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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

Show cursor (including attack direction) when swiping in battle

This commit is contained in:
Ivan Savenko 2023-06-01 17:49:42 +03:00
parent db1045aecd
commit ec55ec76b6
5 changed files with 102 additions and 72 deletions

View File

@ -160,7 +160,7 @@ void BattleActionsController::enterCreatureCastingMode()
if (!isActiveStackSpellcaster())
return;
for (auto const & action : possibleActions)
for(const auto & action : possibleActions)
{
if (action.get() != PossiblePlayerBattleAction::NO_LOCATION)
continue;
@ -203,7 +203,7 @@ std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActi
{
BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
for (auto const & spell : creatureSpells)
for(const auto & spell : creatureSpells)
data.creatureSpellsToCast.push_back(spell->id);
data.tacticsMode = owner.tacticsMode;
@ -219,49 +219,62 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
{
if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
auto assignPriority = [&](const PossiblePlayerBattleAction & item
) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
{
switch(item.get())
{
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::ANY_LOCATION:
case PossiblePlayerBattleAction::NO_LOCATION:
case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
return 1;
else
return 100;//bottom priority
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
return 2; break;
case PossiblePlayerBattleAction::SHOOT:
return 4; break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
return 5; break;
case PossiblePlayerBattleAction::ATTACK:
return 6; break;
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
return 7; break;
case PossiblePlayerBattleAction::MOVE_STACK:
return 8; break;
case PossiblePlayerBattleAction::CATAPULT:
return 9; break;
case PossiblePlayerBattleAction::HEAL:
return 10; break;
case PossiblePlayerBattleAction::CREATURE_INFO:
return 11; break;
case PossiblePlayerBattleAction::HERO_INFO:
return 12; break;
case PossiblePlayerBattleAction::TELEPORT:
return 13; break;
default:
assert(0);
return 200; break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::ANY_LOCATION:
case PossiblePlayerBattleAction::NO_LOCATION:
case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
return 1;
else
return 100; //bottom priority
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
return 2;
break;
case PossiblePlayerBattleAction::SHOOT:
return 4;
break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
return 5;
break;
case PossiblePlayerBattleAction::ATTACK:
return 6;
break;
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
return 7;
break;
case PossiblePlayerBattleAction::MOVE_STACK:
return 8;
break;
case PossiblePlayerBattleAction::CATAPULT:
return 9;
break;
case PossiblePlayerBattleAction::HEAL:
return 10;
break;
case PossiblePlayerBattleAction::CREATURE_INFO:
return 11;
break;
case PossiblePlayerBattleAction::HERO_INFO:
return 12;
break;
case PossiblePlayerBattleAction::TELEPORT:
return 13;
break;
default:
assert(0);
return 200;
break;
}
};
auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
auto comparer = [&](const PossiblePlayerBattleAction & lhs, const PossiblePlayerBattleAction & rhs)
{
return assignPriority(lhs) < assignPriority(rhs);
};
@ -358,8 +371,26 @@ void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action,
case PossiblePlayerBattleAction::ATTACK:
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
owner.fieldController->setBattleCursor(targetHex);
{
static const std::map<BattleHex::EDir, Cursor::Combat> sectorCursor = {
{BattleHex::TOP_LEFT, Cursor::Combat::HIT_SOUTHEAST},
{BattleHex::TOP_RIGHT, Cursor::Combat::HIT_SOUTHWEST},
{BattleHex::RIGHT, Cursor::Combat::HIT_WEST },
{BattleHex::BOTTOM_RIGHT, Cursor::Combat::HIT_NORTHWEST},
{BattleHex::BOTTOM_LEFT, Cursor::Combat::HIT_NORTHEAST},
{BattleHex::LEFT, Cursor::Combat::HIT_EAST },
{BattleHex::TOP, Cursor::Combat::HIT_SOUTH },
{BattleHex::BOTTOM, Cursor::Combat::HIT_NORTH }
};
auto direction = owner.fieldController->selectAttackDirection(targetHex);
assert(sectorCursor.count(direction) > 0);
if (sectorCursor.count(direction))
CCS->curh->set(sectorCursor.at(direction));
return;
}
case PossiblePlayerBattleAction::SHOOT:
if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
@ -856,7 +887,7 @@ void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterS
TConstBonusListPtr bl = casterStack->getBonuses(Selector::type()(BonusType::SPELLCASTER));
for (auto const & bonus : *bl)
for(const auto & bonus : *bl)
{
if (bonus->additionalInfo[0] <= 0)
creatureSpells.push_back(SpellID(bonus->subtype).toSpell());

View File

@ -22,6 +22,7 @@
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../render/CAnimation.h"
#include "../render/Canvas.h"
#include "../render/IImage.h"
#include "../renderSDL/SDL_Extensions.h"
@ -46,6 +47,9 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
attackCursors->preload();
if(!owner.siegeController)
{
auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
@ -435,27 +439,7 @@ BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
return BattleHex::INVALID;
}
void BattleFieldController::setBattleCursor(BattleHex myNumber)
{
std::vector<Cursor::Combat> sectorCursor = {
Cursor::Combat::HIT_SOUTHEAST,
Cursor::Combat::HIT_SOUTHWEST,
Cursor::Combat::HIT_WEST,
Cursor::Combat::HIT_NORTHWEST,
Cursor::Combat::HIT_NORTHEAST,
Cursor::Combat::HIT_EAST,
Cursor::Combat::HIT_SOUTH,
Cursor::Combat::HIT_NORTH,
};
auto direction = static_cast<size_t>(selectAttackDirection(getHoveredHex(), currentAttackOriginPoint));
assert(direction != -1);
if (direction != -1)
CCS->curh->set(sectorCursor[direction]);
}
BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber, const Point & cursorPos)
BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
{
const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
auto neighbours = myNumber.allNeighbouringTiles();
@ -518,7 +502,7 @@ BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber,
for (size_t i = 0; i < 8; ++i)
if (attackAvailability[i])
distance2[i] = (testPoint[i].y - cursorPos.y)*(testPoint[i].y - cursorPos.y) + (testPoint[i].x - cursorPos.x)*(testPoint[i].x - cursorPos.x);
distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
size_t nearest = -1;
for (size_t i = 0; i < 8; ++i)
@ -531,7 +515,7 @@ BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber,
BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
{
BattleHex::EDir direction = selectAttackDirection(getHoveredHex(), currentAttackOriginPoint);
BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
const CStack * attacker = owner.stacksController->getActiveStack();
@ -637,6 +621,14 @@ void BattleFieldController::show(Canvas & to)
CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
renderBattlefield(to);
if (isActive() && isPanning() && getHoveredHex() != BattleHex::INVALID)
{
auto cursorIndex = CCS->curh->get<Cursor::Combat>();
auto imageIndex = static_cast<size_t>(cursorIndex);
canvas.draw(attackCursors->getImage(imageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(imageIndex));
}
}
bool BattleFieldController::receiveEvent(const Point & position, int eventType) const

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@ -34,6 +34,8 @@ class BattleFieldController : public CIntObject
std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
std::shared_ptr<IImage> cellShade;
std::shared_ptr<CAnimation> attackCursors;
/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
std::unique_ptr<Canvas> backgroundWithHexes;
@ -66,8 +68,7 @@ class BattleFieldController : public CIntObject
/// Checks whether selected pixel is transparent, uses local coordinates of a hex
bool isPixelInHex(Point const & position);
BattleHex::EDir selectAttackDirection(BattleHex myNumber, const Point & point);
size_t selectBattleCursor(BattleHex myNumber);
void panning(bool on, const Point & initialPosition, const Point & finalPosition) override;
void gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance) override;
@ -105,6 +106,7 @@ public:
/// returns true if stack should render its stack count image in default position - outside own hex
bool stackCountOutsideHex(const BattleHex & number) const;
void setBattleCursor(BattleHex myNumber);
BattleHex::EDir selectAttackDirection(BattleHex myNumber);
BattleHex fromWhichHexAttack(BattleHex myNumber);
};

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@ -127,9 +127,6 @@ class CursorHandler final
void changeGraphic(Cursor::Type type, size_t index);
Point getPivotOffsetDefault(size_t index);
Point getPivotOffsetMap(size_t index);
Point getPivotOffsetCombat(size_t index);
Point getPivotOffsetSpellcast();
Point getPivotOffset();
@ -168,6 +165,10 @@ public:
return static_cast<Index>(frame);
}
Point getPivotOffsetDefault(size_t index);
Point getPivotOffsetMap(size_t index);
Point getPivotOffsetCombat(size_t index);
void render();
void hide();

View File

@ -221,7 +221,9 @@ void EventDispatcher::dispatchTextEditing(const std::string & text)
void EventDispatcher::dispatchGesturePanningStarted(const Point & initialPosition)
{
for(auto it : panningInterested)
auto copied = panningInterested;
for(auto it : copied)
{
if (it->receiveEvent(initialPosition, AEventsReceiver::GESTURE_PANNING))
{
@ -233,7 +235,9 @@ void EventDispatcher::dispatchGesturePanningStarted(const Point & initialPositio
void EventDispatcher::dispatchGesturePanningEnded(const Point & initialPosition, const Point & finalPosition)
{
for(auto it : panningInterested)
auto copied = panningInterested;
for(auto it : copied)
{
if (it->isPanning())
{