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Implement turn timer feature
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73
client/adventureMap/TurnTimerWidget.cpp
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73
client/adventureMap/TurnTimerWidget.cpp
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/*
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* TurnTimerWidget.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "TurnTimerWidget.h"
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#include "../CPlayerInterface.h"
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#include "../render/Canvas.h"
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#include "../render/Colors.h"
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#include "../render/EFont.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/TextAlignment.h"
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#include "../widgets/Images.h"
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#include "../widgets/TextControls.h"
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#include "../../CCallback.h"
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#include "../../lib/CPlayerState.h"
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#include <SDL_render.h>
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TurnTimerWidget::TurnTimerWidget():
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CIntObject(TIME),
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turnTime(0), lastTurnTime(0)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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watches = std::make_shared<CAnimImage>("VCMI/BATTLEQUEUE/STATESSMALL", 1, 0, 4, 6);
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label = std::make_shared<CLabel>(24, 2, FONT_BIG, ETextAlignment::TOPLEFT, Colors::YELLOW, std::to_string(turnTime));
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recActions &= ~DEACTIVATE;
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}
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void TurnTimerWidget::showAll(Canvas & to)
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{
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to.drawColor(Rect(4, 4, 68, 24), ColorRGBA(10, 10, 10, 255));
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CIntObject::showAll(to);
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}
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void TurnTimerWidget::show(Canvas & to)
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{
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showAll(to);
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}
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void TurnTimerWidget::setTime(int time)
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{
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turnTime = time / 1000;
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std::ostringstream oss;
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oss << turnTime / 60 << ":" << std::setw(2) << std::setfill('0') << turnTime % 60;
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label->setText(oss.str());
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}
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void TurnTimerWidget::tick(uint32_t msPassed)
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{
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if(LOCPLINT && LOCPLINT->cb && !LOCPLINT->battleInt)
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{
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auto player = LOCPLINT->cb->getCurrentPlayer();
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auto time = LOCPLINT->cb->getPlayerTurnTime(player);
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cachedTurnTime -= msPassed;
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if(time / 1000 != lastTurnTime / 1000)
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{
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//do not update timer on this tick
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lastTurnTime = time;
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cachedTurnTime = time;
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}
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else setTime(cachedTurnTime);
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}
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}
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