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Merge pull request #5947 from Laserlicht/skill
Setting to increase selectable skills on levelup
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@@ -404,23 +404,39 @@ void CSplitWindow::sliderMoved(int to)
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CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, std::function<void(ui32)> callback)
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: CWindowObject(PLAYER_COLORED, ImagePath::builtin("LVLUPBKG")),
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cb(callback)
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cb(callback),
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skills(skills),
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hero(hero),
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skillViewOffset(0)
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{
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OBJECT_CONSTRUCTION;
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GAME->interface()->showingDialog->setBusy();
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if(!skills.empty())
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{
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std::vector<std::shared_ptr<CSelectableComponent>> comps;
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for(auto & skill : skills)
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{
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auto comp = std::make_shared<CSelectableComponent>(ComponentType::SEC_SKILL, skill, hero->getSecSkillLevel(SecondarySkill(skill))+1, CComponent::medium);
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comp->onChoose = std::bind(&CLevelWindow::close, this);
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comps.push_back(comp);
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}
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sortedSkills = skills;
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std::sort(sortedSkills.begin(), sortedSkills.end(), [hero](auto a, auto b) {
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if(hero->getSecSkillLevel(a) == hero->getSecSkillLevel(b))
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return LIBRARY->skillh->getById(a)->getNameTranslated() < LIBRARY->skillh->getById(b)->getNameTranslated();
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return hero->getSecSkillLevel(a) > hero->getSecSkillLevel(b);
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});
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box = std::make_shared<CComponentBox>(comps, Rect(75, 300, pos.w - 150, 100));
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createSkillBox();
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if(skills.size() > 3)
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{
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buttonLeft = std::make_shared<CButton>(Point(23, 309), AnimationPath::builtin("HSBTNS3"), CButton::tooltip(), [this, skills](){
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if(skillViewOffset > 0)
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skillViewOffset--;
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else
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skillViewOffset = skills.size() - 1;
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createSkillBox();
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}, EShortcut::MOVE_LEFT);
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buttonRight = std::make_shared<CButton>(Point(pos.w - 45, 309), AnimationPath::builtin("HSBTNS5"), CButton::tooltip(), [this, skills](){
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if(skillViewOffset < skills.size() - 1)
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skillViewOffset++;
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else
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skillViewOffset = 0;
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createSkillBox();
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}, EShortcut::MOVE_RIGHT);
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}
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portrait = std::make_shared<CHeroArea>(170, 66, hero);
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@@ -444,11 +460,53 @@ CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill pskill, std
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skillValue = std::make_shared<CLabel>(192, 253, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, LIBRARY->generaltexth->primarySkillNames[pskill.getNum()] + " +1");
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}
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std::vector<SecondarySkill> getSkillsToShow(const std::vector<SecondarySkill>& skills, int offset, int count)
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{
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std::vector<SecondarySkill> result;
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int size = skills.size();
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if (size == 0 || count <= 0) return result;
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offset = offset % size; // ensure offset is within bounds
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for (int i = 0; i < std::min(count, size); ++i)
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{
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int index = (offset + i) % size; // ring buffer like
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result.push_back(skills[index]);
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}
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return result;
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}
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void CLevelWindow::createSkillBox()
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{
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OBJECT_CONSTRUCTION;
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std::vector<SecondarySkill> skillsToShow = skills.size() > 3 ? getSkillsToShow(sortedSkills, skillViewOffset, 3) : sortedSkills;
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if(!skillsToShow.empty())
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{
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std::vector<std::shared_ptr<CSelectableComponent>> comps;
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for(auto & skill : skillsToShow)
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{
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auto comp = std::make_shared<CSelectableComponent>(ComponentType::SEC_SKILL, skill, hero->getSecSkillLevel(SecondarySkill(skill))+1, CComponent::medium);
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comp->onChoose = std::bind(&CLevelWindow::close, this);
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comps.push_back(comp);
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}
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box = std::make_shared<CComponentBox>(comps, Rect(75, 300, pos.w - 150, 100));
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}
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setRedrawParent(true);
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redraw();
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}
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void CLevelWindow::close()
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{
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//FIXME: call callback if there was nothing to select?
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if (box && box->selectedIndex() != -1)
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cb(box->selectedIndex());
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{
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auto it = std::find(skills.begin(), skills.end(), sortedSkills[(box->selectedIndex() + skillViewOffset) % skills.size()]);
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cb(std::distance(skills.begin(), it));
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}
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GAME->interface()->showingDialog->setFree();
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