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Improved rendering of stack amount boxes
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@@ -267,12 +267,8 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
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return false;
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// if stack has any ongoing animation - hide the box
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for(auto anim : currentAnimations)
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{
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auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
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if(stackAnimation && (stackAnimation->stack->ID == stack->ID))
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if (stackAmountBoxHidden.count(stack->ID))
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return false;
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}
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return true;
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}
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@@ -303,21 +299,42 @@ void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack *
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//blitting amount background box
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auto amountBG = getStackAmountBox(stack);
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const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
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const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
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const BattleHex nextPos = stack->getPosition() + sideShift;
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const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
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const bool moveInside = !edge && !owner.fieldController->stackCountOutsideHex(nextPos);
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bool doubleWide = stack->doubleWide();
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bool attacker = stack->side == BattleSide::ATTACKER;
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const BattleHex stackPos = stack->getPosition();
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const BattleHex frontPos = attacker ?
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stackPos.cloneInDirection(BattleHex::RIGHT) :
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stackPos.cloneInDirection(BattleHex::LEFT);
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int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
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(stack->doubleWide() ? 44 : 0) * sideShift +
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(moveInside ? amountBG->width() + 10 : 0) * reverseSideShift;
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int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
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bool moveInside = frontPos.isAvailable() && !owner.fieldController->stackCountOutsideHex(frontPos);
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canvas.draw(amountBG, stackAnimation[stack->ID]->pos.topLeft() + Point(xAdd, yAdd));
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Point boxPosition;
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if (attacker)
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{
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if (moveInside)
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boxPosition = Point(181, 252);
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else
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boxPosition = Point(218, 252);
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if (doubleWide)
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boxPosition.x += 44;
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}
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else
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{
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if (moveInside)
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boxPosition = Point(239, 252);
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else
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boxPosition = Point(202, 237);
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if (doubleWide)
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boxPosition.x -= 44;
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}
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canvas.draw(amountBG, stackAnimation[stack->ID]->pos.topLeft() + boxPosition);
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//blitting amount
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Point textPos = stackAnimation[stack->ID]->pos.topLeft() + amountBG->dimensions()/2 + Point(xAdd, yAdd);
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Point textPos = stackAnimation[stack->ID]->pos.topLeft() + amountBG->dimensions()/2 + boxPosition;
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canvas.drawText(textPos, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, TextOperations::formatMetric(stack->getCount(), 4));
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}
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@@ -368,6 +385,7 @@ void BattleStacksController::updateBattleAnimations()
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if (hadAnimations && currentAnimations.empty())
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{
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stackAmountBoxHidden.clear();
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owner.executeStagedAnimations();
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if (currentAnimations.empty())
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owner.onAnimationsFinished();
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@@ -380,6 +398,10 @@ void BattleStacksController::addNewAnim(BattleAnimation *anim)
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{
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owner.onAnimationsStarted();
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currentAnimations.push_back(anim);
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auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
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if(stackAnimation)
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stackAmountBoxHidden.insert(stackAnimation->stack->ID);
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}
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void BattleStacksController::stackRemoved(uint32_t stackID)
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@@ -738,8 +760,8 @@ Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CSta
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if(stack && stack->initialPosition < 0) //creatures in turrets
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return owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
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static const Point basePos(-190, -139); // position of creature in topleft corner
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static const int imageShiftX = 30; // X offset to base pos for facing right stacks, negative for facing left
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static const Point basePos(-189, -139); // position of creature in topleft corner
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static const int imageShiftX = 29; // X offset to base pos for facing right stacks, negative for facing left
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ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX();
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ret.y = basePos.y + 42 * hexNum.getY();
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@@ -67,6 +67,9 @@ class BattleStacksController
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/// <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
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std::map<int, bool> stackFacingRight;
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/// Stacks have amount box hidden due to ongoing animations
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std::set<int> stackAmountBoxHidden;
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/// currently active stack; nullptr - no one
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const CStack *activeStack;
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