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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Implemented some of the requested shortcuts
This commit is contained in:
parent
88fbb7ee71
commit
0db8266495
@ -77,6 +77,7 @@ std::vector<AdventureMapShortcutState> AdventureMapShortcuts::getShortcuts()
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{ EShortcut::ADVENTURE_CAST_SPELL, optionHeroSelected(), [this]() { this->showSpellbook(); } },
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{ EShortcut::ADVENTURE_GAME_OPTIONS, optionInMapView(), [this]() { this->adventureOptions(); } },
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{ EShortcut::GLOBAL_OPTIONS, optionInMapView(), [this]() { this->systemOptions(); } },
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{ EShortcut::ADVENTURE_FIRST_HERO, optionInMapView(), [this]() { this->firstHero(); } },
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{ EShortcut::ADVENTURE_NEXT_HERO, optionHasNextHero(), [this]() { this->nextHero(); } },
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{ EShortcut::GAME_END_TURN, optionCanEndTurn(), [this]() { this->endTurn(); } },
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{ EShortcut::ADVENTURE_THIEVES_GUILD, optionInMapView(), [this]() { this->showThievesGuild(); } },
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@ -92,6 +93,7 @@ std::vector<AdventureMapShortcutState> AdventureMapShortcuts::getShortcuts()
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{ EShortcut::ADVENTURE_ZOOM_IN, optionSidePanelActive(),[this]() { this->zoom(+1); } },
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{ EShortcut::ADVENTURE_ZOOM_OUT, optionSidePanelActive(),[this]() { this->zoom(-1); } },
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{ EShortcut::ADVENTURE_ZOOM_RESET, optionSidePanelActive(),[this]() { this->zoom( 0); } },
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{ EShortcut::ADVENTURE_FIRST_TOWN, optionInMapView(), [this]() { this->firstTown(); } },
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{ EShortcut::ADVENTURE_NEXT_TOWN, optionInMapView(), [this]() { this->nextTown(); } },
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{ EShortcut::ADVENTURE_NEXT_OBJECT, optionInMapView(), [this]() { this->nextObject(); } },
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{ EShortcut::ADVENTURE_MOVE_HERO_SW, optionHeroSelected(), [this]() { this->moveHeroDirectional({-1, +1}); } },
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@ -223,6 +225,16 @@ void AdventureMapShortcuts::systemOptions()
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GH.windows().createAndPushWindow<SettingsMainWindow>();
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}
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void AdventureMapShortcuts::firstHero()
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{
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if (!LOCPLINT->localState->getWanderingHeroes().empty())
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{
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const auto * hero = LOCPLINT->localState->getWanderingHero(0);
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LOCPLINT->localState->setSelection(hero);
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owner.centerOnObject(hero);
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}
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}
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void AdventureMapShortcuts::nextHero()
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{
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const auto * currHero = LOCPLINT->localState->getCurrentHero();
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@ -366,6 +378,16 @@ void AdventureMapShortcuts::showMarketplace()
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LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
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}
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void AdventureMapShortcuts::firstTown()
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{
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if (!LOCPLINT->localState->getOwnedTowns().empty())
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{
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const auto * town = LOCPLINT->localState->getOwnedTown(0);
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LOCPLINT->localState->setSelection(town);
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owner.centerOnObject(town);
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}
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}
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void AdventureMapShortcuts::nextTown()
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{
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owner.hotkeyNextTown();
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@ -49,6 +49,7 @@ class AdventureMapShortcuts
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void showSpellbook();
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void adventureOptions();
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void systemOptions();
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void firstHero();
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void nextHero();
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void endTurn();
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void showThievesGuild();
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@ -61,6 +62,7 @@ class AdventureMapShortcuts
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void visitObject();
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void openObject();
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void showMarketplace();
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void firstTown();
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void nextTown();
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void nextObject();
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void zoom( int distance);
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@ -27,6 +27,7 @@
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#include "../widgets/Buttons.h"
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#include "../widgets/Images.h"
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#include "../windows/CMessage.h"
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#include "../windows/CCreatureWindow.h"
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#include "../render/CAnimation.h"
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#include "../render/Canvas.h"
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#include "../render/IRenderHandler.h"
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@ -77,6 +78,8 @@ BattleWindow::BattleWindow(BattleInterface & owner):
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addShortcut(EShortcut::BATTLE_TACTICS_NEXT, std::bind(&BattleWindow::bTacticNextStack, this));
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addShortcut(EShortcut::BATTLE_TACTICS_END, std::bind(&BattleWindow::bTacticPhaseEnd, this));
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addShortcut(EShortcut::BATTLE_SELECT_ACTION, std::bind(&BattleWindow::bSwitchActionf, this));
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addShortcut(EShortcut::BATTLE_OPEN_ACTIVE_UNIT, std::bind(&BattleWindow::bOpenActiveUnit, this));
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addShortcut(EShortcut::BATTLE_OPEN_HOVERED_UNIT, std::bind(&BattleWindow::bOpenHoveredUnit, this));
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addShortcut(EShortcut::BATTLE_TOGGLE_QUEUE, [this](){ this->toggleQueueVisibility();});
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addShortcut(EShortcut::BATTLE_TOGGLE_HEROES_STATS, [this](){ this->toggleStickyHeroWindowsVisibility();});
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@ -755,6 +758,8 @@ void BattleWindow::blockUI(bool on)
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bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
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setShortcutBlocked(EShortcut::GLOBAL_OPTIONS, on);
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setShortcutBlocked(EShortcut::BATTLE_OPEN_ACTIVE_UNIT, on);
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setShortcutBlocked(EShortcut::BATTLE_OPEN_HOVERED_UNIT, on);
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setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.getBattle()->battleCanFlee());
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setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.getBattle()->battleGetSurrenderCost() < 0);
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setShortcutBlocked(EShortcut::BATTLE_CAST_SPELL, on || owner.tacticsMode || !canCastSpells);
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@ -769,6 +774,26 @@ void BattleWindow::blockUI(bool on)
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setShortcutBlocked(EShortcut::BATTLE_CONSOLE_UP, on && !owner.tacticsMode);
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}
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void BattleWindow::bOpenActiveUnit()
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{
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const auto * unit = owner.stacksController->getActiveStack();
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if (unit)
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GH.windows().createAndPushWindow<CStackWindow>(unit, false);;
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}
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void BattleWindow::bOpenHoveredUnit()
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{
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const auto units = owner.stacksController->getHoveredStacksUnitIds();
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if (!units.empty())
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{
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const auto * unit = owner.getBattle()->battleGetStackByID(units[0]);
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if (unit)
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GH.windows().createAndPushWindow<CStackWindow>(unit, false);
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}
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}
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std::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
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{
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return queue->getHoveredUnitIdIfAny();
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@ -56,6 +56,8 @@ class BattleWindow : public InterfaceObjectConfigurable
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void bConsoleDownf();
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void bTacticNextStack();
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void bTacticPhaseEnd();
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void bOpenActiveUnit();
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void bOpenHoveredUnit();
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/// functions for handling actions after they were confirmed by popup window
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void reallyFlee();
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@ -26,6 +26,7 @@
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#include "../widgets/GraphicalPrimitiveCanvas.h"
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#include "../widgets/ObjectLists.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/MetaString.h"
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#include "../../lib/modding/CModHandler.h"
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#include "../../lib/modding/CModInfo.h"
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@ -81,7 +81,7 @@ enum class EShortcut
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LOBBY_LOAD_GAME, // l, Return
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LOBBY_SAVE_GAME, // s, Return
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LOBBY_RANDOM_MAP, // Open random map tab
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LOBBY_HIDE_CHAT,
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LOBBY_TOGGLE_CHAT,
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LOBBY_ADDITIONAL_OPTIONS, // Open additional options tab
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LOBBY_SELECT_SCENARIO, // Open map list tab
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LOBBY_REPLAY_VIDEO,
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@ -129,9 +129,9 @@ enum class EShortcut
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ADVENTURE_VIEW_SELECTED,// Open window with currently selected hero/town
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ADVENTURE_NEXT_TOWN,
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ADVENTURE_NEXT_HERO,
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ADVENTURE_NEXT_OBJECT, // TODO: context-sensitive next object - select next hero/town, depending on current selection
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ADVENTURE_FIRST_TOWN, // TODO: select first available town in the list
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ADVENTURE_FIRST_HERO, // TODO: select first available hero in the list
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ADVENTURE_NEXT_OBJECT, // context-sensitive next object - select next hero/town, depending on current selection
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ADVENTURE_FIRST_TOWN, // select first available town in the list
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ADVENTURE_FIRST_HERO, // select first available hero in the list
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ADVENTURE_VIEW_SCENARIO,// View Scenario Information window
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ADVENTURE_REPLAY_TURN,
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ADVENTURE_DIG_GRAIL,
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@ -177,6 +177,8 @@ enum class EShortcut
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BATTLE_TACTICS_END,
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BATTLE_SELECT_ACTION, // Alternative actions toggle
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BATTLE_TOGGLE_HEROES_STATS,
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BATTLE_OPEN_ACTIVE_UNIT,
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BATTLE_OPEN_HOVERED_UNIT,
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MARKET_DEAL,
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MARKET_MAX_AMOUNT,
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@ -198,7 +200,14 @@ enum class EShortcut
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TOWN_OPEN_TAVERN,
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TOWN_OPEN_HALL,
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TOWN_OPEN_FORT,
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TOWN_OPEN_MARKET,
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TOWN_OPEN_MAGE_GUILD,
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TOWN_OPEN_THIEVES_GUILD,
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TOWN_OPEN_RECRUITMENT,
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TOWN_OPEN_HERO_EXCHANGE,
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TOWN_OPEN_HERO,
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TOWN_OPEN_VISITING_HERO,
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TOWN_OPEN_GARRISONED_HERO,
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TOWN_SWAP_ARMIES, // Swap garrisoned and visiting armies
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// Creature & creature recruitment screen
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@ -137,7 +137,7 @@ EShortcut ShortcutHandler::findShortcut(const std::string & identifier ) const
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{"lobbyLoadGame", EShortcut::LOBBY_LOAD_GAME },
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{"lobbySaveGame", EShortcut::LOBBY_SAVE_GAME },
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{"lobbyRandomMap", EShortcut::LOBBY_RANDOM_MAP },
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{"lobbyHideChat", EShortcut::LOBBY_HIDE_CHAT },
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{"lobbyToggleChat", EShortcut::LOBBY_TOGGLE_CHAT },
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{"lobbyAdditionalOptions", EShortcut::LOBBY_ADDITIONAL_OPTIONS },
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{"lobbySelectScenario", EShortcut::LOBBY_SELECT_SCENARIO },
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{"gameEndTurn", EShortcut::GAME_END_TURN },
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@ -62,7 +62,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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}
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};
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buttonChat = std::make_shared<CButton>(Point(619, 80), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[48], std::bind(&CLobbyScreen::toggleChat, this), EShortcut::LOBBY_HIDE_CHAT);
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buttonChat = std::make_shared<CButton>(Point(619, 80), AnimationPath::builtin("GSPBUT2.DEF"), CGI->generaltexth->zelp[48], std::bind(&CLobbyScreen::toggleChat, this), EShortcut::LOBBY_TOGGLE_CHAT);
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buttonChat->setTextOverlay(CGI->generaltexth->allTexts[532], FONT_SMALL, Colors::WHITE);
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switch(screenType)
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@ -1034,6 +1034,40 @@ void CCastleBuildings::openTownHall()
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GH.windows().createAndPushWindow<CHallInterface>(town);
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}
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void CCastleBuildings::enterAnyThievesGuild()
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{
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std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
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for(auto & town : towns)
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{
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if(town->builtBuildings.count(BuildingID::TAVERN))
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{
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LOCPLINT->showThievesGuildWindow(town);
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return;
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}
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}
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LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
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}
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void CCastleBuildings::enterAnyMarket()
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{
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if(town->builtBuildings.count(BuildingID::MARKETPLACE))
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{
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GH.windows().createAndPushWindow<CMarketWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
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return;
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}
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std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
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for(auto & town : towns)
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{
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if(town->builtBuildings.count(BuildingID::MARKETPLACE))
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{
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GH.windows().createAndPushWindow<CMarketWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
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return;
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}
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}
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LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
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}
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CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool _showAvailable):
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town(Town),
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level(Level),
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@ -1333,20 +1367,7 @@ void CCastleInterface::recreateIcons()
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fastArmyPurchase = std::make_shared<CButton>(Point(122, 413), AnimationPath::builtin("castleInterfaceQuickAccess"), CButton::tooltip(), [this](){ builds->enterToTheQuickRecruitmentWindow(); }, EShortcut::TOWN_OPEN_RECRUITMENT);
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fastArmyPurchase->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("itmcl"), imageIndex));
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fastMarket = std::make_shared<LRClickableArea>(Rect(163, 410, 64, 42), [&]()
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{
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std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
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for(auto & town : towns)
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{
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if(town->builtBuildings.count(BuildingID::MARKETPLACE))
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{
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GH.windows().createAndPushWindow<CMarketWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
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return;
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}
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}
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LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
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});
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fastMarket = std::make_shared<LRClickableArea>(Rect(163, 410, 64, 42), [this]() { builds->enterAnyMarket(); });
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fastTavern = std::make_shared<LRClickableArea>(Rect(15, 387, 58, 64), [&]()
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{
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if(town->builtBuildings.count(BuildingID::TAVERN))
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@ -1367,13 +1388,42 @@ void CCastleInterface::recreateIcons()
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for(size_t i=0; i<4; i++)
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creainfo.push_back(std::make_shared<CCreaInfo>(Point(14 + 55 * (int)i, 507), town, (int)i + 4, compactCreatureInfo, useAvailableCreaturesForLabel));
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}
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void CCastleInterface::keyPressed(EShortcut key)
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{
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switch(key)
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{
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case EShortcut::TOWN_OPEN_FORT:
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GH.windows().createAndPushWindow<CFortScreen>(town);
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break;
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case EShortcut::TOWN_OPEN_MARKET:
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builds->enterAnyMarket();
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break;
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case EShortcut::TOWN_OPEN_MAGE_GUILD:
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if(town->hasBuilt(BuildingID::MAGES_GUILD_1))
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builds->enterMagesGuild();
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break;
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case EShortcut::TOWN_OPEN_THIEVES_GUILD:
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break;
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case EShortcut::TOWN_OPEN_HERO_EXCHANGE:
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if (town->visitingHero && town->garrisonHero)
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LOCPLINT->showHeroExchange(town->visitingHero->id, town->garrisonHero->id);
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break;
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case EShortcut::TOWN_OPEN_HERO:
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if (town->visitingHero)
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LOCPLINT->openHeroWindow(town->visitingHero);
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else if (town->garrisonHero)
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LOCPLINT->openHeroWindow(town->garrisonHero);
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break;
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case EShortcut::TOWN_OPEN_VISITING_HERO:
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if (town->visitingHero)
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LOCPLINT->openHeroWindow(town->visitingHero);
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break;
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case EShortcut::TOWN_OPEN_GARRISONED_HERO:
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if (town->garrisonHero)
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LOCPLINT->openHeroWindow(town->garrisonHero);
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break;
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case EShortcut::TOWN_SWAP_ARMIES:
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heroes->swapArmies();
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break;
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@ -154,7 +154,6 @@ class CCastleBuildings : public CIntObject
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void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
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void enterCastleGate();
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void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades);//Rampart's fountains
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void enterMagesGuild();
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void openMagesGuild();
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void openTownHall();
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@ -168,6 +167,9 @@ public:
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void enterDwelling(int level);
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void enterTownHall();
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void enterMagesGuild();
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void enterAnyMarket();
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void enterAnyThievesGuild();
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void enterToTheQuickRecruitmentWindow();
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void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID upgrades = BuildingID::NONE);
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@ -845,8 +845,8 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2,
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garr = std::make_shared<CGarrisonInt>(Point(69, qeLayout ? 122 : 131), 4, Point(418,0), heroInst[0], heroInst[1], true, true);
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auto splitButtonCallback = [&](){ garr->splitClick(); };
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garr->addSplitBtn(std::make_shared<CButton>( Point( 10, qeLayout ? 122 : 132), AnimationPath::builtin("TSBTNS.DEF"), CButton::tooltip(CGI->generaltexth->tcommands[3]), splitButtonCallback), EShortcut::HERO_ARMY_SPLIT);
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garr->addSplitBtn(std::make_shared<CButton>( Point(744, qeLayout ? 122 : 132), AnimationPath::builtin("TSBTNS.DEF"), CButton::tooltip(CGI->generaltexth->tcommands[3]), splitButtonCallback), EShortcut::HERO_ARMY_SPLIT);
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garr->addSplitBtn(std::make_shared<CButton>( Point( 10, qeLayout ? 122 : 132), AnimationPath::builtin("TSBTNS.DEF"), CButton::tooltip(CGI->generaltexth->tcommands[3]), splitButtonCallback, EShortcut::HERO_ARMY_SPLIT));
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garr->addSplitBtn(std::make_shared<CButton>( Point(744, qeLayout ? 122 : 132), AnimationPath::builtin("TSBTNS.DEF"), CButton::tooltip(CGI->generaltexth->tcommands[3]), splitButtonCallback, EShortcut::HERO_ARMY_SPLIT));
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if(qeLayout)
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{
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