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:
parent
314fd8e20e
commit
1380a7fd34
BIN
CDefHandler.cpp
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CDefHandler.cpp
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CDefHandler.h
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CDefHandler.h
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8
CGameInterface.cpp
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8
CGameInterface.cpp
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@ -0,0 +1,8 @@
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#include "stdafx.h"
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#include "CGameInterface.h"
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using namespace CSDL_Ext;
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void CButtonBase::show()
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{
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blitAt(imgs[state],pos.x,pos.y);
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updateRect(&pos);
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}
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62
CGameInterface.h
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62
CGameInterface.h
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@ -0,0 +1,62 @@
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#include "SDL.h"
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#include "CDefHandler.h"
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#include "SDL_Extensions.h"
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class CGameInterface
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{
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};
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class CAdvMapInt : public CGameInterface //adventure map interface
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{
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SDL_Surface * bg;
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};
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class CAICallback : public CGameInterface // callback for AI
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{
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};
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class CIntObject //interface object
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{
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public:
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SDL_Rect pos;
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int ID;
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};
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class CButtonBase : public CIntObject
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{
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public:
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int type;
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bool abs;
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struct Offset
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{
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int x, y;
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} *offset;
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CIntObject * ourObj;
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int state;
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std::vector<SDL_Surface*> imgs;
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virtual void show() ;
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CButtonBase(){abs=true;ourObj=NULL;}
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};
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class ClickableL : public virtual CButtonBase //for left-clicks
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{
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bool pressed;
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virtual void press (bool down)=0;
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};
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class ClickableR : public virtual CButtonBase //for right-clicks
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{
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bool pressed;
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virtual void click (bool down)=0;
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};
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class Hoverable : public virtual CButtonBase
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{
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bool hovered;
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virtual void hover (bool on)=0;
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};
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class KeyInterested : public virtual CButtonBase
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{
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virtual void keyPressed (SDL_KeyboardEvent & key)=0;
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};
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class CPlayerInterface
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{
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static CGameInterface * gamein;
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std::vector<ClickableL*> lclickable;
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std::vector<ClickableR*> rclickable;
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std::vector<Hoverable*> hoverable;
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std::vector<KeyInterested*> keyinterested;
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void handleEvent(SDL_Event * sEvent);
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};
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75
CMessage.cpp
75
CMessage.cpp
@ -13,18 +13,23 @@ SDL_Rect genRect(int hh, int ww, int xx, int yy);
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extern SDL_Surface * ekran;
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extern TTF_Font * TNRB16, *TNR, *GEOR13;
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SDL_Color genRGB(int r, int g, int b, int a=0);
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void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
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//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2);
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extern CPreGame * CPG;
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void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
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bool isItIn(const SDL_Rect * rect, int x, int y);
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CMessage::CMessage()
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{
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piecesOfBox = CGI->spriteh->giveDef("DIALGBOX.DEF");
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background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
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SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
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}
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SDL_Surface * CMessage::drawBox1(int w, int h)
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CMessage::~CMessage()
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{
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delete piecesOfBox;
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SDL_FreeSurface(background);
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}
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SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
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{
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//prepare surface
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SDL_Surface * ret = SDL_CreateRGBSurface(ekran->flags, w, h, ekran->format->BitsPerPixel, ekran->format->Rmask, ekran->format->Gmask, ekran->format->Bmask, ekran->format->Amask);
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@ -34,52 +39,63 @@ SDL_Surface * CMessage::drawBox1(int w, int h)
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SDL_BlitSurface(background,&genRect(background->h,background->w-1,1,0),ret,&genRect(h,w,j,i));
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}
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//SDL_Flip(ekran);
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CSDL_Ext::update(ekran);
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//CSDL_Ext::update(ekran);
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std::vector<SDL_Surface*> pieces;
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for (int i=0;i<piecesOfBox->ourImages.size();i++)
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{
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pieces.push_back(piecesOfBox->ourImages[i].bitmap);
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if (playerColor!=1)
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{
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CSDL_Ext::blueToPlayersAdv(pieces[pieces.size()-1],playerColor);
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}
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}
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//obwodka I-szego rzedu pozioma
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for (int i=0; i<w; i+=piecesOfBox->ourImages[6].bitmap->w)
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for (int i=0; i<w; i+=pieces[6]->w)
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{
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SDL_BlitSurface
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(piecesOfBox->ourImages[6].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[6].bitmap->h,piecesOfBox->ourImages[6].bitmap->w,i,0));
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(pieces[6],NULL,ret,&genRect(pieces[6]->h,pieces[6]->w,i,0));
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SDL_BlitSurface
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(piecesOfBox->ourImages[7].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[7].bitmap->h,piecesOfBox->ourImages[7].bitmap->w,i,h-piecesOfBox->ourImages[7].bitmap->h));
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(pieces[7],NULL,ret,&genRect(pieces[7]->h,pieces[7]->w,i,h-pieces[7]->h));
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}
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//obwodka I-szego rzedu pionowa
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for (int i=0; i<h; i+=piecesOfBox->ourImages[4].bitmap->h)
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{
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SDL_BlitSurface
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(piecesOfBox->ourImages[4].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[4].bitmap->h,piecesOfBox->ourImages[4].bitmap->w,0,i));
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(pieces[4],NULL,ret,&genRect(pieces[4]->h,pieces[4]->w,0,i));
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SDL_BlitSurface
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(piecesOfBox->ourImages[5].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[5].bitmap->h,piecesOfBox->ourImages[5].bitmap->w,w-piecesOfBox->ourImages[5].bitmap->w,i));
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(pieces[5],NULL,ret,&genRect(pieces[5]->h,pieces[5]->w,w-pieces[5]->w,i));
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}
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//corners
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SDL_BlitSurface
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(piecesOfBox->ourImages[0].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[0].bitmap->h,piecesOfBox->ourImages[0].bitmap->w,0,0));
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(pieces[0],NULL,ret,&genRect(pieces[0]->h,pieces[0]->w,0,0));
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SDL_BlitSurface
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(piecesOfBox->ourImages[1].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[1].bitmap->h,piecesOfBox->ourImages[1].bitmap->w,w-piecesOfBox->ourImages[1].bitmap->w,0));
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(pieces[1],NULL,ret,&genRect(pieces[1]->h,pieces[1]->w,w-pieces[1]->w,0));
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SDL_BlitSurface
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(piecesOfBox->ourImages[2].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[2].bitmap->h,piecesOfBox->ourImages[2].bitmap->w,0,h-piecesOfBox->ourImages[2].bitmap->h));
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(pieces[2],NULL,ret,&genRect(pieces[2]->h,pieces[2]->w,0,h-pieces[2]->h));
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SDL_BlitSurface
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(piecesOfBox->ourImages[3].bitmap,NULL,
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ret,&genRect(piecesOfBox->ourImages[3].bitmap->h,piecesOfBox->ourImages[3].bitmap->w,w-piecesOfBox->ourImages[3].bitmap->w,h-piecesOfBox->ourImages[3].bitmap->h));
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(pieces[3],NULL,ret,&genRect(pieces[3]->h,pieces[3]->w,w-pieces[3]->w,h-pieces[3]->h));
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//box gotowy!
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return ret;
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}
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std::vector<std::string> * CMessage::breakText(std::string text, int line)
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std::vector<std::string> * CMessage::breakText(std::string text, int line, bool userBreak)
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{
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std::vector<std::string> * ret = new std::vector<std::string>();
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while (text.length()>line)
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{
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int whereCut = -1;
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for (int i=line; i>0; i--)
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bool pom = true;
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for (int i=0; i<line; i++)
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{
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if (text[i]==10) //end of line sign
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{
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whereCut=i+1;
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pom=false;
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break;
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}
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}
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for (int i=line; i>0&&pom; i--)
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{
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if (text[i]==' ')
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{
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@ -90,6 +106,15 @@ std::vector<std::string> * CMessage::breakText(std::string text, int line)
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ret->push_back(text.substr(0,whereCut));
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text.erase(0,whereCut);
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}
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for (int i=0;i<text.length();i++)
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{
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if (text[i]==10) //end of line sign
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{
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ret->push_back(text.substr(0,i));
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text.erase(0,i);
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i=0;
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}
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}
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if (text.length() > 0)
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ret->push_back(text);
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return ret;
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@ -118,7 +143,7 @@ SDL_Surface * CMessage::genMessage
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hh+=70;
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}
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SDL_Surface * ret = drawBox1(ww,hh);
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SDL_Surface * ret = drawBox1(ww,hh,0);
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//prepare title text
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if (title.length())
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102
CMessage.h
102
CMessage.h
@ -4,116 +4,22 @@
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#include "SDL_TTF.h"
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#include "CSemiDefHandler.h"
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#include "CDefHandler.h"
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#include "CGameInterface.h"
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enum EWindowType {infoOnly, infoOK, yesOrNO};
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class CPreGame;
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class MapSel;
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typedef void(CPreGame::*ttt)();
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template <class T=ttt> class CGroup;
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template <class T=ttt> class CPoinGroup ;
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struct OverButton
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{
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int ID;
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int type;
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SDL_Rect pos;
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CDefHandler* imgs;
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int state;
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virtual void show() ;
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virtual void press(bool down=true);
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OverButton(){state=0;}
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};
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struct HighButton: public OverButton
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{
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HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1)
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{type=0;imgs=Imgs;selectable=Sel;selected=false;state=0;pos=Pos;ID=id;highlightable=false;};
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HighButton(){}
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bool selectable, selected;
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bool highlightable, highlighted;
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virtual void hover(bool on=true)=0;
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virtual void select(bool on=true)=0;
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};
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template <class T=ttt> struct Button: public HighButton
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{
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CGroup<T> * ourGroup;
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Button( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CGroup<T>* gr=NULL, int id=-1)
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:HighButton(Pos,Imgs,Sel,id),ourGroup(gr),fun(Fun){type=1;};
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Button(){ourGroup=NULL;type=1;};
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T fun;
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virtual void hover(bool on=true);
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virtual void select(bool on=true);
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};
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template <class T=ttt> struct SetrButton: public Button<T>
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{
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int key, * poin;
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virtual void press(bool down=true);
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SetrButton(){type=0;selectable=selected=false;state=0;highlightable=false;}
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};
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template<class T=CPreGame> class Slider
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{ //
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public:
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bool vertical; // false means horizontal
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SDL_Rect pos; // position
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Button<void(Slider::*)()> up, down, //or left/right
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slider;
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int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once
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int whereAreWe; // first displayed thing
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bool moving;
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void(T::*fun)(int);
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void clickDown(int x, int y, bool bzgl=true);
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void clickUp(int x, int y, bool bzgl=true);
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void mMove(int x, int y, bool bzgl=true);
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void moveUp();
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void moveDown();
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void deactivate();
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void activate();
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Slider(int x, int y, int h, int amnt, int cap, bool ver);
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void updateSlid();
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void handleIt(SDL_Event sev);
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};
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//template<class T=void(CPreGame::*)(int)>
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template<class T=ttt> struct IntBut: public Button<T>
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{
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public:
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int key;
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int * what;
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IntBut(){type=2;fun=NULL;highlightable=false;};
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IntBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel, int Key, int * What)
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: Button(Pos,Fun,Imgs,Sel,gr),key(My),key(Key),what(What){ourGroup=gr;type=2;fun=NULL;};
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void set(){*what=key;};
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};
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template<class T=ttt> struct IntSelBut: public Button<T>
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{
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public:
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CPoinGroup<T> * ourGroup;
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int key;
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IntSelBut(){};
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IntSelBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
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: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourGroup=gr;type=1;};
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void select(bool on=true) {(*this).Button::select(on);ourGroup->setYour(this);}
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};
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template <class T=ttt> class CPoinGroup :public CGroup<T>
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{
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public:
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int * gdzie; //where (po polsku, bo by by³o s³owo kluczowe :/)
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void setYour(IntSelBut<T> * your){*gdzie=your->key;};
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};
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template <class T=ttt> class CGroup
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{
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public:
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Button<T> * selected;
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int type; // 1=sinsel
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CGroup():selected(NULL),type(0){};
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};
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class CMessage
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{
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public:
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static std::vector<std::string> * breakText(std::string text, int line=30);
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static std::vector<std::string> * breakText(std::string text, int line=30, bool userBreak=true); //line - chars per line
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CDefHandler * piecesOfBox;
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SDL_Surface * background;
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SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
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std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
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SDL_Surface * drawBox1(int w, int h);
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SDL_Surface * drawBox1(int w, int h, int playerColor=1);
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CMessage();
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~CMessage();
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};
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//
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BIN
CPreGame.cpp
BIN
CPreGame.cpp
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97
CPreGame.h
97
CPreGame.h
@ -10,6 +10,103 @@
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class CPreGame;
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extern CPreGame * CPG;
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enum Ebonus {brandom=-1,bartifact, bgold, bresource};
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typedef void(CPreGame::*ttt)();
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template <class T=ttt> class CGroup;
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template <class T=ttt> class CPoinGroup ;
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struct HighButton
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{
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int ID;
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int type;
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SDL_Rect pos;
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CDefHandler* imgs;
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int state;
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HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1)
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{type=0;imgs=Imgs;selectable=Sel;selected=false;state=0;pos=Pos;ID=id;highlightable=false;};
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HighButton(){}
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bool selectable, selected;
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bool highlightable, highlighted;
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virtual void show();
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virtual void press(bool down=true);
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virtual void hover(bool on=true)=0;
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virtual void select(bool on=true)=0;
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};
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template <class T=ttt> struct Button: public HighButton
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{
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CGroup<T> * ourGroup;
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Button( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CGroup<T>* gr=NULL, int id=-1)
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:HighButton(Pos,Imgs,Sel,id),ourGroup(gr),fun(Fun){type=1;};
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Button(){ourGroup=NULL;type=1;};
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T fun;
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virtual void hover(bool on=true);
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virtual void select(bool on=true);
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};
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template <class T=ttt> struct SetrButton: public Button<T>
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{
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int key, * poin;
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virtual void press(bool down=true);
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SetrButton(){type=0;selectable=selected=false;state=0;highlightable=false;}
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};
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template<class T=CPreGame> class Slider
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{ //
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public:
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bool vertical; // false means horizontal
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SDL_Rect pos; // position
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Button<void(Slider::*)()> up, down, //or left/right
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slider;
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int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once
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int whereAreWe; // first displayed thing
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bool moving;
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void(T::*fun)(int);
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void clickDown(int x, int y, bool bzgl=true);
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void clickUp(int x, int y, bool bzgl=true);
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void mMove(int x, int y, bool bzgl=true);
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void moveUp();
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void moveDown();
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void deactivate();
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void activate();
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Slider(int x, int y, int h, int amnt, int cap, bool ver);
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void updateSlid();
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void handleIt(SDL_Event sev);
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};
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//template<class T=void(CPreGame::*)(int)>
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template<class T=ttt> struct IntBut: public Button<T>
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{
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public:
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int key;
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int * what;
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IntBut(){type=2;fun=NULL;highlightable=false;};
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IntBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel, int Key, int * What)
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: 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
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user