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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Initial version of radial wheel for army management

This commit is contained in:
Ivan Savenko
2023-07-06 01:20:44 +03:00
parent cfdc7e6e65
commit dca3785f84
9 changed files with 185 additions and 29 deletions

View File

@@ -24,10 +24,47 @@ class CButton;
class CAnimImage;
class CGarrisonSlot;
class CLabel;
class IImage;
class RadialMenuItem : public CIntObject
{
std::shared_ptr<IImage> image;
std::shared_ptr<CPicture> picture;
public:
std::function<void()> callback;
RadialMenuItem(std::string imageName, std::function<void()> callback);
bool isInside(const Point & position);
void gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance) override;
void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
};
class RadialMenu : public CIntObject
{
static constexpr Point ITEM_NW = Point( -35, -85);
static constexpr Point ITEM_NE = Point( +35, -85);
static constexpr Point ITEM_WW = Point( -85, 0);
static constexpr Point ITEM_EE = Point( +85, 0);
static constexpr Point ITEM_SW = Point( -35, +85);
static constexpr Point ITEM_SE = Point( +35, +85);
std::vector<std::shared_ptr<RadialMenuItem>> items;
void addItem(const Point & offset, const std::string & path, std::function<void()> callback );
public:
RadialMenu(CGarrisonInt * army, CGarrisonSlot * slot);
void gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance) override;
void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
void show(Canvas & to) override;
};
/// A single garrison slot which holds one creature of a specific amount
class CGarrisonSlot : public CIntObject
{
public:
SlotID ID; //for identification
CGarrisonInt *owner;
const CStackInstance * myStack; //nullptr if slot is empty
@@ -43,7 +80,9 @@ class CGarrisonSlot : public CIntObject
std::shared_ptr<CAnimImage> creatureImage;
std::shared_ptr<CAnimImage> selectionImage; // image for selection, not always visible
std::shared_ptr<CLabel> stackCount;
std::shared_ptr<RadialMenu> radialMenu;
public:
bool viewInfo();
bool highlightOrDropArtifact();
bool split();
@@ -52,7 +91,6 @@ class CGarrisonSlot : public CIntObject
void setHighlight(bool on);
std::function<void()> getDismiss() const;
public:
virtual void hover (bool on) override; //call-in
const CArmedInstance * getObj() const;
bool our() const;
@@ -60,6 +98,10 @@ public:
bool ally() const;
void showPopupWindow(const Point & cursorPosition) override;
void clickPressed(const Point & cursorPosition) override;
void gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance) override;
void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
void update();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * creature_ = nullptr);
@@ -92,11 +134,10 @@ public:
Point garOffset; ///< Offset between garrisons (not used if only one hero)
std::vector<std::shared_ptr<CButton>> splitButtons; ///< May be empty if no buttons
SlotID p2; ///< TODO: comment me
bool pb,
smallIcons, ///< true - 32x32 imgs, false - 58x64
removableUnits, ///< player Can remove units from up
owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
bool smallIcons; ///< true - 32x32 imgs, false - 58x64
bool removableUnits; ///< player Can remove units from up
bool twoRows; ///< slots Will be placed in 2 rows
bool owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
ESlotsLayout layout;
@@ -117,7 +158,7 @@ public:
void recreateSlots();
void splitClick(); ///< handles click on split button
void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
void splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount); ///< TODO: comment me
void moveStackToAnotherArmy(const CGarrisonSlot * selected);
void bulkMoveArmy(const CGarrisonSlot * selected);
void bulkMergeStacks(const CGarrisonSlot * selected); // Gather all creatures of selected type to the selected slot from other hero/garrison slots