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Highlight stack on queue icon hovered
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parent
a19c9eccc4
commit
92754e22f0
@ -807,8 +807,21 @@ int32_t StackQueue::getSiegeShooterIconID()
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return owner.siegeController->getSiegedTown()->town->faction->getIndex();
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}
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boost::optional<uint32_t> StackQueue::getHoveredUnitIdIfAny() const
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{
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for(const auto & stackBox : stackBoxes)
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{
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if(stackBox->hovered)
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{
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return stackBox->getBoundUnitID();
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}
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}
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return boost::none;
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}
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StackQueue::StackBox::StackBox(StackQueue * owner):
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owner(owner)
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CIntObject(HOVER), owner(owner)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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background = std::make_shared<CPicture>(owner->embedded ? "StackQueueSmall" : "StackQueueLarge");
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@ -838,6 +851,7 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
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{
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if(unit)
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{
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boundUnitID = unit->unitId();
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background->colorize(unit->unitOwner());
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icon->visible = true;
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@ -872,6 +886,7 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
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}
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else
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{
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boundUnitID = boost::none;
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background->colorize(PlayerColor::NEUTRAL);
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icon->visible = false;
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icon->setFrame(0);
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@ -881,3 +896,8 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
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stateIcon->visible = false;
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}
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}
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boost::optional<uint32_t> StackQueue::StackBox::getBoundUnitID() const
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{
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return boundUnitID;
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}
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@ -196,6 +196,7 @@ class StackQueue : public CIntObject
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class StackBox : public CIntObject
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{
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StackQueue * owner;
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boost::optional<uint32_t> boundUnitID;
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public:
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CAnimImage> icon;
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@ -204,6 +205,7 @@ class StackQueue : public CIntObject
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void setUnit(const battle::Unit * unit, size_t turn = 0);
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StackBox(StackQueue * owner);
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boost::optional<uint32_t> getBoundUnitID() const;
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};
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static const int QUEUE_SIZE = 10;
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@ -220,6 +222,7 @@ public:
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StackQueue(bool Embedded, BattleInterface & owner);
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void update();
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boost::optional<uint32_t> getHoveredUnitIdIfAny() const;
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void show(SDL_Surface * to) override;
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};
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@ -897,6 +897,12 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
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if(owner.getAnimationCondition(EAnimationEvents::ACTION) == true)
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return {};
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auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
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if(hoveredQueueUnitId.has_value())
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{
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return { owner.curInt->cb->battleGetStackByUnitId(hoveredQueueUnitId.value(), true) };
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}
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auto hoveredHex = owner.fieldController->getHoveredHex();
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if (!hoveredHex.isValid())
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@ -70,7 +70,7 @@ class BattleStacksController
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/// currently active stack; nullptr - no one
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const CStack *activeStack;
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/// stacks below mouse pointer (multiple stacks possible while spellcasting), used for border animation
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/// stacks or their battle queue images below mouse pointer (multiple stacks possible while spellcasting), used for border animation
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std::vector<const CStack *> mouseHoveredStacks;
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///when animation is playing, we should wait till the end to make the next stack active; nullptr of none
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@ -550,6 +550,11 @@ void BattleWindow::blockUI(bool on)
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}
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}
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boost::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
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{
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return queue->getHoveredUnitIdIfAny();
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}
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void BattleWindow::showAll(SDL_Surface *to)
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{
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CIntObject::showAll(to);
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@ -74,6 +74,9 @@ public:
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/// Refresh queue after turn order changes
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void updateQueue();
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/// Get mouse-hovered battle queue unit ID if any found
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boost::optional<uint32_t> getQueueHoveredUnitId();
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void activate() override;
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void deactivate() override;
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void keyPressed(const SDL_KeyboardEvent & key) override;
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@ -185,6 +185,21 @@ const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive)
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return stacks[0];
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}
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const CStack* CBattleInfoEssentials::battleGetStackByUnitId(int unitId, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto stacks = battleGetStacksIf([=](const CStack * s)
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{
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return s->unitId() == unitId && (!onlyAlive || s->alive());
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});
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if(stacks.empty())
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return nullptr;
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else
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return stacks[0];
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}
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bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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@ -102,6 +102,7 @@ public:
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TStacks battleGetAllStacks(bool includeTurrets = false) const;
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const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
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const CStack * battleGetStackByUnitId(int unitId, bool onlyAlive = true) const; //returns stack info by given ID
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bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
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///returns player that controls given stack; mind control included
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