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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-25 21:38:59 +02:00

* New files - CGameInterface.h and CGameInterface.cpp - add them to your project

* Fixed several memory leaks
* Added support for player colors in CMessage (still need some work)
* Moved declarations of CPreGame buttons to CPreGame.h
* started making player interface (new button classes etc)
This commit is contained in:
Michał W. Urbańczyk 2007-07-28 09:44:10 +00:00
parent 314fd8e20e
commit 1380a7fd34
10 changed files with 224 additions and 124 deletions

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8
CGameInterface.cpp Normal file
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@ -0,0 +1,8 @@
#include "stdafx.h"
#include "CGameInterface.h"
using namespace CSDL_Ext;
void CButtonBase::show()
{
blitAt(imgs[state],pos.x,pos.y);
updateRect(&pos);
}

62
CGameInterface.h Normal file
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@ -0,0 +1,62 @@
#include "SDL.h"
#include "CDefHandler.h"
#include "SDL_Extensions.h"
class CGameInterface
{
};
class CAdvMapInt : public CGameInterface //adventure map interface
{
SDL_Surface * bg;
};
class CAICallback : public CGameInterface // callback for AI
{
};
class CIntObject //interface object
{
public:
SDL_Rect pos;
int ID;
};
class CButtonBase : public CIntObject
{
public:
int type;
bool abs;
struct Offset
{
int x, y;
} *offset;
CIntObject * ourObj;
int state;
std::vector<SDL_Surface*> imgs;
virtual void show() ;
CButtonBase(){abs=true;ourObj=NULL;}
};
class ClickableL : public virtual CButtonBase //for left-clicks
{
bool pressed;
virtual void press (bool down)=0;
};
class ClickableR : public virtual CButtonBase //for right-clicks
{
bool pressed;
virtual void click (bool down)=0;
};
class Hoverable : public virtual CButtonBase
{
bool hovered;
virtual void hover (bool on)=0;
};
class KeyInterested : public virtual CButtonBase
{
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
};
class CPlayerInterface
{
static CGameInterface * gamein;
std::vector<ClickableL*> lclickable;
std::vector<ClickableR*> rclickable;
std::vector<Hoverable*> hoverable;
std::vector<KeyInterested*> keyinterested;
void handleEvent(SDL_Event * sEvent);
};

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@ -13,18 +13,23 @@ SDL_Rect genRect(int hh, int ww, int xx, int yy);
extern SDL_Surface * ekran;
extern TTF_Font * TNRB16, *TNR, *GEOR13;
SDL_Color genRGB(int r, int g, int b, int a=0);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2);
extern CPreGame * CPG;
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
bool isItIn(const SDL_Rect * rect, int x, int y);
CMessage::CMessage()
{
piecesOfBox = CGI->spriteh->giveDef("DIALGBOX.DEF");
background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
}
SDL_Surface * CMessage::drawBox1(int w, int h)
CMessage::~CMessage()
{
delete piecesOfBox;
SDL_FreeSurface(background);
}
SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
{
//prepare surface
SDL_Surface * ret = SDL_CreateRGBSurface(ekran->flags, w, h, ekran->format->BitsPerPixel, ekran->format->Rmask, ekran->format->Gmask, ekran->format->Bmask, ekran->format->Amask);
@ -34,52 +39,63 @@ SDL_Surface * CMessage::drawBox1(int w, int h)
SDL_BlitSurface(background,&genRect(background->h,background->w-1,1,0),ret,&genRect(h,w,j,i));
}
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
//CSDL_Ext::update(ekran);
std::vector<SDL_Surface*> pieces;
for (int i=0;i<piecesOfBox->ourImages.size();i++)
{
pieces.push_back(piecesOfBox->ourImages[i].bitmap);
if (playerColor!=1)
{
CSDL_Ext::blueToPlayersAdv(pieces[pieces.size()-1],playerColor);
}
}
//obwodka I-szego rzedu pozioma
for (int i=0; i<w; i+=piecesOfBox->ourImages[6].bitmap->w)
for (int i=0; i<w; i+=pieces[6]->w)
{
SDL_BlitSurface
(piecesOfBox->ourImages[6].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[6].bitmap->h,piecesOfBox->ourImages[6].bitmap->w,i,0));
(pieces[6],NULL,ret,&genRect(pieces[6]->h,pieces[6]->w,i,0));
SDL_BlitSurface
(piecesOfBox->ourImages[7].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[7].bitmap->h,piecesOfBox->ourImages[7].bitmap->w,i,h-piecesOfBox->ourImages[7].bitmap->h));
(pieces[7],NULL,ret,&genRect(pieces[7]->h,pieces[7]->w,i,h-pieces[7]->h));
}
//obwodka I-szego rzedu pionowa
for (int i=0; i<h; i+=piecesOfBox->ourImages[4].bitmap->h)
{
SDL_BlitSurface
(piecesOfBox->ourImages[4].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[4].bitmap->h,piecesOfBox->ourImages[4].bitmap->w,0,i));
(pieces[4],NULL,ret,&genRect(pieces[4]->h,pieces[4]->w,0,i));
SDL_BlitSurface
(piecesOfBox->ourImages[5].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[5].bitmap->h,piecesOfBox->ourImages[5].bitmap->w,w-piecesOfBox->ourImages[5].bitmap->w,i));
(pieces[5],NULL,ret,&genRect(pieces[5]->h,pieces[5]->w,w-pieces[5]->w,i));
}
//corners
SDL_BlitSurface
(piecesOfBox->ourImages[0].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[0].bitmap->h,piecesOfBox->ourImages[0].bitmap->w,0,0));
(pieces[0],NULL,ret,&genRect(pieces[0]->h,pieces[0]->w,0,0));
SDL_BlitSurface
(piecesOfBox->ourImages[1].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[1].bitmap->h,piecesOfBox->ourImages[1].bitmap->w,w-piecesOfBox->ourImages[1].bitmap->w,0));
(pieces[1],NULL,ret,&genRect(pieces[1]->h,pieces[1]->w,w-pieces[1]->w,0));
SDL_BlitSurface
(piecesOfBox->ourImages[2].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[2].bitmap->h,piecesOfBox->ourImages[2].bitmap->w,0,h-piecesOfBox->ourImages[2].bitmap->h));
(pieces[2],NULL,ret,&genRect(pieces[2]->h,pieces[2]->w,0,h-pieces[2]->h));
SDL_BlitSurface
(piecesOfBox->ourImages[3].bitmap,NULL,
ret,&genRect(piecesOfBox->ourImages[3].bitmap->h,piecesOfBox->ourImages[3].bitmap->w,w-piecesOfBox->ourImages[3].bitmap->w,h-piecesOfBox->ourImages[3].bitmap->h));
(pieces[3],NULL,ret,&genRect(pieces[3]->h,pieces[3]->w,w-pieces[3]->w,h-pieces[3]->h));
//box gotowy!
return ret;
}
std::vector<std::string> * CMessage::breakText(std::string text, int line)
std::vector<std::string> * CMessage::breakText(std::string text, int line, bool userBreak)
{
std::vector<std::string> * ret = new std::vector<std::string>();
while (text.length()>line)
{
int whereCut = -1;
for (int i=line; i>0; i--)
bool pom = true;
for (int i=0; i<line; i++)
{
if (text[i]==10) //end of line sign
{
whereCut=i+1;
pom=false;
break;
}
}
for (int i=line; i>0&&pom; i--)
{
if (text[i]==' ')
{
@ -90,6 +106,15 @@ std::vector<std::string> * CMessage::breakText(std::string text, int line)
ret->push_back(text.substr(0,whereCut));
text.erase(0,whereCut);
}
for (int i=0;i<text.length();i++)
{
if (text[i]==10) //end of line sign
{
ret->push_back(text.substr(0,i));
text.erase(0,i);
i=0;
}
}
if (text.length() > 0)
ret->push_back(text);
return ret;
@ -118,7 +143,7 @@ SDL_Surface * CMessage::genMessage
hh+=70;
}
SDL_Surface * ret = drawBox1(ww,hh);
SDL_Surface * ret = drawBox1(ww,hh,0);
//prepare title text
if (title.length())

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@ -4,116 +4,22 @@
#include "SDL_TTF.h"
#include "CSemiDefHandler.h"
#include "CDefHandler.h"
#include "CGameInterface.h"
enum EWindowType {infoOnly, infoOK, yesOrNO};
class CPreGame;
class MapSel;
typedef void(CPreGame::*ttt)();
template <class T=ttt> class CGroup;
template <class T=ttt> class CPoinGroup ;
struct OverButton
{
int ID;
int type;
SDL_Rect pos;
CDefHandler* imgs;
int state;
virtual void show() ;
virtual void press(bool down=true);
OverButton(){state=0;}
};
struct HighButton: public OverButton
{
HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1)
{type=0;imgs=Imgs;selectable=Sel;selected=false;state=0;pos=Pos;ID=id;highlightable=false;};
HighButton(){}
bool selectable, selected;
bool highlightable, highlighted;
virtual void hover(bool on=true)=0;
virtual void select(bool on=true)=0;
};
template <class T=ttt> struct Button: public HighButton
{
CGroup<T> * ourGroup;
Button( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CGroup<T>* gr=NULL, int id=-1)
:HighButton(Pos,Imgs,Sel,id),ourGroup(gr),fun(Fun){type=1;};
Button(){ourGroup=NULL;type=1;};
T fun;
virtual void hover(bool on=true);
virtual void select(bool on=true);
};
template <class T=ttt> struct SetrButton: public Button<T>
{
int key, * poin;
virtual void press(bool down=true);
SetrButton(){type=0;selectable=selected=false;state=0;highlightable=false;}
};
template<class T=CPreGame> class Slider
{ //
public:
bool vertical; // false means horizontal
SDL_Rect pos; // position
Button<void(Slider::*)()> up, down, //or left/right
slider;
int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once
int whereAreWe; // first displayed thing
bool moving;
void(T::*fun)(int);
void clickDown(int x, int y, bool bzgl=true);
void clickUp(int x, int y, bool bzgl=true);
void mMove(int x, int y, bool bzgl=true);
void moveUp();
void moveDown();
void deactivate();
void activate();
Slider(int x, int y, int h, int amnt, int cap, bool ver);
void updateSlid();
void handleIt(SDL_Event sev);
};
//template<class T=void(CPreGame::*)(int)>
template<class T=ttt> struct IntBut: public Button<T>
{
public:
int key;
int * what;
IntBut(){type=2;fun=NULL;highlightable=false;};
IntBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel, int Key, int * What)
: Button(Pos,Fun,Imgs,Sel,gr),key(My),key(Key),what(What){ourGroup=gr;type=2;fun=NULL;};
void set(){*what=key;};
};
template<class T=ttt> struct IntSelBut: public Button<T>
{
public:
CPoinGroup<T> * ourGroup;
int key;
IntSelBut(){};
IntSelBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourGroup=gr;type=1;};
void select(bool on=true) {(*this).Button::select(on);ourGroup->setYour(this);}
};
template <class T=ttt> class CPoinGroup :public CGroup<T>
{
public:
int * gdzie; //where (po polsku, bo by by³o s³owo kluczowe :/)
void setYour(IntSelBut<T> * your){*gdzie=your->key;};
};
template <class T=ttt> class CGroup
{
public:
Button<T> * selected;
int type; // 1=sinsel
CGroup():selected(NULL),type(0){};
};
class CMessage
{
public:
static std::vector<std::string> * breakText(std::string text, int line=30);
static std::vector<std::string> * breakText(std::string text, int line=30, bool userBreak=true); //line - chars per line
CDefHandler * piecesOfBox;
SDL_Surface * background;
SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
SDL_Surface * drawBox1(int w, int h);
SDL_Surface * drawBox1(int w, int h, int playerColor=1);
CMessage();
~CMessage();
};
//

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@ -10,6 +10,103 @@
class CPreGame;
extern CPreGame * CPG;
enum Ebonus {brandom=-1,bartifact, bgold, bresource};
typedef void(CPreGame::*ttt)();
template <class T=ttt> class CGroup;
template <class T=ttt> class CPoinGroup ;
struct HighButton
{
int ID;
int type;
SDL_Rect pos;
CDefHandler* imgs;
int state;
HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1)
{type=0;imgs=Imgs;selectable=Sel;selected=false;state=0;pos=Pos;ID=id;highlightable=false;};
HighButton(){}
bool selectable, selected;
bool highlightable, highlighted;
virtual void show();
virtual void press(bool down=true);
virtual void hover(bool on=true)=0;
virtual void select(bool on=true)=0;
};
template <class T=ttt> struct Button: public HighButton
{
CGroup<T> * ourGroup;
Button( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CGroup<T>* gr=NULL, int id=-1)
:HighButton(Pos,Imgs,Sel,id),ourGroup(gr),fun(Fun){type=1;};
Button(){ourGroup=NULL;type=1;};
T fun;
virtual void hover(bool on=true);
virtual void select(bool on=true);
};
template <class T=ttt> struct SetrButton: public Button<T>
{
int key, * poin;
virtual void press(bool down=true);
SetrButton(){type=0;selectable=selected=false;state=0;highlightable=false;}
};
template<class T=CPreGame> class Slider
{ //
public:
bool vertical; // false means horizontal
SDL_Rect pos; // position
Button<void(Slider::*)()> up, down, //or left/right
slider;
int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once
int whereAreWe; // first displayed thing
bool moving;
void(T::*fun)(int);
void clickDown(int x, int y, bool bzgl=true);
void clickUp(int x, int y, bool bzgl=true);
void mMove(int x, int y, bool bzgl=true);
void moveUp();
void moveDown();
void deactivate();
void activate();
Slider(int x, int y, int h, int amnt, int cap, bool ver);
void updateSlid();
void handleIt(SDL_Event sev);
};
//template<class T=void(CPreGame::*)(int)>
template<class T=ttt> struct IntBut: public Button<T>
{
public:
int key;
int * what;
IntBut(){type=2;fun=NULL;highlightable=false;};
IntBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel, int Key, int * What)
: Button(Pos,Fun,Imgs,Sel,gr),key(My),key(Key),what(What){ourGroup=gr;type=2;fun=NULL;};
void set(){*what=key;};
};
template<class T=ttt> struct IntSelBut: public Button<T>
{
public:
CPoinGroup<T> * ourGroup;
int key;
IntSelBut(){};
IntSelBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourGroup=gr;type=1;};
void select(bool on=true) {(*this).Button::select(on);ourGroup->setYour(this);}
};
template <class T=ttt> class CPoinGroup :public CGroup<T>
{
public:
int * gdzie; //where (po polsku, bo by by³o s³owo kluczowe :/)
void setYour(IntSelBut<T> * your){*gdzie=your->key;};
};
template <class T=ttt> class CGroup
{
public:
Button<T> * selected;
int type; // 1=sinsel
CGroup():selected(NULL),type(0){};
};
struct StartInfo
{
struct PlayerSettings

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@ -41,7 +41,7 @@ SDL_Color genRGB(int r, int g, int b, int a=0)
ret.unused=a;
return ret;
}
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran)
void updateRect (SDL_Rect * rect, SDL_Surface * scr)
{
SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);
}

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@ -7,6 +7,8 @@
extern SDL_Surface * ekran;
extern SDL_Color tytulowy, tlo, zwykly ;
void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
namespace CSDL_Ext
{
void SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC=0, Uint8 A = 255); //myC influences the start of reading pixels