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Merge pull request #1499 from dydzio0614/battle-queue-improvement

Battle queue improvement
This commit is contained in:
Ivan Savenko 2023-02-02 21:55:49 +02:00 committed by GitHub
commit a5f51b21c4
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 95 additions and 16 deletions

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@ -784,6 +784,14 @@ StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
void StackQueue::show(SDL_Surface * to)
{
auto unitIdsToHighlight = owner.stacksController->getHoveredStacksUnitIds();
for(auto & stackBox : stackBoxes)
{
bool isBoundUnitCurrentlyHovered = vstd::contains(unitIdsToHighlight, stackBox->getBoundUnitID());
stackBox->toggleHighlight(isBoundUnitCurrentlyHovered);
}
if (embedded)
showAll(to);
CIntObject::show(to);
@ -812,8 +820,21 @@ int32_t StackQueue::getSiegeShooterIconID()
return owner.siegeController->getSiegedTown()->town->faction->getIndex();
}
boost::optional<uint32_t> StackQueue::getHoveredUnitIdIfAny() const
{
for(const auto & stackBox : stackBoxes)
{
if(stackBox->hovered || stackBox->mouseState(EIntObjMouseBtnType::RIGHT))
{
return stackBox->getBoundUnitID();
}
}
return boost::none;
}
StackQueue::StackBox::StackBox(StackQueue * owner):
owner(owner)
CIntObject(RCLICK | HOVER), owner(owner)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>(owner->embedded ? "StackQueueSmall" : "StackQueueLarge");
@ -843,6 +864,7 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
{
if(unit)
{
boundUnitID = unit->unitId();
background->colorize(unit->unitOwner());
icon->visible = true;
@ -877,6 +899,7 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
}
else
{
boundUnitID = boost::none;
background->colorize(PlayerColor::NEUTRAL);
icon->visible = false;
icon->setFrame(0);
@ -886,3 +909,21 @@ void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
stateIcon->visible = false;
}
}
boost::optional<uint32_t> StackQueue::StackBox::getBoundUnitID() const
{
return boundUnitID;
}
void StackQueue::StackBox::toggleHighlight(bool value)
{
highlighted = value;
}
void StackQueue::StackBox::show(SDL_Surface *to)
{
if(highlighted)
CSDL_Ext::drawBorder(to, background->pos.x, background->pos.y, background->pos.w, background->pos.h, { 0, 255, 255, 255 }, 2);
CIntObject::show(to);
}

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@ -196,14 +196,21 @@ class StackQueue : public CIntObject
class StackBox : public CIntObject
{
StackQueue * owner;
boost::optional<uint32_t> boundUnitID;
bool highlighted = false;
public:
std::shared_ptr<CPicture> background;
std::shared_ptr<CAnimImage> icon;
std::shared_ptr<CLabel> amount;
std::shared_ptr<CAnimImage> stateIcon;
void setUnit(const battle::Unit * unit, size_t turn = 0);
StackBox(StackQueue * owner);
void setUnit(const battle::Unit * unit, size_t turn = 0);
void toggleHighlight(bool value);
boost::optional<uint32_t> getBoundUnitID() const;
void show(SDL_Surface * to) override;
};
static const int QUEUE_SIZE = 10;
@ -220,6 +227,7 @@ public:
StackQueue(bool Embedded, BattleInterface & owner);
void update();
boost::optional<uint32_t> getHoveredUnitIdIfAny() const;
void show(SDL_Surface * to) override;
};

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@ -896,6 +896,12 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
if(owner.getAnimationCondition(EAnimationEvents::ACTION) == true)
return {};
auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
if(hoveredQueueUnitId.is_initialized())
{
return { owner.curInt->cb->battleGetStackByID(hoveredQueueUnitId.value(), true) };
}
auto hoveredHex = owner.fieldController->getHoveredHex();
if (!hoveredHex.isValid())
@ -938,3 +944,14 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
return {};
}
const std::vector<uint32_t> BattleStacksController::getHoveredStacksUnitIds() const
{
auto result = std::vector<uint32_t>();
for (auto const * stack : mouseHoveredStacks)
{
result.push_back(stack->unitId());
}
return result;
}

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@ -70,7 +70,7 @@ class BattleStacksController
/// currently active stack; nullptr - no one
const CStack *activeStack;
/// stacks below mouse pointer (multiple stacks possible while spellcasting), used for border animation
/// stacks or their battle queue images below mouse pointer (multiple stacks possible while spellcasting), used for border animation
std::vector<const CStack *> mouseHoveredStacks;
///when animation is playing, we should wait till the end to make the next stack active; nullptr of none
@ -144,6 +144,7 @@ public:
const CStack* getActiveStack() const;
const CStack* getSelectedStack() const;
const std::vector<uint32_t> getHoveredStacksUnitIds() const;
void update();

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@ -553,6 +553,11 @@ void BattleWindow::blockUI(bool on)
}
}
boost::optional<uint32_t> BattleWindow::getQueueHoveredUnitId()
{
return queue->getHoveredUnitIdIfAny();
}
void BattleWindow::showAll(SDL_Surface *to)
{
CIntObject::showAll(to);

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@ -74,6 +74,9 @@ public:
/// Refresh queue after turn order changes
void updateQueue();
/// Get mouse-hovered battle queue unit ID if any found
boost::optional<uint32_t> getQueueHoveredUnitId();
void activate() override;
void deactivate() override;
void keyPressed(const SDL_KeyboardEvent & key) override;

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@ -479,23 +479,27 @@ void CSDL_Ext::drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const
}
}
void CSDL_Ext::drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color)
void CSDL_Ext::drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color, int depth)
{
for(int i = 0; i < w; i++)
depth = std::max(1, depth);
for(int depthIterator = 0; depthIterator < depth; depthIterator++)
{
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y,color.r,color.g,color.b);
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y+h-1,color.r,color.g,color.b);
}
for(int i = 0; i < h; i++)
{
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x,y+i,color.r,color.g,color.b);
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+w-1,y+i,color.r,color.g,color.b);
for(int i = 0; i < w; i++)
{
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y+depthIterator,color.r,color.g,color.b);
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+i,y+h-1-depthIterator,color.r,color.g,color.b);
}
for(int i = 0; i < h; i++)
{
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+depthIterator,y+i,color.r,color.g,color.b);
CSDL_Ext::putPixelWithoutRefreshIfInSurf(sur,x+w-1-depthIterator,y+i,color.r,color.g,color.b);
}
}
}
void CSDL_Ext::drawBorder( SDL_Surface * sur, const Rect &r, const SDL_Color &color )
void CSDL_Ext::drawBorder( SDL_Surface * sur, const Rect &r, const SDL_Color &color, int depth)
{
drawBorder(sur, r.x, r.y, r.w, r.h, color);
drawBorder(sur, r.x, r.y, r.w, r.h, color, depth);
}
void CSDL_Ext::drawDashedBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color)

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@ -152,8 +152,8 @@ typedef void (*TColorPutterAlpha)(uint8_t *&ptr, const uint8_t & R, const uint8_
void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color);
void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color);
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color, int depth = 1);
void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color, int depth = 1);
void drawDashedBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color);
void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral
std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string