1,7 @@
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#pragma once
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#include "SDL_Extensions.h"
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#include "hch\CDefHandler.h"
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#include "CGameInfo.h"
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#include "hch\CLodHandler.h"
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#include "hch\CPreGameTextHandler.h"
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#include "hch/CTownHandler.h"
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#include "CLua.h"
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#include "CPlayerInterface.h"
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template <typename T=CAdvMapInt>
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#include <boost/function.hpp>
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#include <boost/bind.hpp>
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class AdventureMapButton
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
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{
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@@ -15,8 +9,7 @@ public:
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std::string name; //for status bar
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std::string helpBox; //for right-click help
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char key; //key shortcut
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T* owner;
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void (T::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button
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boost::function<void()> callback;
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bool colorChange,
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actOnDown; //runs when mouse is pressed down over it, not when up
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@@ -28,368 +21,24 @@ public:
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void deactivate(); // makes button inactive (but doesn't delete)
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AdventureMapButton(); //c-tor
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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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AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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};
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template <typename T>
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AdventureMapButton<T>::AdventureMapButton ()
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{
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type=2;
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abs=true;
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active=false;
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ourObj=NULL;
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state=0;
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actOnDown = false;
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}
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template <typename T>
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AdventureMapButton<T>::AdventureMapButton
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( 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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{
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actOnDown = false;
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owner = Owner;
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type=2;
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abs=true;
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active=false;
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ourObj=NULL;
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state=0;
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name=Name;
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helpBox=HelpBox;
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colorChange = playerColoredButton;
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int est = LOCPLINT->playerID;
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CDefHandler * temp = CGI->spriteh->giveDef(defName);
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temp->notFreeImgs = true;
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for (int i=0;i<temp->ourImages.size();i++)
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{
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imgs.resize(1);
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imgs[0].push_back(temp->ourImages[i].bitmap);
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if(playerColoredButton)
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CSDL_Ext::blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
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}
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delete temp;
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if (add)
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{
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imgs.resize(imgs.size()+add->size());
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for (int i=0; i<add->size();i++)
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{
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temp = CGI->spriteh->giveDef((*add)[i]);
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temp->notFreeImgs = true;
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for (int j=0;j<temp->ourImages.size();j++)
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{
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imgs[i+1].push_back(temp->ourImages[j].bitmap);
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if(playerColoredButton)
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CSDL_Ext::blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
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}
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delete temp;
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}
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delete add;
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}
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function = Function;
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pos.x=x;
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pos.y=y;
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pos.w = imgs[curimg][0]->w;
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pos.h = imgs[curimg][0]->h -1;
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if (activ)
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activate();
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}
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template <typename T>
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void AdventureMapButton<T>::clickLeft (tribool down)
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{
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if (down)
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{
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state=1;
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}
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else
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{
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state=0;
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}
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show();
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if (actOnDown && down)
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{
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pressedL=state;
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(owner->*function)();
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}
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else if (pressedL && (down==false))
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{
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pressedL=state;
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(owner->*function)();
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}
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else
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{
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pressedL=state;
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}
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}
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template <typename T>
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void AdventureMapButton<T>::clickRight (tribool down)
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{
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if(helpBox.size()) //there is no point to show window with nothing inside...
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LOCPLINT->adventureInt->handleRightClick(helpBox,down,this);
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}
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template <typename T>
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void AdventureMapButton<T>::hover (bool on)
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{
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Hoverable::hover(on);
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if(name.size()) //if there is no name, there is nohing to display also
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{
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if (on)
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LOCPLINT->statusbar->print(name);
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else if (LOCPLINT->statusbar->getCurrent()==name)
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LOCPLINT->statusbar->clear();
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}
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}
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template <typename T>
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void AdventureMapButton<T>::activate()
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{
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if (active) return;
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active=true;
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ClickableL::activate();
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ClickableR::activate();
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Hoverable::activate();
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KeyInterested::activate();
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}
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template <typename T>
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void AdventureMapButton<T>::keyPressed (SDL_KeyboardEvent & key)
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{
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//TODO: check if it's shortcut
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}
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template <typename T>
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void AdventureMapButton<T>::deactivate()
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{
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if (!active) return;
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active=false;
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ClickableL::deactivate();
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ClickableR::deactivate();
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Hoverable::deactivate();
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KeyInterested::deactivate();
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}
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template <typename T>
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CTownList<T>::~CTownList()
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{
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delete arrup;
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delete arrdo;
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}
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template <typename T>
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CTownList<T>::CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy)
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:CList(Size)
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{
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pos = *Pos;
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arrup = CGI->spriteh->giveDef("IAM014.DEF");
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arrdo = CGI->spriteh->giveDef("IAM015.DEF");
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arrupp.x=arupx;
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arrupp.y=arupy;
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arrupp.w=arrup->ourImages[0].bitmap->w;
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arrupp.h=arrup->ourImages[0].bitmap->h;
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arrdop.x=ardox;
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arrdop.y=ardoy;
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arrdop.w=arrdo->ourImages[0].bitmap->w;
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arrdop.h=arrdo->ourImages[0].bitmap->h;
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posporx = arrdop.x;
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pospory = arrupp.y + arrupp.h;
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pressed = indeterminate;
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from = 0;
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}
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template<typename T>
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void CTownList<T>::genList()
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{
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int howMany = LOCPLINT->cb->howManyTowns();
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for (int i=0;i<howMany;i++)
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{
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items.push_back(LOCPLINT->cb->getTownInfo(i,0));
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}
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}
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template<typename T>
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void CTownList<T>::select(int which)
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{
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if (which>=items.size())
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return;
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selected = which;
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if(owner)
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(owner->*fun)();
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}
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template<typename T>
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void CTownList<T>::mouseMoved (SDL_MouseMotionEvent & sEvent)
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{
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if(isItIn(&arrupp,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y))
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{
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if (from>0)
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LOCPLINT->statusbar->print(CGI->preth->zelp[306].first);
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else
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LOCPLINT->statusbar->clear();
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return;
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}
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else if(isItIn(&arrdop,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y))
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{
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if ((items.size()-from) > SIZE)
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LOCPLINT->statusbar->print(CGI->preth->zelp[307].first);
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else
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LOCPLINT->statusbar->clear();
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return;
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}
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//if not buttons then towns
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int hx = LOCPLINT->current->motion.x, hy = LOCPLINT->current->motion.y;
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hx-=pos.x;
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hy-=pos.y; hy-=arrup->ourImages[0].bitmap->h;
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int ny = hy/32;
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if ((ny>SIZE || ny<0) || (from+ny>=items.size()))
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{
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LOCPLINT->statusbar->clear();
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return;
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};
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LOCPLINT->statusbar->print(items[from+ny]->state->hoverText(const_cast<CGTownInstance*>(items[from+ny])));
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}
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template<typename T>
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void CTownList<T>::clickLeft(tribool down)
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{
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if (down)
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{
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/***************************ARROWS*****************************************/
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if(isItIn(&arrupp,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && from>0)
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{
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blitAt(arrup->ourImages[1].bitmap,arrupp.x,arrupp.y);
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pressed = true;
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return;
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}
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else if(isItIn(&arrdop,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && (items.size()-from>SIZE))
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{
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blitAt(arrdo->ourImages[1].bitmap,arrdop.x,arrdop.y);
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pressed = false;
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return;
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}
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/***************************TOWNS*****************************************/
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int hx = LOCPLINT->current->motion.x, hy = LOCPLINT->current->motion.y;
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hx-=pos.x;
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hy-=pos.y; hy-=arrup->ourImages[0].bitmap->h;
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int ny = hy/32;
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if (ny>SIZE || ny<0)
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return;
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if (SIZE==5 && (ny+from)==selected && (LOCPLINT->adventureInt->selection.type == TOWNI_TYPE))
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LOCPLINT->openTownWindow(items[selected]);//print town screen
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else
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select(ny+from);
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}
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else
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{
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if (indeterminate(pressed))
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return;
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if (pressed) //up
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{
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blitAt(arrup->ourImages[0].bitmap,arrupp.x,arrupp.y);
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pressed = indeterminate;
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if (!down)
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{
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from--;
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if (from<0)
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from=0;
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draw();
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}
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}
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else if (!pressed) //down
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{
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blitAt(arrdo->ourImages[0].bitmap,arrdop.x,arrdop.y);
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pressed = indeterminate;
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if (!down)
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{
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from++;
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//if (from<items.size()-5)
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// from=items.size()-5;
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draw();
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}
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}
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else
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throw 0;
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}
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}
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template<typename T>
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void CTownList<T>::clickRight(tribool down)
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{
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if (down)
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{
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/***************************ARROWS*****************************************/
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if(isItIn(&arrupp,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && from>0)
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{
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LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[306].second,down,this);
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}
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else if(isItIn(&arrdop,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y) && (items.size()-from>5))
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{
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LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[307].second,down,this);
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}
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//if not buttons then towns
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int hx = LOCPLINT->current->motion.x, hy = LOCPLINT->current->motion.y;
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hx-=pos.x;
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hy-=pos.y; hy-=arrup->ourImages[0].bitmap->h;
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int ny = hy/32;
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if ((ny>5 || ny<0) || (from+ny>=items.size()))
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{
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return;
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}
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//show popup
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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);
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ip->activate();
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}
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else
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{
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LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[306].second,down,this);
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LOCPLINT->adventureInt->handleRightClick(CGI->preth->zelp[307].second,down,this);
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}
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}
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template<typename T>
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void CTownList<T>::hover (bool on)
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{
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}
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template<typename T>
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void CTownList<T>::keyPressed (SDL_KeyboardEvent & key)
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{
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}
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template<typename T>
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void CTownList<T>::draw()
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{
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for (int iT=0+from;iT<SIZE+from;iT++)
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{
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int i = iT-from;
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if (iT>=items.size())
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{
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blitAt(CGI->townh->getPic(-1),posporx,pospory+i*32);
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continue;
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}
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blitAt(CGI->townh->getPic(items[iT]->subID,items[iT]->hasFort(),items[iT]->builded),posporx,pospory+i*32);
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if ((selected == iT) && (LOCPLINT->adventureInt->selection.type == TOWNI_TYPE))
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{
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blitAt(CGI->townh->getPic(-2),posporx,pospory+i*32);
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}
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}
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if (from>0)
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blitAt(arrup->ourImages[0].bitmap,arrupp.x,arrupp.y);
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else
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blitAt(arrup->ourImages[2].bitmap,arrupp.x,arrupp.y);
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if (items.size()-from>SIZE)
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blitAt(arrdo->ourImages[0].bitmap,arrdop.x,arrdop.y);
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else
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blitAt(arrdo->ourImages[2].bitmap,arrdop.x,arrdop.y);
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}
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template<typename T>
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//template<typename T>
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class CSlider : public IShowable, public MotionInterested, public ClickableL
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{
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public:
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AdventureMapButton<CSlider> left, right, slider; //if vertical then left=up
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AdventureMapButton left, right, slider; //if vertical then left=up
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int capacity,//how many elements can be active at same time
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amount, //how many elements
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value; //first active element
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bool horizontal, moving;
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CDefEssential *imgs ;
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T* owner;
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void(T::*moved)(int to);
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boost::function<void(int)> moved;
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//void(T::*moved)(int to);
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//T* owner;
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void redrawSlider();
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@@ -402,130 +51,7 @@ public:
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but doesn't delete)
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void show(SDL_Surface * to = NULL);
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CSlider(int x, int y, int totalw, T*Owner,void(T::*Moved)(int to), int Capacity, int Amount,
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CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
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int Value=0, bool Horizontal=true);
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~CSlider();
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};
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template<typename T>
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void CSlider<T>::sliderClicked()
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{
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if(!moving)
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{
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MotionInterested::activate();
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moving = true;
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}
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}
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template<typename T>
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void CSlider<T>::mouseMoved (SDL_MouseMotionEvent & sEvent)
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{
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float v = sEvent.x - pos.x - 24;
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v/= (pos.w - 48);
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v*=amount;
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if(v!=value)
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{
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moveTo(v);
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redrawSlider();
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}
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}
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template<typename T>
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void CSlider<T>::redrawSlider()
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{
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slider.show();
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}
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template<typename T>
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void CSlider<T>::moveLeft()
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{
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moveTo(value-1);
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}
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template<typename T>
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void CSlider<T>::moveRight()
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{
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moveTo(value+1);
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}
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template<typename T>
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void CSlider<T>::moveTo(int to)
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{
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if(to<0)
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to=0;
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else if(to>amount)
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to=amount;
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value = to;
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float part = (float)to/amount;
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part*=(pos.w-48);
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slider.pos.x = part + pos.x + 16;
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(owner->*moved)(to);
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}
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template<typename T>
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void CSlider<T>::activate() // makes button active
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||||
{
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||||
left.activate();
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right.activate();
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||||
slider.activate();
|
||||
ClickableL::activate();
|
||||
}
|
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template<typename T>
|
||||
void CSlider<T>::deactivate() // makes button inactive (but doesn't delete)
|
||||
{
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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;
|
||||
}
|
||||
Reference in New Issue
Block a user