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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Merge pull request #115 from bwrsandman/creature-garisson-tooltip

Looks good to me, merging.
This commit is contained in:
DjWarmonger 2015-08-26 15:51:07 +02:00
commit ee08e6be79
3 changed files with 232 additions and 163 deletions

View File

@ -71,11 +71,11 @@ void CGarrisonSlot::hover (bool on)
}
else
{
if(upg)
if(upg == EGarrisonType::UP)
{
temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
}
else if(owner->armedObjs[0] && owner->armedObjs[0]->ID == Obj::TOWN)
else if(owner->armedObjs[0] && (owner->armedObjs[0]->ID == Obj::TOWN || owner->armedObjs[0]->ID == Obj::HERO))
{
temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
}
@ -119,14 +119,16 @@ void CGarrisonSlot::hover (bool on)
const CArmedInstance * CGarrisonSlot::getObj() const
{
return (!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]);
return owner->armedObjs[upg];
}
/// @return Whether the unit in the slot belongs to the current player.
bool CGarrisonSlot::our() const
{
return upg?(owner->owned[1]):(owner->owned[0]);
return owner->owned[upg];
}
/// @return Whether the unit in the slot belongs to an ally but not to the current player.
bool CGarrisonSlot::ally() const
{
if(!getObj())
@ -135,6 +137,136 @@ bool CGarrisonSlot::ally() const
return PlayerRelations::ALLIES == LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, getObj()->tempOwner);
}
/// The creature slot has been clicked twice, therefore the creature info should be shown
/// @return Whether the view should be refreshed
bool CGarrisonSlot::viewInfo()
{
UpgradeInfo pom;
LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
std::function<void(CreatureID)> upgr = nullptr;
std::function<void()> dism = nullptr;
if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
owner->selectSlot(nullptr);
owner->setSplittingMode(false);
for(auto & elem : owner->splitButtons)
elem->block(true);
redraw();
GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
return true;
}
/// The selection is empty, therefore the creature should be moved
/// @return Whether the view should be refreshed
bool CGarrisonSlot::highlightOrDropArtifact()
{
bool artSelected = false;
if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
{
const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
if (const CArtifactInstance *art = commonInfo->src.art)
{
const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
artSelected = true;
if (myStack) // try dropping the artifact only if the slot isn't empty
{
ArtifactLocation src(srcHero, commonInfo->src.slotID);
ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
if (art->canBePutAt(dst, true))
{ //equip clicked stack
if(dst.getArt())
{
//creature can wear only one active artifact
//if we are placing a new one, the old one will be returned to the hero's backpack
LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
}
LOCPLINT->cb->swapArtifacts(src, dst);
}
}
}
}
if (!artSelected && creature)
{
owner->selectSlot(this);
if(creature)
{
for(auto & elem : owner->splitButtons)
elem->block(!our());
}
}
redraw();
return true;
}
/// The creature is only being partially moved
/// @return Whether the view should be refreshed
bool CGarrisonSlot::split()
{
const CGarrisonSlot * selection = owner->getSelection();
owner->p2 = ID; // store the second stack pos
owner->pb = upg; // store the second stack owner (up or down army)
owner->setSplittingMode(false);
int minLeft=0, minRight=0;
if(upg != selection->upg) // not splitting within same army
{
if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
&& selection->getObj()->needsLastStack() )
{
minLeft = 1;
}
// destination army can't be emptied, unless we're rebalancing two stacks of same creature
if(getObj()->stacksCount() == 1
&& selection->creature == creature
&& getObj()->needsLastStack() )
{
minRight = 1;
}
}
int countLeft = selection->myStack ? selection->myStack->count : 0;
int countRight = myStack ? myStack->count : 0;
GH.pushInt(new CSplitWindow(selection->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
minLeft, minRight, countLeft, countRight));
return true;
}
/// If certain creates cannot be moved, the selection should change
/// Force reselection in these cases
/// * When attempting to take creatures from ally
/// * When attempting to swap creatures with an ally
/// * When attempting to take unremovable units
/// @return Whether reselection must be done
bool CGarrisonSlot::mustForceReselection() const
{
const CGarrisonSlot * selection = owner->getSelection();
bool withAlly = selection->our() ^ our();
if (!creature || !selection->creature)
return false;
// Attempt to take creatures from ally (select theirs first)
if (!selection->our())
return true;
// Attempt to swap creatures with ally (select ours first)
if (selection->creature != creature && withAlly)
return true;
if (!owner->removableUnits)
{
if (selection->upg == EGarrisonType::UP)
return true;
else
return creature || upg == EGarrisonType::UP;
}
return false;
}
void CGarrisonSlot::clickRight(tribool down, bool previousState)
{
if(down && creature)
@ -142,141 +274,53 @@ void CGarrisonSlot::clickRight(tribool down, bool previousState)
GH.pushInt(new CStackWindow(myStack, true));
}
}
void CGarrisonSlot::clickLeft(tribool down, bool previousState)
{
if(down)
{
bool refr = false;
if(owner->getSelection())
const CGarrisonSlot * selection = owner->getSelection();
if(!selection)
refr = highlightOrDropArtifact();
else if(selection == this)
refr = viewInfo();
// Re-highlight if troops aren't removable or not ours.
else if (mustForceReselection())
{
if(owner->getSelection() == this) //view info
{
UpgradeInfo pom;
LOCPLINT->cb->getUpgradeInfo(getObj(), ID, pom);
bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
std::function<void(CreatureID)> upgr = nullptr;
std::function<void()> dism = nullptr;
if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
owner->selectSlot(nullptr);
owner->setSplittingMode(false);
for(auto & elem : owner->splitButtons)
elem->block(true);
redraw();
refr = true;
GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
}
else
{
// Only allow certain moves if troops aren't removable or not ours.
if ( ( owner->getSelection()->our()//our creature is selected
|| owner->getSelection()->creature == creature )//or we are rebalancing army
&& ( owner->removableUnits
|| (upg == 0 && ( owner->getSelection()->upg == 1 && !creature ) )
|| (upg == 1 && owner->getSelection()->upg == 1 ) ) )
{
//we want to split
if((owner->getSplittingMode() || LOCPLINT->shiftPressed())
&& (!creature
|| (creature == owner->getSelection()->creature)))
{
owner->p2 = ID; //store the second stack pos
owner->pb = upg;//store the second stack owner (up or down army)
owner->setSplittingMode(false);
int minLeft=0, minRight=0;
if(upg != owner->getSelection()->upg) //not splitting within same army
{
if(owner->getSelection()->getObj()->stacksCount() == 1 //we're splitting away the last stack
&& owner->getSelection()->getObj()->needsLastStack() )
{
minLeft = 1;
}
if(getObj()->stacksCount() == 1 //destination army can't be emptied, unless we're rebalancing two stacks of same creature
&& owner->getSelection()->creature == creature
&& getObj()->needsLastStack() )
{
minRight = 1;
}
}
int countLeft = owner->getSelection()->myStack ? owner->getSelection()->myStack->count : 0;
int countRight = myStack ? myStack->count : 0;
GH.pushInt(new CSplitWindow(owner->getSelection()->creature, std::bind(&CGarrisonInt::splitStacks, owner, _1, _2),
minLeft, minRight, countLeft, countRight));
refr = true;
}
else if(creature != owner->getSelection()->creature) //swap
{
LOCPLINT->cb->swapCreatures(
(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
ID,owner->getSelection()->ID);
}
else //merge
{
LOCPLINT->cb->mergeStacks(
(!owner->getSelection()->upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
(!upg)?(owner->armedObjs[0]):(owner->armedObjs[1]),
owner->getSelection()->ID,ID);
}
}
else // Highlight
{
if(creature)
owner->selectSlot(this);
redraw();
refr = true;
}
}
}
else //highlight or drop artifact
{
bool artSelected = false;
if (CWindowWithArtifacts* chw = dynamic_cast<CWindowWithArtifacts*>(GH.topInt())) //dirty solution
{
const CArtifactsOfHero::SCommonPart *commonInfo = chw->artSets.front()->commonInfo;
if (const CArtifactInstance *art = commonInfo->src.art)
{
const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
artSelected = true;
if (myStack) // try dropping the artifact only if the slot isn't empty
{
ArtifactLocation src(srcHero, commonInfo->src.slotID);
ArtifactLocation dst(myStack, ArtifactPosition::CREATURE_SLOT);
if (art->canBePutAt(dst, true))
{ //equip clicked stack
if(dst.getArt())
{
//creature can wear only one active artifact
//if we are placing a new one, the old one will be returned to the hero's backpack
LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero, dst.getArt()->firstBackpackSlot(srcHero)));
}
LOCPLINT->cb->swapArtifacts(src, dst);
}
}
}
}
if (!artSelected && creature)
{
if(creature)
owner->selectSlot(this);
if(creature)
{
for(auto & elem : owner->splitButtons)
elem->block(false);
}
}
redraw();
refr = true;
}
if(refr) {hover(false); hover(true); } //to refresh statusbar
// we want to split
else if( (owner->getSplittingMode() || LOCPLINT->shiftPressed())
&& (!creature || creature == selection->creature) )
refr = split();
// swap
else if(creature != selection->creature)
{
const CArmedInstance * selectedObj = owner->armedObjs[selection->upg];
if (!creature && selectedObj->stacksCount() == 1)
LOCPLINT->cb->splitStack(selectedObj, owner->armedObjs[upg], selection->ID, ID, myStack->count - 1);
else
LOCPLINT->cb->swapCreatures(owner->armedObjs[upg], owner->armedObjs[selection->upg], ID, selection->ID);
}
// merge
else
{
const CArmedInstance * selectedObj = owner->armedObjs[selection->upg];
if (selectedObj->stacksCount() == 1)
LOCPLINT->cb->splitStack(owner->armedObjs[upg], selectedObj, selection->ID, ID, 1);
else
LOCPLINT->cb->mergeStacks(owner->armedObjs[selection->upg], owner->armedObjs[upg], selection->ID, ID);
}
if(refr)
{
// Refresh Statusbar
hover(false);
hover(true);
}
}
}
@ -310,7 +354,7 @@ void CGarrisonSlot::update()
}
}
CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg, const CStackInstance * Creature):
CGarrisonSlot::CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, CGarrisonSlot::EGarrisonType Upg, const CStackInstance * Creature):
ID(IID),
owner(Owner),
myStack(Creature),
@ -358,7 +402,7 @@ void CGarrisonInt::addSplitBtn(CButton * button)
button->block(getSelection() == nullptr);
}
void CGarrisonInt::createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int posY, int distance, int Upg )
void CGarrisonInt::createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int posY, int distance, CGarrisonSlot::EGarrisonType Upg )
{
ret.resize(7);
@ -388,8 +432,8 @@ void CGarrisonInt::createSlots()
int width = smallIcons? 32 : 58;
createSet(slotsUp, armedObjs[0], 0, 0, width+interx, 0);
createSet(slotsDown, armedObjs[1], garOffset.x, garOffset.y, width+interx, 1);
createSet(slotsUp, armedObjs[0], 0, 0, width+interx, CGarrisonSlot::EGarrisonType::UP);
createSet(slotsDown, armedObjs[1], garOffset.x, garOffset.y, width+interx, CGarrisonSlot::EGarrisonType::DOWN);
}
void CGarrisonInt::recreateSlots()
@ -453,7 +497,7 @@ void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
highlighted = slot;
for (auto button : splitButtons)
button->block(highlighted == nullptr);
button->block(highlighted == nullptr || !slot->our());
if (highlighted)
highlighted->setHighlight(true);

View File

@ -28,12 +28,23 @@ class CGarrisonSlot : public CIntObject
CGarrisonInt *owner;
const CStackInstance *myStack; //nullptr if slot is empty
const CCreature *creature;
int upg; //0 - up garrison, 1 - down garrison
/// Type of Garrison for slot (up or down)
enum EGarrisonType
{
UP=0, ///< 0 - up garrison (Garrisoned)
DOWN, ///< 1 - down garrison (Visiting)
} upg; ///< Flag indicating if it is the up or down garrison
CAnimImage * creatureImage;
CAnimImage * selectionImage; // image for selection, not always visible
CLabel * stackCount;
bool viewInfo();
bool highlightOrDropArtifact();
bool split();
bool mustForceReselection() const;
void setHighlight(bool on);
public:
virtual void hover (bool on); //call-in
@ -43,7 +54,7 @@ public:
void clickRight(tribool down, bool previousState);
void clickLeft(tribool down, bool previousState);
void update();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * Creature=nullptr);
friend class CGarrisonInt;
};
@ -51,52 +62,63 @@ public:
/// Class which manages slots of upper and lower garrison, splitting of units
class CGarrisonInt :public CIntObject
{
CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
/// Chosen slot. Should be changed only via selectSlot.
CGarrisonSlot *highlighted;
bool inSplittingMode;
public:
void selectSlot(CGarrisonSlot * slot); //null = deselect
void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
const CGarrisonSlot * getSelection();
void setSplittingMode(bool on);
bool getSplittingMode();
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
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

View File

@ -381,7 +381,10 @@ void CHeroGSlot::clickLeft(tribool down, bool previousState)
other->setHighlight(false);
if(allow)
{
owner->swapArmies();
hero = other->hero;
}
}
else if(hero)
{