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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* added fast graphical cursor :)

* building structures should work
This commit is contained in:
Michał W. Urbańczyk 2008-08-01 18:13:33 +00:00
parent e5a064f36b
commit bfad10a8e4
11 changed files with 54 additions and 312 deletions

View File

@ -510,7 +510,9 @@ void CCastleInterface::deactivate()
void CCastleInterface::addBuilding(int bid)
{
//TODO: lepiej by bylo tylko dodawac co trzeba pamietajac o grupach
deactivate();
recreateBuildings();
activate();
}
void CCastleInterface::removeBuilding(int bid)
@ -916,12 +918,12 @@ void CHallInterface::CBuildWindow::deactivate()
}
void CHallInterface::CBuildWindow::Buy()
{
LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,bid);
deactivate();
delete this;
delete LOCPLINT->castleInt->hallInt;
LOCPLINT->castleInt->hallInt = NULL;
LOCPLINT->castleInt->activate();
LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,bid);
delete this;
delete LOCPLINT->castleInt->hallInt;
LOCPLINT->castleInt->showAll();
}
void CHallInterface::CBuildWindow::close()

View File

@ -1,237 +1,51 @@
#include "stdafx.h"
#include "CCursorHandler.h"
#include "SDL.h"
#include "SDL_thread.h"
#include "SDL_Extensions.h"
#include "CGameInfo.h"
#include "SDL_framerate.h"
#include "hch/CLodHandler.h"
#include "hch/CDefHandler.h"
extern SDL_Surface * screen;
/* Creates a new mouse cursor from an XPM */
/* XPM */
static const char *arrow[] = { //no cursor mode
/* width height num_colors chars_per_pixel */
" 32 32 3 1",
/* colors */
"X c #000000",
". c #ffffff",
" c None",
/* pixels */
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
"0,0"
};
/* XPM */
static const char *arrow2[] = { //normal cursor
/* width height num_colors chars_per_pixel */
" 32 32 3 1",
/* colors */
"X c #000000",
". c #ffffff",
" c None",
/* pixels */
"X ",
"XX ",
"X.X ",
"X..X ",
"X...X ",
"X....X ",
"X.....X ",
"X......X ",
"X.......X ",
"X........X ",
"X.....XXXXX ",
"X..X..X ",
"X.X X..X ",
"XX X..X ",
"X X..X ",
" X..X ",
" X..X ",
" X..X ",
" XX ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
"0,0"
};
static SDL_Cursor *init_system_cursor(const char *image[])
{
int i, row, col;
Uint8 data[4*32];
Uint8 mask[4*32];
int hot_x, hot_y;
i = -1;
for ( row=0; row<32; ++row ) {
for ( col=0; col<32; ++col ) {
if ( col % 8 ) {
data[i] <<= 1;
mask[i] <<= 1;
} else {
++i;
data[i] = mask[i] = 0;
}
switch (image[4+row][col]) {
case 'X':
data[i] |= 0x01;
//k[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
case ' ':
break;
}
}
}
sscanf(image[4+row], "%d,%d", &hot_x, &hot_y);
return SDL_CreateCursor(data, mask, 32, 32, hot_x, hot_y);
}
//int cursorHandlerFunc(void * cursorHandler)
//{
// FPSmanager * cursorFramerateKeeper = new FPSmanager;
// SDL_initFramerate(cursorFramerateKeeper);
// SDL_setFramerate(cursorFramerateKeeper, 200);
//
// CCursorHandler * ch = (CCursorHandler *) cursorHandler;
// while(true)
// {
// if(ch->xbef!=-1 && ch->ybef!=-1) //restore surface under cursor
// {
// blitAtWR(ch->behindCur, ch->xbef, ch->ybef);
// }
// ch->xbef = ch->xpos;
// ch->ybef = ch->ypos;
// //prepare part of surface to restore
// SDL_BlitSurface(screen, &genRect(32, 32, ch->xpos, ch->ypos), ch->behindCur, NULL);
// CSDL_Ext::update(ch->behindCur);
//
// //blit cursor
// if(ch->curVisible)
// {
// switch(ch->mode)
// {
// case 0:
// {
// break;
// }
// case 1:
// {
// break;
// }
// case 2:
// {
// blitAtWR(ch->deflt->ourImages[ch->number].bitmap, ch->xpos, ch->ypos);
// break;
// }
// }
// }
// SDL_framerateDelay(cursorFramerateKeeper);
// //SDL_Delay(5); //to avoid great usage of CPU
// }
// return 0;
//}
void CCursorHandler::initCursor()
{
//#if SDL_BYTEORDER == SDL_BIG_ENDIAN
// int rmask = 0xff000000;
// int gmask = 0x00ff0000;
// int bmask = 0x0000ff00;
// int amask = 0x000000ff;
//#else
// int rmask = 0x000000ff;
// int gmask = 0x0000ff00;
// int bmask = 0x00ff0000;
// int amask = 0xff000000;
//#endif
// curVisible = true;
// xpos = ypos = 0;
// behindCur = SDL_CreateRGBSurface(SDL_SWSURFACE, 32, 32, 32, rmask, gmask, bmask, amask);
// xbef = ybef = 0;
// adventure = CDefHandler::giveDef("CRADVNTR.DEF");
// combat = CDefHandler::giveDef("CRCOMBAT.DEF");
// deflt = CDefHandler::giveDef("CRDEFLT.DEF");
// spell = CDefHandler::giveDef("CRSPELL.DEF");
// //SDL_SetCursor(init_system_cursor(arrow));
// //SDL_Thread * myth = SDL_CreateThread(&cursorHandlerFunc, this);
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int rmask = 0xff000000;
int gmask = 0x00ff0000;
int bmask = 0x0000ff00;
int amask = 0x000000ff;
#else
int rmask = 0x000000ff;
int gmask = 0x0000ff00;
int bmask = 0x00ff0000;
int amask = 0xff000000;
#endif
mode = number = xpos = ypos = 0;
help = CSDL_Ext::newSurface(32,32);
cursors.push_back(CDefHandler::giveDef("CRADVNTR.DEF"));
cursors.push_back(CDefHandler::giveDef("CRCOMBAT.DEF"));
cursors.push_back(CDefHandler::giveDef("CRDEFLT.DEF"));
cursors.push_back(CDefHandler::giveDef("CRSPELL.DEF"));
SDL_ShowCursor(SDL_DISABLE);
}
void CCursorHandler::changeGraphic(int type, int no)
{
//mode = type;
//number = no;
mode = type;
number = no;
}
void CCursorHandler::cursorMove(int x, int y)
{
//xbef = xpos;
//ybef = ypos;
//xpos = x;
//ypos = y;
xpos = x;
ypos = y;
}
void CCursorHandler::hardwareCursor()
void CCursorHandler::draw1()
{
//curVisible = false;
//SDL_SetCursor(init_system_cursor(arrow2));
SDL_BlitSurface(screen,&genRect(32,32,xpos,ypos),help,&genRect(32,32,0,0));
blitAt(cursors[mode]->ourImages[number].bitmap,xpos,ypos);
}
void CCursorHandler::hideCursor()
void CCursorHandler::draw2()
{
//curVisible = false;
//SDL_SetCursor(init_system_cursor(arrow));
}
void CCursorHandler::showGraphicCursor()
{
//curVisible = true;
//SDL_SetCursor(init_system_cursor(arrow));
//changeGraphic(0, 0);
blitAt(help,xpos,ypos);
}

View File

@ -1,6 +1,7 @@
#ifndef CCURSORHANDLER_H
#define CCURSORHANDLER_H
#include "global.h"
#include <vector>
struct SDL_Thread;
class CDefHandler;
struct SDL_Surface;
@ -8,21 +9,16 @@ struct SDL_Surface;
class CCursorHandler //handles cursor
{
public:
SDL_Thread * myThread; //thread that updates cursor
bool curVisible; //true if cursor is visible
int mode, number;
SDL_Surface * behindCur;
int xbef, ybef; //position of cursor after last move (to restore background)
SDL_Surface * help;
CDefHandler * adventure, * combat, * deflt, * spell; //read - only
int xpos, ypos; //position of cursor - read only
std::vector<CDefHandler*> cursors;
int xpos, ypos; //position of cursor
void initCursor(); //inits cursorHandler
void showGraphicCursor(); //shows default graphic cursor
void cursorMove(int x, int y); //change cursor's positions to (x, y)
void changeGraphic(int type, int no); //changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame no (not used for type 3)
void hideCursor(); //no cursor will be visible
void hardwareCursor(); // returns to hardware cursor mode
friend int cursorHandlerFunc(void * cursorHandler);
void draw1();
void draw2();
};

View File

@ -131,7 +131,7 @@ void CGameState::apply(IPack * pack)
case 104:
{
SetResources *sr = static_cast<SetResources*>(pack);
for(int i=0;sr->res.size();i++)
for(int i=0;i<sr->res.size();i++)
players[sr->player].resources[i] = sr->res[i];
break;
}

View File

@ -89,8 +89,7 @@ int _tmain(int argc, _TCHAR* argv[])
//audio initialized
cgi->consoleh = new CConsoleHandler;
cgi->mush = mush;
cgi->curh = new CCursorHandler;
THC std::cout<<"\tInitializing sound and cursor: "<<pomtime.getDif()<<std::endl;
THC std::cout<<"\tInitializing sound: "<<pomtime.getDif()<<std::endl;
THC std::cout<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
CDefHandler::Spriteh = cgi->spriteh = new CLodHandler();
cgi->spriteh->init("Data\\H3sprite.lod","Sprites");
@ -112,8 +111,10 @@ int _tmain(int argc, _TCHAR* argv[])
//cgi->curh->initCursor();
//cgi->curh->showGraphicCursor();
pomtime.getDif();
cgi->screenh = new CScreenHandler;
cgi->screenh->initScreen();
cgi->curh = new CCursorHandler;
cgi->curh->initCursor();
//cgi->screenh = new CScreenHandler;
//cgi->screenh->initScreen();
THC std::cout<<"\tScreen handler: "<<pomtime.getDif()<<std::endl;
CAbilityHandler * abilh = new CAbilityHandler;

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@ -957,7 +957,7 @@ void CPlayerInterface::yourTurn()
//initializing framerate keeper
mainFPSmng = new FPSmanager;
SDL_initFramerate(mainFPSmng);
SDL_setFramerate(mainFPSmng, 24);
SDL_setFramerate(mainFPSmng, 48);
SDL_Event sEvent;
//framerate keeper initialized
timeHandler th;
@ -993,7 +993,7 @@ void CPlayerInterface::yourTurn()
// }
//}
//water tiles updated
CGI->screenh->updateScreen();
//CGI->screenh->updateScreen();
pim->lock();
@ -1016,7 +1016,7 @@ void CPlayerInterface::yourTurn()
if (!castleInt) //stuff for advMapInt
{
++LOCPLINT->adventureInt->animValHitCount; //for animations
if(LOCPLINT->adventureInt->animValHitCount == 4)
if(LOCPLINT->adventureInt->animValHitCount == 8)
{
LOCPLINT->adventureInt->animValHitCount = 0;
++animVal;
@ -1074,9 +1074,9 @@ void CPlayerInterface::yourTurn()
for(int i=0;i<objsToBlit.size();i++)
objsToBlit[i]->show();
pim->unlock();
//SDL_Flip(screen);
CGI->curh->draw1();
CSDL_Ext::update(screen);
SDL_Delay(5); //give time for other apps
CGI->curh->draw2();
SDL_framerateDelay(mainFPSmng);
}
adventureInt->hide();
@ -1146,7 +1146,6 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
//initializing objects and performing first step of move
CGHeroInstance * ho = details.ho; //object representing this hero
int3 hp = details.src;
boost::unique_lock<boost::mutex> un(*pim);
if (!details.successful)
{
ho->moveDir = getDir(details.src,details.dst);
@ -1486,7 +1485,7 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
}
LOCPLINT->adventureInt->update(); //updating screen
CSDL_Ext::update(screen);
CGI->screenh->updateScreen();
//CGI->screenh->updateScreen();
++LOCPLINT->adventureInt->animValHitCount; //for animations
if(LOCPLINT->adventureInt->animValHitCount == 4)

Binary file not shown.

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@ -1,45 +0,0 @@
#include "stdafx.h"
#include "CScreenHandler.h"
#include "SDL.h"
#include "SDL_thread.h"
#include "SDL_framerate.h"
#include "SDL_Extensions.h"
#include "CCursorHandler.h"
#include "CGameInfo.h"
#include "hch/CDefHandler.h"
extern SDL_Surface * screen, * screen2;
void CScreenHandler::initScreen()
{
//myth = SDL_CreateThread(&internalScreenFunc, this);
}
void CScreenHandler::updateScreen()
{
/*blitAt(screen, 0, 0, screen2);
switch(CGI->curh->mode)
{
case 0:
{
blitAt(CGI->curh->adventure->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
case 1:
{
blitAt(CGI->curh->combat->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
case 2:
{
blitAt(CGI->curh->deflt->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
case 3:
{
blitAt(CGI->curh->spell->ourImages[CGI->curh->number].bitmap, CGI->curh->xpos, CGI->curh->ypos, screen2);
break;
}
}
CSDL_Ext::update(screen2);*/
}

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@ -1,17 +0,0 @@
#ifndef CSCREENHANDLER_H
#define CSCREENHANDLER_H
struct SDL_Thread;
class CScreenHandler
{
private:
SDL_Thread * myth;
public:
void initScreen();
void updateScreen();
};
#endif //CSCREENHANDLER_H

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@ -357,10 +357,6 @@
RelativePath="..\hch\CPreGameTextHandler.cpp"
>
</File>
<File
RelativePath="..\CScreenHandler.cpp"
>
</File>
<File
RelativePath="..\hch\CSndHandler.cpp"
>
@ -515,10 +511,6 @@
RelativePath="..\hch\CPreGameTextHandler.h"
>
</File>
<File
RelativePath="..\CScreenHandler.h"
>
</File>
<File
RelativePath="..\hch\CSndHandler.h"
>

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@ -474,7 +474,7 @@ void CGameHandler::run()
newTurn();
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
{
if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0) continue; //players has not towns/castle - loser
if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
makingTurn = true;
gs->currentPlayer = i->first;
*connections[i->first] << ui16(100) << i->first;