1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

CSpellWindow: improved constructor readability

This commit is contained in:
AlexVinS 2016-10-16 09:03:13 +03:00
parent 5506ae036a
commit c4b72342de
2 changed files with 43 additions and 48 deletions

View File

@ -45,16 +45,14 @@
*
*/
SpellbookInteractiveArea::SpellbookInteractiveArea(const SDL_Rect & myRect, std::function<void()> funcL,
const std::string & textR, std::function<void()> funcHon, std::function<void()> funcHoff, CPlayerInterface * _myInt)
SpellbookInteractiveArea::SpellbookInteractiveArea(const SDL_Rect & myRect, std::function<void()> funcL, int helpTextId, CSpellWindow * _owner)
{
addUsedEvents(LCLICK | RCLICK | HOVER);
pos = myRect;
onLeft = funcL;
textOnRclick = textR;
onHoverOn = funcHon;
onHoverOff = funcHoff;
myInt = _myInt;
hoverText = CGI->generaltexth->zelp[helpTextId].first;
helpText = CGI->generaltexth->zelp[helpTextId].second;
owner = _owner;
}
void SpellbookInteractiveArea::clickLeft(tribool down, bool previousState)
@ -67,20 +65,15 @@ void SpellbookInteractiveArea::clickLeft(tribool down, bool previousState)
void SpellbookInteractiveArea::clickRight(tribool down, bool previousState)
{
adventureInt->handleRightClick(textOnRclick, down);
adventureInt->handleRightClick(helpText, down);
}
void SpellbookInteractiveArea::hover(bool on)
{
//Hoverable::hover(on);
if(on)
{
onHoverOn();
}
owner->statusBar->setText(hoverText);
else
{
onHoverOff();
}
owner->statusBar->clear();
}
CSpellWindow::CSpellWindow(const SDL_Rect &, const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells):
@ -92,10 +85,10 @@ CSpellWindow::CSpellWindow(const SDL_Rect &, const CGHeroInstance * _myHero, CPl
myInt(_myInt)
{
//initializing castable spells
for(ui32 v=0; v<CGI->spellh->objects.size(); ++v)
for(const auto & spell : CGI->spellh->objects)
{
if( !CGI->spellh->objects[v]->creatureAbility && myHero->canCastThisSpell(CGI->spellh->objects[v]) )
mySpells.insert(SpellID(v));
if(!spell->isCreatureAbility() && myHero->canCastThisSpell(spell.get()))
mySpells.insert(spell->id);
}
//initializing sizes of spellbook's parts
@ -104,14 +97,14 @@ CSpellWindow::CSpellWindow(const SDL_Rect &, const CGHeroInstance * _myHero, CPl
for(auto & elem : sitesPerTabBattle)
elem = 0;
for(auto g : mySpells)
for(const auto & g : mySpells)
{
const CSpell &s = *CGI->spellh->objects[g];
Uint8 *sitesPerOurTab = s.combatSpell ? sitesPerTabBattle : sitesPerTabAdv;
const CSpell * spell = g.toSpell();
int * sitesPerOurTab = spell->isCombatSpell() ? sitesPerTabBattle : sitesPerTabAdv;
++sitesPerOurTab[4];
s.forEachSchool([&sitesPerOurTab](const SpellSchoolInfo & school, bool & stop)
spell->forEachSchool([&sitesPerOurTab](const SpellSchoolInfo & school, bool & stop)
{
++sitesPerOurTab[(ui8)school.id];
});
@ -171,29 +164,29 @@ CSpellWindow::CSpellWindow(const SDL_Rect &, const CGHeroInstance * _myHero, CPl
statusBar = new CGStatusBar(7 + pos.x, 569 + pos.y, "Spelroll.bmp");
SDL_Rect temp_rect = genRect(45, 35, 479 + pos.x, 405 + pos.y);
exitBtn = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fexitb, this), CGI->generaltexth->zelp[460].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[460].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
exitBtn = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fexitb, this), 460, this);
temp_rect = genRect(45, 35, 221 + pos.x, 405 + pos.y);
battleSpells = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fbattleSpellsb, this), CGI->generaltexth->zelp[453].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[453].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
battleSpells = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fbattleSpellsb, this), 453, this);
temp_rect = genRect(45, 35, 355 + pos.x, 405 + pos.y);
adventureSpells = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fadvSpellsb, this), CGI->generaltexth->zelp[452].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[452].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
adventureSpells = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fadvSpellsb, this), 452, this);
temp_rect = genRect(45, 35, 418 + pos.x, 405 + pos.y);
manaPoints = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fmanaPtsb, this), CGI->generaltexth->zelp[459].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[459].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
manaPoints = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fmanaPtsb, this), 459, this);
temp_rect = genRect(36, 56, 549 + pos.x, 94 + pos.y);
selectSpellsA = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 0), CGI->generaltexth->zelp[454].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[454].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
selectSpellsA = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 0), 454, this);
temp_rect = genRect(36, 56, 549 + pos.x, 151 + pos.y);
selectSpellsE = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 3), CGI->generaltexth->zelp[457].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[457].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
selectSpellsE = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 3), 457, this);
temp_rect = genRect(36, 56, 549 + pos.x, 210 + pos.y);
selectSpellsF = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 1), CGI->generaltexth->zelp[455].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[455].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
selectSpellsF = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 1), 455, this);
temp_rect = genRect(36, 56, 549 + pos.x, 270 + pos.y);
selectSpellsW = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 2), CGI->generaltexth->zelp[456].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[456].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
selectSpellsW = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 2), 456, this);
temp_rect = genRect(36, 56, 549 + pos.x, 330 + pos.y);
selectSpellsAll = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 4), CGI->generaltexth->zelp[458].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[458].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
selectSpellsAll = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::selectSchool, this, 4), 458, this);
temp_rect = genRect(leftCorner->h, leftCorner->w, 97 + pos.x, 77 + pos.y);
lCorner = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fLcornerb, this), CGI->generaltexth->zelp[450].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[450].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
lCorner = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fLcornerb, this), 450, this);
temp_rect = genRect(rightCorner->h, rightCorner->w, 487 + pos.x, 72 + pos.y);
rCorner = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fRcornerb, this), CGI->generaltexth->zelp[451].second, std::bind(&CGStatusBar::setText, statusBar, (CGI->generaltexth->zelp[451].first)), std::bind(&CGStatusBar::clear, statusBar), myInt);
rCorner = new SpellbookInteractiveArea(temp_rect, std::bind(&CSpellWindow::fRcornerb, this), 451, this);
//areas for spells
int xpos = 117 + pos.x, ypos = 90 + pos.y;
@ -374,10 +367,10 @@ void CSpellWindow::show(SDL_Surface * to)
class SpellbookSpellSorter
{
public:
bool operator()(const int & a, const int & b)
bool operator()(const SpellID & a, const SpellID & b)
{
const CSpell & A = *CGI->spellh->objects[a];
const CSpell & B = *CGI->spellh->objects[b];
const CSpell & A = *(a.toSpell());
const CSpell & B = *(b.toSpell());
if(A.level<B.level)
return true;
if(A.level>B.level)
@ -594,7 +587,7 @@ void CSpellWindow::keyPressed(const SDL_KeyboardEvent & key)
}
}
Uint8 CSpellWindow::pagesWithinCurrentTab()
int CSpellWindow::pagesWithinCurrentTab()
{
return battleSpellsOnly ? sitesPerTabBattle[selectedTab] : sitesPerTabAdv[selectedTab];
}

View File

@ -18,23 +18,23 @@ struct SDL_Rect;
class CGHeroInstance;
class CGStatusBar;
class CPlayerInterface;
class CSpellWindow;
/// Spellbook button is used by the spell window class
class SpellbookInteractiveArea : public CIntObject
{
private:
std::function<void()> onLeft;
std::string textOnRclick;
std::function<void()> onHoverOn;
std::function<void()> onHoverOff;
CPlayerInterface * myInt;
CSpellWindow * owner;
std::string hoverText;
std::string helpText;
public:
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
SpellbookInteractiveArea(const SDL_Rect & myRect, std::function<void()> funcL, const std::string & textR,
std::function<void()> funcHon, std::function<void()> funcHoff, CPlayerInterface * _myInt);//c-tor
SpellbookInteractiveArea(const SDL_Rect & myRect, std::function<void()> funcL, int helpTextId, CSpellWindow * _owner);//c-tor
};
/// The spell window
@ -62,9 +62,9 @@ private:
};
SDL_Surface * leftCorner, * rightCorner;
CAnimation * spells; //pictures of spells
CDefHandler * spellTab, //school select
* schools, //schools' pictures
* schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth
@ -75,12 +75,12 @@ private:
SpellArea * spellAreas[12];
CGStatusBar * statusBar;
Uint8 sitesPerTabAdv[5];
Uint8 sitesPerTabBattle[5];
int sitesPerTabAdv[5];
int sitesPerTabBattle[5];
bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed
Uint8 selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
Uint8 currentPage; //changes when corners are clicked
int currentPage; //changes when corners are clicked
std::set<SpellID> mySpells; //all spels in this spellbook
const CGHeroInstance * myHero; //hero whose spells are presented
@ -106,10 +106,12 @@ public:
void fRcornerb();
void selectSchool(int school); //schools: 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
Uint8 pagesWithinCurrentTab();
int pagesWithinCurrentTab();
void keyPressed(const SDL_KeyboardEvent & key);
void activate();
void deactivate();
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
friend class SpellbookInteractiveArea;
};