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https://github.com/vcmi/vcmi.git
synced 2025-03-19 21:10:12 +02:00
base rendering
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@ -422,13 +422,14 @@ OptionsTab::SelectionWindow::SelectionWindow(PlayerSettings settings, PlayerInfo
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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pos = Rect(0, 0, 700, 700);
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pos = Rect(0, 0, (ELEMENTS_PER_LINE * 2 + 5) * 58, 700);
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backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
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updateShadow();
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genContentCastles(settings, playerInfo);
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genContentHeroes(settings, playerInfo);
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genContentBonus(settings, playerInfo);
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center();
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}
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@ -438,13 +439,13 @@ void OptionsTab::SelectionWindow::genContentCastles(PlayerSettings settings, Pla
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PlayerSettings set = PlayerSettings();
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set.castle = set.RANDOM;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, (ELEMENTS_PER_LINE / 2) * 58 + (58 - 48) / 2, (64 - 32) / 2));
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, (ELEMENTS_PER_LINE / 2) * 58 + 34, 32 / 2 + 64));
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int i = 0;
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for(auto & elem : playerInfo.allowedFactions)
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{
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int x = i % ELEMENTS_PER_LINE;
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int y = i / ELEMENTS_PER_LINE + 1;
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int x = i % ELEMENTS_PER_LINE + 1;
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int y = i / ELEMENTS_PER_LINE + 2;
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PlayerSettings set = PlayerSettings();
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set.castle = elem;
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@ -460,6 +461,11 @@ void OptionsTab::SelectionWindow::genContentCastles(PlayerSettings settings, Pla
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void OptionsTab::SelectionWindow::genContentHeroes(PlayerSettings settings, PlayerInfo playerInfo)
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{
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PlayerSettings set = PlayerSettings();
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set.castle = set.RANDOM;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, (ELEMENTS_PER_LINE / 2) * 58 + (ELEMENTS_PER_LINE + 1) * 58 + 34, 32 / 2 + 64));
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std::vector<bool> allowedHeroesFlag = SEL->getMapInfo()->mapHeader->allowedHeroes;
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std::set<HeroTypeID> allowedHeroes;
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@ -470,16 +476,40 @@ void OptionsTab::SelectionWindow::genContentHeroes(PlayerSettings settings, Play
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int i = 0;
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for(auto & elem : allowedHeroes)
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{
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int x = (i % ELEMENTS_PER_LINE) + (ELEMENTS_PER_LINE + 1);
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int y = i / ELEMENTS_PER_LINE + 1;
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CHero * type = VLC->heroh->objects[elem];
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PlayerSettings set = PlayerSettings();
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set.hero = elem;
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if(type->heroClass->faction == settings.castle)
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{
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
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int x = (i % ELEMENTS_PER_LINE) + ELEMENTS_PER_LINE + 2;
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int y = i / ELEMENTS_PER_LINE + 2;
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * 58, y * 64));
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heroes.push_back(elem);
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PlayerSettings set = PlayerSettings();
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set.hero = elem;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(true), helper.getImageIndex(true), 0, x * 58, y * 64));
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heroes.push_back(elem);
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i++;
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}
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}
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}
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void OptionsTab::SelectionWindow::genContentBonus(PlayerSettings settings, PlayerInfo playerInfo)
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{
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PlayerSettings set = PlayerSettings();
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int i = 0;
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for(auto elem : {set.RANDOM, set.ARTIFACT, set.GOLD, set.RESOURCE})
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{
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int x = ELEMENTS_PER_LINE * 2 + 3;
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int y = i + 1;
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set.bonus = elem;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
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components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, x * 58, y * 64 + 32 / 2));
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i++;
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}
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@ -495,11 +525,11 @@ void OptionsTab::SelectionWindow::apply()
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FactionID OptionsTab::SelectionWindow::getElementCastle(const Point & cursorPosition)
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{
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Point loc = getElement(cursorPosition);
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Point loc = getElement(cursorPosition, 0);
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FactionID faction;
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faction = PlayerSettings().NONE;
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if (loc.x == ELEMENTS_PER_LINE / 2 && loc.y == 0)
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if ((loc.x == ELEMENTS_PER_LINE / 2 || loc.x == ELEMENTS_PER_LINE / 2 - 1) && loc.y == 0)
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faction = PlayerSettings().RANDOM;
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else if(loc.y > 0 && loc.x < ELEMENTS_PER_LINE)
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{
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@ -511,56 +541,99 @@ FactionID OptionsTab::SelectionWindow::getElementCastle(const Point & cursorPosi
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return faction;
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}
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SHeroName OptionsTab::SelectionWindow::getElementHero(const Point & cursorPosition)
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HeroTypeID OptionsTab::SelectionWindow::getElementHero(const Point & cursorPosition)
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{
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return SHeroName(); //TODO
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Point loc = getElement(cursorPosition, 1);
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HeroTypeID hero;
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hero = PlayerSettings().NONE;
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if(loc.x < 0)
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return hero;
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if ((loc.x == ELEMENTS_PER_LINE / 2 || loc.x == ELEMENTS_PER_LINE / 2 - 1) && loc.y == 0)
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hero = PlayerSettings().RANDOM;
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else if(loc.y > 0 && loc.x < ELEMENTS_PER_LINE)
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{
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int index = loc.x + (loc.y - 1) * ELEMENTS_PER_LINE;
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if (index < heroes.size())
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hero = heroes[loc.x + (loc.y - 1) * ELEMENTS_PER_LINE];
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}
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return hero;
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}
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int OptionsTab::SelectionWindow::getElementBonus(const Point & cursorPosition)
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{
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return PlayerSettings::Ebonus::NONE; //TODO
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Point loc = getElement(cursorPosition, 2);
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if(loc.x != 0 || loc.y < 0 || loc.y > 3)
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return -2;
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return loc.y - 1;
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}
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Point OptionsTab::SelectionWindow::getElement(const Point & cursorPosition)
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Point OptionsTab::SelectionWindow::getElement(const Point & cursorPosition, int area)
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{
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int x = (cursorPosition.x - pos.x) / 58;
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int x = (cursorPosition.x - pos.x - area * (ELEMENTS_PER_LINE + 1) * 58) / 58;
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int y = (cursorPosition.y - pos.y) / 64;
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return Point(x, y);
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return Point(x - 1, y - 1);
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}
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void OptionsTab::SelectionWindow::clickReleased(const Point & cursorPosition) {
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FactionID faction = getElementCastle(cursorPosition);
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HeroTypeID hero = getElementHero(cursorPosition);
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int bonus = getElementBonus(cursorPosition);
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PlayerSettings set = PlayerSettings();
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set.castle = faction;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
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set.hero = hero;
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set.bonus = static_cast<PlayerSettings::Ebonus>(bonus);
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// cases when we do not need to display proceed
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if(set.castle == -2 && helper.type == TOWN)
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return;
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if(set.hero == -2 && helper.type == HERO)
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return;
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if(faction != PlayerSettings().NONE)
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if(set.castle != -2)
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{
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//CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
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apply();
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}
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else if(set.hero != -2)
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{
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//CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
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apply();
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}
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else if(set.bonus != -2)
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{
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//CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
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apply();
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}
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}
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void OptionsTab::SelectionWindow::showPopupWindow(const Point & cursorPosition)
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{
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FactionID faction = getElementCastle(cursorPosition);
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HeroTypeID hero = getElementHero(cursorPosition);
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int bonus = getElementBonus(cursorPosition);
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PlayerSettings set = PlayerSettings();
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set.castle = faction;
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
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set.hero = hero;
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set.bonus = static_cast<PlayerSettings::Ebonus>(bonus);
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// cases when we do not need to display a message
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if(set.castle == -2 && helper.type == TOWN)
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return;
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if(set.hero == -2 && helper.type == HERO)
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return;
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GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
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if(set.castle != -2)
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{
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
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GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
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}
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else if(set.hero != -2)
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{
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
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GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
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}
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else if(set.bonus != -2)
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{
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CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::BONUS);
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GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);
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}
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}
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OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, PlayerInfo & playerInfo, SelType type)
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class SelectionWindow : public CWindowObject
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{
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const int ELEMENTS_PER_LINE = 5;
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const int ELEMENTS_PER_LINE = 4;
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std::shared_ptr<CFilledTexture> backgroundTexture;
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std::vector<std::shared_ptr<CIntObject>> components;
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@ -107,12 +107,13 @@ public:
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void genContentCastles(PlayerSettings settings, PlayerInfo playerInfo);
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void genContentHeroes(PlayerSettings settings, PlayerInfo playerInfo);
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void genContentBonus(PlayerSettings settings, PlayerInfo playerInfo);
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void apply();
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FactionID getElementCastle(const Point & cursorPosition);
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SHeroName getElementHero(const Point & cursorPosition);
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HeroTypeID getElementHero(const Point & cursorPosition);
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int getElementBonus(const Point & cursorPosition);
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Point getElement(const Point & cursorPosition);
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Point getElement(const Point & cursorPosition, int area);
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void clickReleased(const Point & cursorPosition) override;
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void showPopupWindow(const Point & cursorPosition) override;
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