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https://github.com/vcmi/vcmi.git
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Merge pull request #115 from bwrsandman/creature-garisson-tooltip
Looks good to me, merging.
This commit is contained in:
commit
ee08e6be79
@ -71,11 +71,11 @@ void CGarrisonSlot::hover (bool on)
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}
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else
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{
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if(upg)
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if(upg == EGarrisonType::UP)
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{
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temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
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}
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else if(owner->armedObjs[0] && owner->armedObjs[0]->ID == Obj::TOWN)
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else if(owner->armedObjs[0] && (owner->armedObjs[0]->ID == Obj::TOWN || owner->armedObjs[0]->ID == Obj::HERO))
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{
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temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
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}
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@ -119,14 +119,16 @@ void CGarrisonSlot::hover (bool on)
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const CArmedInstance * CGarrisonSlot::getObj() const
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{
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return (!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]);
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return owner->armedObjs[upg];
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}
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/// @return Whether the unit in the slot belongs to the current player.
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bool CGarrisonSlot::our() const
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{
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return upg?(owner->owned[1]):(owner->owned[0]);
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return owner->owned[upg];
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}
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/// @return Whether the unit in the slot belongs to an ally but not to the current player.
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bool CGarrisonSlot::ally() const
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{
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if(!getObj())
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@ -135,6 +137,136 @@ bool CGarrisonSlot::ally() const
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return PlayerRelations::ALLIES == LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, getObj()->tempOwner);
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}
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/// The creature slot has been clicked twice, therefore the creature info should be shown
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/// @return Whether the view should be refreshed
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bool CGarrisonSlot::viewInfo()
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{
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UpgradeInfo pom;
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LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
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std::function<void(CreatureID)> upgr = nullptr;
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std::function<void()> dism = nullptr;
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if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
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owner->selectSlot(nullptr);
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owner->setSplittingMode(false);
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for(auto & elem : owner->splitButtons)
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elem->block(true);
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redraw();
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GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
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return true;
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}
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/// The selection is empty, therefore the creature should be moved
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/// @return Whether the view should be refreshed
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bool CGarrisonSlot::highlightOrDropArtifact()
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{
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bool artSelected = false;
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if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
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{
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const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
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if (const CArtifactInstance *art = commonInfo->src.art)
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{
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const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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artSelected = true;
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if (myStack) // try dropping the artifact only if the slot isn't empty
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{
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ArtifactLocation src(srcHero, commonInfo->src.slotID);
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ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
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if (art->canBePutAt(dst, true))
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{ //equip clicked stack
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if(dst.getArt())
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{
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//creature can wear only one active artifact
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//if we are placing a new one, the old one will be returned to the hero's backpack
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LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
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}
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LOCPLINT->cb->swapArtifacts(src, dst);
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}
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}
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}
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}
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if (!artSelected && creature)
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{
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owner->selectSlot(this);
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if(creature)
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{
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for(auto & elem : owner->splitButtons)
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elem->block(!our());
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}
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}
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redraw();
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return true;
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}
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/// The creature is only being partially moved
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/// @return Whether the view should be refreshed
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bool CGarrisonSlot::split()
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{
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const CGarrisonSlot * selection = owner->getSelection();
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owner->p2 = ID; // store the second stack pos
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owner->pb = upg; // store the second stack owner (up or down army)
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owner->setSplittingMode(false);
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int minLeft=0, minRight=0;
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if(upg != selection->upg) // not splitting within same army
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{
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if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
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&& selection->getObj()->needsLastStack() )
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{
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minLeft = 1;
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}
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// destination army can't be emptied, unless we're rebalancing two stacks of same creature
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if(getObj()->stacksCount() == 1
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&& selection->creature == creature
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&& getObj()->needsLastStack() )
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{
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minRight = 1;
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}
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}
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int countLeft = selection->myStack ? selection->myStack->count : 0;
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int countRight = myStack ? myStack->count : 0;
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GH.pushInt(new CSplitWindow(selection->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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minLeft, minRight, countLeft, countRight));
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return true;
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}
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/// If certain creates cannot be moved, the selection should change
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/// Force reselection in these cases
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/// * When attempting to take creatures from ally
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/// * When attempting to swap creatures with an ally
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/// * When attempting to take unremovable units
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/// @return Whether reselection must be done
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bool CGarrisonSlot::mustForceReselection() const
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{
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const CGarrisonSlot * selection = owner->getSelection();
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bool withAlly = selection->our() ^ our();
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if (!creature || !selection->creature)
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return false;
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// Attempt to take creatures from ally (select theirs first)
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if (!selection->our())
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return true;
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// Attempt to swap creatures with ally (select ours first)
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if (selection->creature != creature && withAlly)
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return true;
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if (!owner->removableUnits)
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{
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if (selection->upg == EGarrisonType::UP)
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return true;
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else
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return creature || upg == EGarrisonType::UP;
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}
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return false;
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}
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void CGarrisonSlot::clickRight(tribool down, bool previousState)
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{
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if(down && creature)
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@ -142,141 +274,53 @@ void CGarrisonSlot::clickRight(tribool down, bool previousState)
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GH.pushInt(new CStackWindow(myStack, true));
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}
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}
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void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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{
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if(down)
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{
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bool refr = false;
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if(owner->getSelection())
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const CGarrisonSlot * selection = owner->getSelection();
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if(!selection)
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refr = highlightOrDropArtifact();
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else if(selection == this)
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refr = viewInfo();
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// Re-highlight if troops aren't removable or not ours.
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else if (mustForceReselection())
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{
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if(owner->getSelection() == this) //view info
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{
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UpgradeInfo pom;
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LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
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bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
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std::function<void(CreatureID)> upgr = nullptr;
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std::function<void()> dism = nullptr;
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if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
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owner->selectSlot(nullptr);
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owner->setSplittingMode(false);
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for(auto & elem : owner->splitButtons)
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elem->block(true);
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redraw();
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refr = true;
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GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
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}
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else
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{
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// Only allow certain moves if troops aren't removable or not ours.
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if ( ( owner->getSelection()->our()//our creature is selected
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|| owner->getSelection()->creature == creature )//or we are rebalancing army
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&& ( owner->removableUnits
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|| (upg == 0 && ( owner->getSelection()->upg == 1 && !creature ) )
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|| (upg == 1 && owner->getSelection()->upg == 1 ) ) )
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{
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//we want to split
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if((owner->getSplittingMode() || LOCPLINT->shiftPressed())
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&& (!creature
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|| (creature == owner->getSelection()->creature)))
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{
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owner->p2 = ID; //store the second stack pos
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owner->pb = upg;//store the second stack owner (up or down army)
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owner->setSplittingMode(false);
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int minLeft=0, minRight=0;
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if(upg != owner->getSelection()->upg) //not splitting within same army
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{
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if(owner->getSelection()->getObj()->stacksCount() == 1 //we're splitting away the last stack
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&& owner->getSelection()->getObj()->needsLastStack() )
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{
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minLeft = 1;
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}
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if(getObj()->stacksCount() == 1 //destination army can't be emptied, unless we're rebalancing two stacks of same creature
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&& owner->getSelection()->creature == creature
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&& getObj()->needsLastStack() )
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{
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minRight = 1;
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}
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}
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int countLeft = owner->getSelection()->myStack ? owner->getSelection()->myStack->count : 0;
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int countRight = myStack ? myStack->count : 0;
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GH.pushInt(new CSplitWindow(owner->getSelection()->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
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minLeft, minRight, countLeft, countRight));
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refr = true;
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}
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else if(creature != owner->getSelection()->creature) //swap
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{
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LOCPLINT->cb->swapCreatures(
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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ID,owner->getSelection()->ID);
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}
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else //merge
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{
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LOCPLINT->cb->mergeStacks(
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(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
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owner->getSelection()->ID,ID);
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}
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}
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else // Highlight
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{
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if(creature)
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owner->selectSlot(this);
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redraw();
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refr = true;
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}
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}
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}
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else //highlight or drop artifact
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{
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bool artSelected = false;
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if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
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{
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const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
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if (const CArtifactInstance *art = commonInfo->src.art)
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{
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const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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artSelected = true;
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if (myStack) // try dropping the artifact only if the slot isn't empty
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{
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ArtifactLocation src(srcHero, commonInfo->src.slotID);
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ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
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if (art->canBePutAt(dst, true))
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{ //equip clicked stack
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if(dst.getArt())
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{
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//creature can wear only one active artifact
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//if we are placing a new one, the old one will be returned to the hero's backpack
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LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
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}
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LOCPLINT->cb->swapArtifacts(src, dst);
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}
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}
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}
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}
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if (!artSelected && creature)
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{
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if(creature)
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owner->selectSlot(this);
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if(creature)
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{
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for(auto & elem : owner->splitButtons)
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elem->block(false);
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}
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}
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redraw();
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refr = true;
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}
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if(refr) {hover(false); hover(true); } //to refresh statusbar
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// we want to split
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else if( (owner->getSplittingMode() || LOCPLINT->shiftPressed())
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&& (!creature || creature == selection->creature) )
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refr = split();
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// swap
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else if(creature != selection->creature)
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{
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const CArmedInstance * selectedObj = owner->armedObjs[selection->upg];
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if (!creature && selectedObj->stacksCount() == 1)
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LOCPLINT->cb->splitStack(selectedObj, owner->armedObjs[upg], selection->ID, ID, myStack->count - 1);
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else
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LOCPLINT->cb->swapCreatures(owner->armedObjs[upg], owner->armedObjs[selection->upg], ID, selection->ID);
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}
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// merge
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else
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{
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const CArmedInstance * selectedObj = owner->armedObjs[selection->upg];
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if (selectedObj->stacksCount() == 1)
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LOCPLINT->cb->splitStack(owner->armedObjs[upg], selectedObj, selection->ID, ID, 1);
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else
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LOCPLINT->cb->mergeStacks(owner->armedObjs[selection->upg], owner->armedObjs[upg], selection->ID, ID);
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}
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if(refr)
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{
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// Refresh Statusbar
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hover(false);
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hover(true);
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}
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}
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}
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@ -310,7 +354,7 @@ void CGarrisonSlot::update()
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}
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}
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CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg, const CStackInstance * Creature):
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CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, CGarrisonSlot::EGarrisonType Upg, const CStackInstance * Creature):
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ID(IID),
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owner(Owner),
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myStack(Creature),
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@ -358,7 +402,7 @@ void CGarrisonInt::addSplitBtn(CButton * button)
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button->block(getSelection() == nullptr);
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}
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void CGarrisonInt::createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int posY, int distance, int Upg )
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void CGarrisonInt::createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int posY, int distance, CGarrisonSlot::EGarrisonType Upg )
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{
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ret.resize(7);
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@ -388,8 +432,8 @@ void CGarrisonInt::createSlots()
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int width = smallIcons? 32 : 58;
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createSet(slotsUp, armedObjs[0], 0, 0, width+interx, 0);
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createSet(slotsDown, armedObjs[1], garOffset.x, garOffset.y, width+interx, 1);
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createSet(slotsUp, armedObjs[0], 0, 0, width+interx, CGarrisonSlot::EGarrisonType::UP);
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createSet(slotsDown, armedObjs[1], garOffset.x, garOffset.y, width+interx, CGarrisonSlot::EGarrisonType::DOWN);
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}
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void CGarrisonInt::recreateSlots()
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@ -453,7 +497,7 @@ void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
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highlighted = slot;
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for (auto button : splitButtons)
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button->block(highlighted == nullptr);
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button->block(highlighted == nullptr || !slot->our());
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if (highlighted)
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highlighted->setHighlight(true);
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|
@ -28,12 +28,23 @@ class CGarrisonSlot : public CIntObject
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CGarrisonInt *owner;
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const CStackInstance *myStack; //nullptr if slot is empty
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const CCreature *creature;
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int upg; //0 - up garrison, 1 - down garrison
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/// Type of Garrison for slot (up or down)
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enum EGarrisonType
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{
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UP=0, ///< 0 - up garrison (Garrisoned)
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DOWN, ///< 1 - down garrison (Visiting)
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} upg; ///< Flag indicating if it is the up or down garrison
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CAnimImage * creatureImage;
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CAnimImage * selectionImage; // image for selection, not always visible
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CLabel * stackCount;
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bool viewInfo();
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bool highlightOrDropArtifact();
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bool split();
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bool mustForceReselection() const;
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void setHighlight(bool on);
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public:
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virtual void hover (bool on); //call-in
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@ -43,7 +54,7 @@ public:
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void clickRight(tribool down, bool previousState);
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void clickLeft(tribool down, bool previousState);
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void update();
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * Creature=nullptr);
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friend class CGarrisonInt;
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};
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@ -51,52 +62,63 @@ public:
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt :public CIntObject
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{
|
||||
CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
|
||||
/// Chosen slot. Should be changed only via selectSlot.
|
||||
CGarrisonSlot *highlighted;
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bool inSplittingMode;
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|
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public:
|
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void selectSlot(CGarrisonSlot * slot); //null = deselect
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void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
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||||
const CGarrisonSlot * getSelection();
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||||
|
||||
void setSplittingMode(bool on);
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||||
bool getSplittingMode();
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||||
|
||||
int interx; //space between slots
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||||
Point garOffset; //offset between garrisons (not used if only one hero)
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||||
std::vector<CButton *> splitButtons; //may be empty if no buttons
|
||||
int interx; ///< Space between slots
|
||||
Point garOffset; ///< Offset between garrisons (not used if only one hero)
|
||||
std::vector<CButton *> splitButtons; ///< May be empty if no buttons
|
||||
|
||||
SlotID p2; //TODO: comment me
|
||||
int shiftPos;//1st slot of the second row, set shiftPoint for effect
|
||||
SlotID p2; ///< TODO: comment me
|
||||
int shiftPos; ///< 1st slot of the second row, set shiftPoint for effect
|
||||
bool pb,
|
||||
smallIcons, //true - 32x32 imgs, false - 58x64
|
||||
removableUnits,//player can remove units from up
|
||||
twoRows,//slots will be placed in 2 rows
|
||||
owned[2];//player owns up or down army [0] upper, [1] lower
|
||||
smallIcons, ///< true - 32x32 imgs, false - 58x64
|
||||
removableUnits, ///< player Can remove units from up
|
||||
twoRows, ///< slots Will be placed in 2 rows
|
||||
owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
|
||||
|
||||
// const CCreatureSet *set1; //top set of creatures
|
||||
// const CCreatureSet *set2; //bottom set of creatures
|
||||
// const CCreatureSet *set1; ///< Top set of creatures
|
||||
// const CCreatureSet *set2; ///< Bottom set of creatures
|
||||
|
||||
std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
|
||||
const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
|
||||
//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
|
||||
std::vector<CGarrisonSlot*> slotsUp, slotsDown; ///< Slots of upper and lower garrison
|
||||
const CArmedInstance *armedObjs[2]; ///< [0] is upper, [1] is down
|
||||
//const CArmedInstance *oup, *odown; ///< Upper and lower garrisons (heroes or towns)
|
||||
|
||||
void setArmy(const CArmedInstance *army, bool bottomGarrison);
|
||||
void addSplitBtn(CButton * button);
|
||||
void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
|
||||
void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, CGarrisonSlot::EGarrisonType Upg );
|
||||
|
||||
void createSlots();
|
||||
void recreateSlots();
|
||||
|
||||
void splitClick(); //handles click on split button
|
||||
void splitStacks(int amountLeft, int amountRight); //TODO: comment me
|
||||
//x, y - position;
|
||||
//inx - distance between slots;
|
||||
//pomsur, SurOffset - UNUSED
|
||||
//s1, s2 - top and bottom armies;
|
||||
//removableUnits - you can take units from top;
|
||||
//smallImgs - units images size 64x58 or 32x32;
|
||||
//twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
|
||||
CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
|
||||
void splitClick(); ///< handles click on split button
|
||||
void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
|
||||
|
||||
/// Constructor
|
||||
/// @param x, y Position
|
||||
/// @param inx Distance between slots;
|
||||
/// @param garsOffset
|
||||
/// @param pomsur, SurOffset UNUSED
|
||||
/// @param s1, s2 Top and bottom armies
|
||||
/// @param _removableUnits You can take units from top
|
||||
/// @param smallImgs Units images size 64x58 or 32x32
|
||||
/// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
|
||||
CGarrisonInt(int x, int y,
|
||||
int inx,
|
||||
const Point &garsOffset,
|
||||
SDL_Surface *pomsur, const Point &SurOffset,
|
||||
const CArmedInstance *s1, const CArmedInstance *s2=nullptr,
|
||||
bool _removableUnits = true,
|
||||
bool smallImgs = false,
|
||||
bool _twoRows=false);
|
||||
};
|
||||
|
||||
class CGarrisonHolder
|
||||
|
@ -381,7 +381,10 @@ void CHeroGSlot::clickLeft(tribool down, bool previousState)
|
||||
other->setHighlight(false);
|
||||
|
||||
if(allow)
|
||||
{
|
||||
owner->swapArmies();
|
||||
hero = other->hero;
|
||||
}
|
||||
}
|
||||
else if(hero)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user