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https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Refactoring of CGarrisonInt
This commit is contained in:
@@ -12,6 +12,7 @@
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#include "Buttons.h"
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#include "TextControls.h"
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#include "RadialMenu.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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@@ -30,90 +31,6 @@
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#include "../../lib/TextOperations.h"
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#include "../../lib/gameState/CGameState.h"
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RadialMenuItem::RadialMenuItem(std::string imageName, std::function<void()> callback)
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: callback(callback)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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image = IImage::createFromFile("radialMenu/" + imageName);
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picture = std::make_shared<CPicture>(image, Point(0,0));
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pos = picture->pos;
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}
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bool RadialMenuItem::isInside(const Point & position)
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{
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Point localPosition = position - pos.topLeft();
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return !image->isTransparent(localPosition);
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}
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void RadialMenuItem::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
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{
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}
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void RadialMenuItem::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
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{
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}
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RadialMenu::RadialMenu(CGarrisonInt * army, CGarrisonSlot * slot)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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bool isExchange = army->armedObjs[0] && army->armedObjs[1]; // two armies exist
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addItem(ITEM_NW, "stackMerge", [=](){army->bulkMergeStacks(slot);});
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addItem(ITEM_NE, "stackInfo", [=](){slot->viewInfo();});
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addItem(ITEM_WW, "stackSplitOne", [=](){slot->splitIntoParts(slot->upg, 1); });
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addItem(ITEM_EE, "stackSplitEqual", [=](){army->bulkSmartSplitStack(slot);});
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if (isExchange)
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{
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addItem(ITEM_SW, "stackMove", [=](){army->moveStackToAnotherArmy(slot);});
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//FIXME: addItem(ITEM_SE, "stackSplitDialog", [=](){slot->split();});
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}
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for(const auto & item : items)
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pos = pos.include(item->pos);
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}
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void RadialMenu::addItem(const Point & offset, const std::string & path, std::function<void()> callback )
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{
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auto item = std::make_shared<RadialMenuItem>(path, callback);
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item->moveBy(offset);
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items.push_back(item);
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}
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void RadialMenu::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
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{
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}
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void RadialMenu::show(Canvas & to)
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{
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showAll(to);
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}
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void RadialMenu::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
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{
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if (!on)
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{
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for(const auto & item : items)
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{
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if (item->isInside(finalPosition))
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{
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item->callback();
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return;
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}
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}
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}
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}
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void CGarrisonSlot::setHighlight(bool on)
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{
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if (on)
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@@ -157,16 +74,16 @@ void CGarrisonSlot::hover (bool on)
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}
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else
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{
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const bool isHeroOnMap = owner->armedObjs[0] // Hero is not a visitor and not a garrison defender
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&& owner->armedObjs[0]->ID == Obj::HERO
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&& (!owner->armedObjs[1] || owner->armedObjs[1]->ID == Obj::HERO) // one hero or we are in the Heroes exchange window
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&& !(static_cast<const CGHeroInstance*>(owner->armedObjs[0]))->inTownGarrison;
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const bool isHeroOnMap = owner->upperArmy() // Hero is not a visitor and not a garrison defender
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&& owner->upperArmy()->ID == Obj::HERO
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&& (!owner->lowerArmy() || owner->lowerArmy()->ID == Obj::HERO) // one hero or we are in the Heroes exchange window
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&& !(static_cast<const CGHeroInstance*>(owner->upperArmy()))->inTownGarrison;
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if(isHeroOnMap)
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{
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temp = CGI->generaltexth->allTexts[481]; //Select %s
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}
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else if(upg == EGarrisonType::UP)
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else if(upg == EGarrisonType::UPPER)
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{
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temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
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}
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@@ -210,16 +127,14 @@ void CGarrisonSlot::hover (bool on)
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const CArmedInstance * CGarrisonSlot::getObj() const
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{
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return owner->armedObjs[upg];
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return owner->army(upg);
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}
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/// @return Whether the unit in the slot belongs to the current player.
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bool CGarrisonSlot::our() const
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{
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return owner->owned[upg];
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return owner->isArmyOwned(upg);
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}
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/// @return Whether the unit in the slot belongs to an ally but not to the current player.
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bool CGarrisonSlot::ally() const
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{
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if(!getObj())
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@@ -337,19 +252,13 @@ bool CGarrisonSlot::split()
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auto splitFunctor = [this, selection](int amountLeft, int amountRight)
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{
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owner->splitStacks(selection, owner->armedObjs[upg], ID, amountRight);
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owner->splitStacks(selection, owner->army(upg), ID, amountRight);
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};
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GH.windows().createAndPushWindow<CSplitWindow>(selection->creature, splitFunctor, minLeft, minRight, countLeft, countRight);
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return true;
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}
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/// If certain creates cannot be moved, the selection should change
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/// Force reselection in these cases
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/// * When attempting to take creatures from ally
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/// * When attempting to swap creatures with an ally
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/// * When attempting to take unremovable units
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/// @return Whether reselection must be done
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bool CGarrisonSlot::mustForceReselection() const
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{
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const CGarrisonSlot * selection = owner->getSelection();
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@@ -364,10 +273,10 @@ bool CGarrisonSlot::mustForceReselection() const
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return true;
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if (!owner->removableUnits)
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{
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if (selection->upg == EGarrisonType::UP)
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if (selection->upg == EGarrisonType::UPPER)
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return true;
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else
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return creature || upg == EGarrisonType::UP;
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return creature || upg == EGarrisonType::UPPER;
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}
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return false;
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}
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@@ -405,7 +314,7 @@ void CGarrisonSlot::clickPressed(const Point & cursorPosition)
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}
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else
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{
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const CArmedInstance * selectedObj = owner->armedObjs[selection->upg];
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const CArmedInstance * selectedObj = owner->army(selection->upg);
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bool lastHeroStackSelected = false;
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if(selectedObj->stacksCount() == 1
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&& owner->getSelection()->upg != upg
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@@ -420,13 +329,13 @@ void CGarrisonSlot::clickPressed(const Point & cursorPosition)
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refr = split();
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}
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else if(!creature && lastHeroStackSelected) // split all except last creature
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LOCPLINT->cb->splitStack(selectedObj, owner->armedObjs[upg], selection->ID, ID, selection->myStack->count - 1);
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LOCPLINT->cb->splitStack(selectedObj, owner->army(upg), selection->ID, ID, selection->myStack->count - 1);
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else if(creature != selection->creature) // swap
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LOCPLINT->cb->swapCreatures(owner->armedObjs[upg], selectedObj, ID, selection->ID);
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LOCPLINT->cb->swapCreatures(owner->army(upg), selectedObj, ID, selection->ID);
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else if(lastHeroStackSelected) // merge last stack to other hero stack
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refr = split();
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else // merge
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LOCPLINT->cb->mergeStacks(selectedObj, owner->armedObjs[upg], selection->ID, ID);
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LOCPLINT->cb->mergeStacks(selectedObj, owner->army(upg), selection->ID, ID);
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}
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if(refr)
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{
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@@ -499,7 +408,7 @@ void CGarrisonSlot::update()
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}
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}
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CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, CGarrisonSlot::EGarrisonType Upg, const CStackInstance * creature_)
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CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, EGarrisonType Upg, const CStackInstance * creature_)
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: ID(IID),
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owner(Owner),
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myStack(creature_),
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@@ -547,14 +456,14 @@ CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, CGa
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update();
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}
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void CGarrisonSlot::splitIntoParts(CGarrisonSlot::EGarrisonType type, int amount)
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void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount)
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{
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auto empty = owner->getEmptySlot(type);
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if(empty == SlotID())
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return;
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owner->splitStacks(this, owner->armedObjs[type], empty, amount);
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owner->splitStacks(this, owner->army(type), empty, amount);
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}
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bool CGarrisonSlot::handleSplittingShortcuts()
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@@ -618,21 +527,23 @@ void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button)
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void CGarrisonInt::createSlots()
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{
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int distance = interx + (smallIcons ? 32 : 58);
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for(int i = 0; i < 2; i++)
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for(auto i : { EGarrisonType::UPPER, EGarrisonType::LOWER })
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{
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Point offset = garOffset * static_cast<int>(i);
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std::vector<std::shared_ptr<CGarrisonSlot>> garrisonSlots;
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garrisonSlots.resize(7);
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if(armedObjs[i])
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if(army(i))
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{
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for(auto & elem : armedObjs[i]->Slots())
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for(auto & elem : army(i)->Slots())
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{
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garrisonSlots[elem.first.getNum()] = std::make_shared<CGarrisonSlot>(this, i*garOffset.x + (elem.first.getNum()*distance), i*garOffset.y, elem.first, static_cast<CGarrisonSlot::EGarrisonType>(i), elem.second);
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garrisonSlots[elem.first.getNum()] = std::make_shared<CGarrisonSlot>(this, offset.x + (elem.first.getNum()*distance), offset.y, elem.first, i, elem.second);
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}
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}
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for(int j = 0; j < 7; j++)
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{
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if(!garrisonSlots[j])
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garrisonSlots[j] = std::make_shared<CGarrisonSlot>(this, i*garOffset.x + (j*distance), i*garOffset.y, SlotID(j), static_cast<CGarrisonSlot::EGarrisonType>(i), nullptr);
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garrisonSlots[j] = std::make_shared<CGarrisonSlot>(this, offset.x + (j*distance), offset.x, SlotID(j), i, nullptr);
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if(layout == ESlotsLayout::TWO_ROWS && j >= 4)
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{
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@@ -673,6 +584,7 @@ void CGarrisonInt::splitClick()
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setSplittingMode(!getSplittingMode());
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redraw();
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}
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void CGarrisonInt::splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount )
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{
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LOCPLINT->cb->splitStack(armedObjs[from->upg], armyDest, from->ID, slotDest, amount);
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@@ -689,9 +601,9 @@ void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected)
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return;
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const auto srcArmyType = selected->upg;
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const auto destArmyType = srcArmyType == CGarrisonSlot::UP
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? CGarrisonSlot::DOWN
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: CGarrisonSlot::UP;
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const auto destArmyType = srcArmyType == EGarrisonType::UPPER
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? EGarrisonType::LOWER
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: EGarrisonType::UPPER;
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auto srcArmy = armedObjs[srcArmyType];
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auto destArmy = armedObjs[destArmyType];
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@@ -733,9 +645,9 @@ void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected)
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return;
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const auto srcArmyType = selected->upg;
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const auto destArmyType = (srcArmyType == CGarrisonSlot::UP)
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? CGarrisonSlot::DOWN
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: CGarrisonSlot::UP;
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const auto destArmyType = (srcArmyType == EGarrisonType::UPPER)
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? EGarrisonType::LOWER
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: EGarrisonType::UPPER;
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auto srcArmy = armedObjs[srcArmyType];
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auto destArmy = armedObjs[destArmyType];
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@@ -787,7 +699,7 @@ void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected)
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LOCPLINT->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);
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}
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CGarrisonInt::CGarrisonInt(int x, int y, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)
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CGarrisonInt::CGarrisonInt(const Point & position, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)
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: highlighted(nullptr)
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, inSplittingMode(false)
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, interx(inx)
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@@ -798,10 +710,9 @@ CGarrisonInt::CGarrisonInt(int x, int y, int inx, const Point & garsOffset, cons
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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setArmy(s1, false);
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setArmy(s2, true);
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pos.x += x;
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pos.y += y;
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setArmy(s1, EGarrisonType::UPPER);
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setArmy(s2, EGarrisonType::LOWER);
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pos += position;
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createSlots();
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}
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@@ -846,19 +757,51 @@ bool CGarrisonInt::getSplittingMode()
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return inSplittingMode;
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}
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SlotID CGarrisonInt::getEmptySlot(CGarrisonSlot::EGarrisonType type) const
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SlotID CGarrisonInt::getEmptySlot(EGarrisonType type) const
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{
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assert(armedObjs[type]);
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return armedObjs[type] ? armedObjs[type]->getFreeSlot() : SlotID();
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assert(army(type));
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return army(type) ? army(type)->getFreeSlot() : SlotID();
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}
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bool CGarrisonInt::hasEmptySlot(CGarrisonSlot::EGarrisonType type) const
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bool CGarrisonInt::hasEmptySlot(EGarrisonType type) const
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{
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return getEmptySlot(type) != SlotID();
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}
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void CGarrisonInt::setArmy(const CArmedInstance * army, bool bottomGarrison)
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const CArmedInstance * CGarrisonInt::upperArmy() const
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{
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owned[bottomGarrison] = army ? (army->tempOwner == LOCPLINT->playerID || army->tempOwner == PlayerColor::UNFLAGGABLE) : false;
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armedObjs[bottomGarrison] = army;
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return army(EGarrisonType::UPPER);
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}
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const CArmedInstance * CGarrisonInt::lowerArmy() const
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{
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return army(EGarrisonType::LOWER);
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}
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const CArmedInstance * CGarrisonInt::army(EGarrisonType which) const
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{
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if(armedObjs.count(which))
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return armedObjs.at(which);
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return nullptr;
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}
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bool CGarrisonInt::isArmyOwned(EGarrisonType which) const
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{
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const auto * object = army(which);
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if (!object)
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return false;
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if (object->tempOwner == LOCPLINT->playerID)
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return true;
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if (object->tempOwner == PlayerColor::UNFLAGGABLE)
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return true;
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return false;
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}
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void CGarrisonInt::setArmy(const CArmedInstance * army, EGarrisonType type)
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{
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armedObjs[type] = army;
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}
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