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Improve creature numbers handling in castle interface bottom left part
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@ -1220,9 +1220,13 @@ void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
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{
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CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
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if (fs)
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fs->creaturesChanged();
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CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
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CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
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if (fortScreen)
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fortScreen->creaturesChangedEventHandler();
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else if(castleInterface)
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castleInterface->creaturesChangedEventHandler();
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for(auto isa : GH.listInt)
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{
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@ -45,6 +45,18 @@
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#include <SDL_events.h>
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static bool useCompactCreatureBox()
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{
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//TODO: add UI for easier access
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return settings["session"]["compactCreatureInfo"].isNumber() ? settings["session"]["compactCreatureInfo"].Bool() : false;
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}
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static bool useAvailableAmountAsCreatureLabel()
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{
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//TODO: add UI for easier access
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return settings["session"]["availableCreaturesAsLabel"].isNumber() ? settings["session"]["availableCreaturesAsLabel"].Bool() : false;
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}
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CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str)
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: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE, BUILDING_FRAME_TIME),
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parent(Par),
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@ -834,7 +846,10 @@ void CCastleBuildings::enterCastleGate()
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void CCastleBuildings::enterDwelling(int level)
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{
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assert(level >= 0 && level < town->creatures.size());
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auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };
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auto recruitCb = [=](CreatureID id, int count)
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{
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LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);
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};
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GH.pushIntT<CRecruitmentWindow>(town, level, town, recruitCb, -87);
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}
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@ -966,10 +981,10 @@ void CCastleBuildings::openTownHall()
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GH.pushIntT<CHallInterface>(town);
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}
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CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool ShowAvailable):
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CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact, bool _showAvailable):
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town(Town),
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level(Level),
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showAvailable(ShowAvailable)
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showAvailable(_showAvailable)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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pos += position;
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@ -990,7 +1005,7 @@ CCreaInfo::CCreaInfo(Point position, const CGTownInstance * Town, int Level, boo
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if(showAvailable)
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value = boost::lexical_cast<std::string>(town->creatures[level].first);
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else
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value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
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value = std::string("+") + boost::lexical_cast<std::string>(town->creatureGrowth(level));
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if(compact)
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{
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@ -1015,7 +1030,7 @@ void CCreaInfo::update()
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if(showAvailable)
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value = boost::lexical_cast<std::string>(town->creatures[level].first);
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else
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value = boost::lexical_cast<std::string>(town->creatureGrowth(level));
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value = std::string("+") + boost::lexical_cast<std::string>(town->creatureGrowth(level));
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if(value != label->getText())
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label->setText(value);
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@ -1042,10 +1057,12 @@ void CCreaInfo::clickLeft(tribool down, bool previousState)
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if(previousState && (!down))
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{
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int offset = LOCPLINT->castleInt? (-87) : 0;
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auto recruitCb = [=](CreatureID id, int count)
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{
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LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);
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};
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GH.pushIntT<CRecruitmentWindow>(town, level, town, recruitCb, offset);
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}
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}
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@ -1072,6 +1089,11 @@ void CCreaInfo::clickRight(tribool down, bool previousState)
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}
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}
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bool CCreaInfo::getShowAvailable()
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{
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return showAvailable;
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}
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CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townHall)
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: town(Town),
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building(nullptr)
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@ -1248,11 +1270,15 @@ void CCastleInterface::recreateIcons()
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creainfo.clear();
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for(size_t i=0; i<4; i++)
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creainfo.push_back(std::make_shared<CCreaInfo>(Point(14+55*(int)i, 459), town, (int)i));
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//TODO: GUI option for these
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bool compactCreatureInfo = useCompactCreatureBox();
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bool useAvailableCreaturesForLabel = useAvailableAmountAsCreatureLabel();
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for(size_t i=0; i<4; i++)
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creainfo.push_back(std::make_shared<CCreaInfo>(Point(14+55*(int)i, 507), town, (int)i+4));
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creainfo.push_back(std::make_shared<CCreaInfo>(Point(14+55*(int)i, 459), town, (int)i, compactCreatureInfo, useAvailableCreaturesForLabel));
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for(size_t i=0; i<4; i++)
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creainfo.push_back(std::make_shared<CCreaInfo>(Point(14+55*(int)i, 507), town, (int)i+4, compactCreatureInfo, useAvailableCreaturesForLabel));
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}
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void CCastleInterface::keyPressed(const SDL_KeyboardEvent & key)
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@ -1279,6 +1305,17 @@ void CCastleInterface::keyPressed(const SDL_KeyboardEvent & key)
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}
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}
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void CCastleInterface::creaturesChangedEventHandler()
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{
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for(auto creatureInfoBox : creainfo)
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{
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if(creatureInfoBox->getShowAvailable())
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{
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creatureInfoBox->update();
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}
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}
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}
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CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building):
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town(Town),
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building(Building)
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@ -1593,10 +1630,12 @@ std::string CFortScreen::getBgName(const CGTownInstance * town)
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return "TPCASTL8";
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}
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void CFortScreen::creaturesChanged()
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void CFortScreen::creaturesChangedEventHandler()
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{
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for(auto & elem : recAreas)
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elem->creaturesChanged();
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elem->creaturesChangedEventHandler();
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LOCPLINT->castleInt->creaturesChangedEventHandler();
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}
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CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance * Town, int Level):
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@ -1686,7 +1725,7 @@ void CFortScreen::RecruitArea::hover(bool on)
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GH.statusbar->clear();
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}
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void CFortScreen::RecruitArea::creaturesChanged()
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void CFortScreen::RecruitArea::creaturesChangedEventHandler()
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{
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if(availableCount)
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{
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@ -186,12 +186,13 @@ class CCreaInfo : public CIntObject
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std::string genGrowthText();
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public:
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CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact=false, bool showAvailable=false);
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CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact=false, bool _showAvailable=false);
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void update();
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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bool getShowAvailable();
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};
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/// Town hall and fort icons for town screen
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@ -250,6 +251,7 @@ public:
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void addBuilding(BuildingID bid);
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void removeBuilding(BuildingID bid);
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void recreateIcons();
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void creaturesChangedEventHandler();
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};
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/// Hall window where you can build things
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@ -339,7 +341,7 @@ class CFortScreen : public CStatusbarWindow
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public:
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RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
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void creaturesChanged();
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void creaturesChangedEventHandler();
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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@ -354,7 +356,7 @@ class CFortScreen : public CStatusbarWindow
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public:
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CFortScreen(const CGTownInstance * town);
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void creaturesChanged();
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void creaturesChangedEventHandler();
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};
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/// The mage guild screen where you can see which spells you have
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