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Implemented leveling up abilities. TODO: implement visible selection/descriptions

This commit is contained in:
Ivan Savenko 2014-07-03 19:05:19 +03:00
parent 328944e111
commit 079866d99d
4 changed files with 77 additions and 43 deletions

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Width:  |  Height:  |  Size: 25 KiB

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@ -2,7 +2,6 @@
"images" :
[
{ "frame" : 0, "file" : "SECSK32:69"},
{ "frame" : 1, "file" : "SECSK32:28"},
{ "frame" : 2, "file" : "SECSK32:78"}
{ "frame" : 1, "file" : "SECSK32:28"}
]
}

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@ -229,7 +229,9 @@ void CStackWindow::CWindowSection::createCommanderSection()
};
parent->commanderTab = new CTabbedInt(onCreate, onDestroy, Point(0,0), 0);
pos.w = parent->pos.w;
pos.h = 177; //fixed height
pos.h = 177; // height of commander info
if (parent->info->levelupInfo)
pos.h += 59; // height of abilities selection
}
static std::string skillToFile (int skill, int level, bool selected)
@ -302,36 +304,84 @@ void CStackWindow::CWindowSection::createCommander()
{
icon->callback = [=]
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
int oldSelection = parent->selectedSkill; // update selection
parent->selectedSkill = index;
if (parent->selectedIcon) // recreate image on old selection
parent->selectedIcon->setObject(new CPicture(getSkillImage(oldSelection)));
parent->selectedIcon = icon; // update new selection
icon->setObject(new CPicture(getSkillImage(index)));
parent->setSelection(index, icon);
};
}
}
}
void CStackWindow::CWindowSection::createCommanderAbilities()
{/*
for (auto option : parent->info->levelupInfo->skills)
{
if (option >= 100) // this is an ability
{
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
auto bg2 = new CPicture("stackWindow/commander-abilities.png");
bg2->moveBy(Point(0, pos.h));
size_t abilitiesCount = boost::range::count_if(parent->info->levelupInfo->skills, [](ui32 skillID)
{
return skillID >= 100;
});
auto list = new CListBox([=] (si32 index) -> CIntObject*
{
for (auto skillID : parent->info->levelupInfo->skills)
{
if (index == 0 && skillID >= 100)
{
const Bonus *bonus = CGI->creh->skillRequirements[skillID-100].first;
const CStackInstance *stack = parent->info->commander;
CClickableObject * icon = new CClickableObject(new CPicture(stack->bonusToGraphics(bonus)), []{});
icon->callback = [=]
{
parent->setSelection(skillID, icon);
};
return icon;
}
if (skillID >= 100)
index--;
}
return nullptr;
},
[=] (CIntObject * elem)
{
delete elem;
},
Point(38, 3+pos.h), Point(63, 0), 6, abilitiesCount);
auto leftBtn = new CAdventureMapButton("", "", [=]{ list->moveToPrev(); }, 10, pos.h + 6, "hsbtns3.def", SDLK_LEFT);
auto rightBtn = new CAdventureMapButton("", "", [=]{ list->moveToNext(); }, 411, pos.h + 6, "hsbtns5.def", SDLK_RIGHT);
if (abilitiesCount <= 6)
{
leftBtn->block(true);
rightBtn->block(true);
}
selectableSkill->pos = Rect (95, 256, 55, 55); //TODO: scroll
const Bonus *b = CGI->creh->skillRequirements[option-100].first;
pos.h += bg2->pos.h;
/*
bonusItems.push_back (new CBonusItem (genRect(0, 0, 251, 57), stack->bonusToString(b, false), stack->bonusToString(b, true), stack->bonusToGraphics(b)));
selectableBonuses.push_back (selectableSkill); //insert these before other bonuses
*/
}
void CStackWindow::setSelection(si32 newSkill, CClickableObject * newIcon)
{
auto getSkillImage = [this](int skillIndex) -> std::string
{
bool selected = ((selectedSkill == skillIndex) && info->levelupInfo );
return skillToFile(skillIndex, info->commander->secondarySkills[skillIndex], selected);
};
OBJ_CONSTRUCTION_CAPTURING_ALL;
int oldSelection = selectedSkill; // update selection
selectedSkill = newSkill;
if (selectedIcon && oldSelection < 100) // recreate image on old selection, only for skills
selectedIcon->setObject(new CPicture(getSkillImage(oldSelection)));
selectedIcon = newIcon; // update new selection
if (newSkill < 100)
newIcon->setObject(new CPicture(getSkillImage(newSkill)));
}
void CStackWindow::CWindowSection::createBonuses(boost::optional<size_t> preferredSize)
{
// size of single image for an item
@ -411,17 +461,7 @@ void CStackWindow::CWindowSection::createButtonPanel()
if (parent->info->commander)
{
bool createAbilitiesTab = false;
if (parent->info->levelupInfo)
{
for (auto option : parent->info->levelupInfo->skills)
{
if (option >= 100)
createAbilitiesTab = true;
}
}
for (size_t i=0; i<3; i++)
for (size_t i=0; i<2; i++)
{
auto onSwitch = [&, i]()
{
@ -431,13 +471,10 @@ void CStackWindow::CWindowSection::createButtonPanel()
parent->redraw(); // FIXME: enable/disable don't redraw screen themselves
};
parent->switchButtons[i] = new CAdventureMapButton(std::make_pair("",""), onSwitch, 262 + i*40, 5, "stackWindow/upgradeButton", SDLK_1 + i);
parent->switchButtons[i] = new CAdventureMapButton(std::make_pair("",""), onSwitch, 302 + i*40, 5, "stackWindow/upgradeButton");
parent->switchButtons[i]->addOverlay(new CAnimImage("stackWindow/switchModeIcons", i));
}
parent->switchButtons[parent->activeTab]->disable();
if (!createAbilitiesTab)
parent->switchButtons[2]->disable();
}
auto exitBtn = new CAdventureMapButton(CGI->generaltexth->zelp[445], [=]{ parent->close(); }, 382, 5, "hsbtns.def", SDLK_RETURN);
@ -507,20 +544,17 @@ CIntObject * CStackWindow::switchTab(size_t index)
activeTab = 0;
auto ret = new CWindowSection(this);
ret->createCommander();
ret->createCommanderAbilities();
return ret;
}
case 1:
{
activeTab = 1;
auto ret = new CWindowSection(this);
ret->createBonuses(3);
return ret;
}
case 2:
{
activeTab = 2;
auto ret = new CWindowSection(this);
ret->createCommanderAbilities();
if (info->levelupInfo)
ret->createBonuses(4);
else
ret->createBonuses(3);
return ret;
}
default:

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@ -75,6 +75,7 @@ class CStackWindow : public CWindowObject
std::map<int, CAdventureMapButton *> switchButtons;
void setSelection(si32 newSkill, CClickableObject * newIcon);
CClickableObject * selectedIcon;
si32 selectedSkill;