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Merge pull request #3045 from Laserlicht/interface_improvement

various interface shortcuts
This commit is contained in:
Nordsoft91 2023-10-15 23:48:22 +02:00 committed by GitHub
commit ee997a291c
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10 changed files with 187 additions and 18 deletions

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@ -591,6 +591,9 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
// Perform totalRedraw in order to force redraw of updated town list icon from adventure map
GH.windows().totalRedraw();
}
for (auto cgh : GH.windows().findWindows<ITownHolder>())
cgh->buildChanged();
}
void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)

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@ -153,6 +153,12 @@ public:
virtual void updateGarrisons() = 0;
};
class ITownHolder
{
public:
virtual void buildChanged() = 0;
};
class IStatusBar
{
public:

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@ -18,6 +18,9 @@
#include "../CPlayerInterface.h"
#include "../CGameInfo.h"
#include "../PlayerLocalState.h"
#include "../gui/WindowHandler.h"
#include "../eventsSDL/InputHandler.h"
#include "../windows/CTradeWindow.h"
#include "../widgets/TextControls.h"
#include "../widgets/CGarrisonInt.h"
#include "../windows/CCastleInterface.h"
@ -175,6 +178,27 @@ LRClickableAreaOpenTown::LRClickableAreaOpenTown(const Rect & Pos, const CGTownI
{
}
void LRClickableArea::clickPressed(const Point & cursorPosition)
{
if(onClick)
{
onClick();
GH.input().hapticFeedback();
}
}
void LRClickableArea::showPopupWindow(const Point & cursorPosition)
{
if(onPopup)
onPopup();
}
LRClickableArea::LRClickableArea(const Rect & Pos, std::function<void()> onClick, std::function<void()> onPopup)
: CIntObject(LCLICK | SHOW_POPUP), onClick(onClick), onPopup(onPopup)
{
pos = Pos + pos.topLeft();
}
void CMinorResDataBar::show(Canvas & to)
{
}
@ -401,50 +425,93 @@ CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town)
CInteractableTownTooltip::CInteractableTownTooltip(Point pos, const CGTownInstance * town)
{
init(InfoAboutTown(town, true));
init(town);
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
garrison = std::make_shared<CGarrisonInt>(pos + Point(0, 73), 4, Point(0, 0), town->getUpperArmy(), nullptr, true, true, CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS);
}
void CInteractableTownTooltip::init(const InfoAboutTown & town)
void CInteractableTownTooltip::init(const CGTownInstance * town)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
const InfoAboutTown townInfo = InfoAboutTown(town, true);
int townId = town->id;
//order of icons in def: fort, citadel, castle, no fort
size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
size_t fortIndex = townInfo.fortLevel ? townInfo.fortLevel - 1 : 3;
fort = std::make_shared<CAnimImage>(AnimationPath::builtin("ITMCLS"), fortIndex, 0, 105, 31);
fastArmyPurchase = std::make_shared<LRClickableArea>(Rect(105, 31, 34, 34), [townId]()
{
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
if(town->id == townId)
std::make_shared<CCastleBuildings>(town)->enterToTheQuickRecruitmentWindow();
}
});
fastTavern = std::make_shared<LRClickableArea>(Rect(3, 2, 58, 64), [townId]()
{
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
if(town->id == townId && town->builtBuildings.count(BuildingID::TAVERN))
LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
}
});
fastMarket = std::make_shared<LRClickableArea>(Rect(143, 31, 30, 34), []()
{
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
if(town->builtBuildings.count(BuildingID::MARKETPLACE))
{
GH.windows().createAndPushWindow<CMarketplaceWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
return;
}
}
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
});
assert(town.tType);
assert(townInfo.tType);
size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
size_t iconIndex = townInfo.tType->clientInfo.icons[townInfo.fortLevel > 0][townInfo.built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
build = std::make_shared<CAnimImage>(AnimationPath::builtin("itpt"), iconIndex, 0, 3, 2);
title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, town.name);
title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, townInfo.name);
if(town.details)
if(townInfo.details)
{
hall = std::make_shared<CAnimImage>(AnimationPath::builtin("ITMTLS"), town.details->hallLevel, 0, 67, 31);
hall = std::make_shared<CAnimImage>(AnimationPath::builtin("ITMTLS"), townInfo.details->hallLevel, 0, 67, 31);
fastTownHall = std::make_shared<LRClickableArea>(Rect(67, 31, 34, 34), [townId]()
{
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
if(town->id == townId)
std::make_shared<CCastleBuildings>(town)->enterTownHall();
}
});
if(town.details->goldIncome)
if(townInfo.details->goldIncome)
{
income = std::make_shared<CLabel>(157, 58, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE,
std::to_string(town.details->goldIncome));
std::to_string(townInfo.details->goldIncome));
}
if(town.details->garrisonedHero) //garrisoned hero icon
if(townInfo.details->garrisonedHero) //garrisoned hero icon
garrisonedHero = std::make_shared<CPicture>(ImagePath::builtin("TOWNQKGH"), 149, 76);
if(town.details->customRes)//silo is built
if(townInfo.details->customRes)//silo is built
{
if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
if(townInfo.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
{
res1 = std::make_shared<CAnimImage>(AnimationPath::builtin("SMALRES"), GameResID(EGameResID::WOOD), 0, 7, 75);
res2 = std::make_shared<CAnimImage>(AnimationPath::builtin("SMALRES"), GameResID(EGameResID::ORE), 0, 7, 88);
}
else
{
res1 = std::make_shared<CAnimImage>(AnimationPath::builtin("SMALRES"), town.tType->primaryRes, 0, 7, 81);
res1 = std::make_shared<CAnimImage>(AnimationPath::builtin("SMALRES"), townInfo.tType->primaryRes, 0, 7, 81);
}
}
}

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@ -31,6 +31,7 @@ class CGarrisonInt;
class CCreatureAnim;
class CComponent;
class CAnimImage;
class LRClickableArea;
/// Shows a text by moving the mouse cursor over the object
class CHoverableArea: public virtual CIntObject
@ -133,8 +134,13 @@ class CInteractableTownTooltip : public CIntObject
std::shared_ptr<CAnimImage> res1;
std::shared_ptr<CAnimImage> res2;
std::shared_ptr<CGarrisonInt> garrison;
std::shared_ptr<LRClickableArea> fastTavern;
std::shared_ptr<LRClickableArea> fastMarket;
std::shared_ptr<LRClickableArea> fastTownHall;
std::shared_ptr<LRClickableArea> fastArmyPurchase;
void init(const InfoAboutTown & town);
void init(const CGTownInstance * town);
public:
CInteractableTownTooltip(Point pos, const CGTownInstance * town);
};
@ -215,6 +221,17 @@ public:
LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town);
};
/// Can do action on click
class LRClickableArea: public CIntObject
{
std::function<void()> onClick;
std::function<void()> onPopup;
public:
void clickPressed(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
LRClickableArea(const Rect & Pos, std::function<void()> onClick = nullptr, std::function<void()> onPopup = nullptr);
};
class MoraleLuckBox : public LRClickableAreaWTextComp
{
std::shared_ptr<CAnimImage> image;

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@ -1294,6 +1294,21 @@ void CCastleInterface::recreateIcons()
fastArmyPurchase->setImageOrder(town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1);
fastArmyPurchase->setAnimateLonelyFrame(true);
fastMarket = std::make_shared<LRClickableArea>(Rect(163, 410, 64, 42), [&]()
{
if(town->builtBuildings.count(BuildingID::MARKETPLACE))
{
if (town->getOwner() == LOCPLINT->playerID)
GH.windows().createAndPushWindow<CMarketplaceWindow>(town, town->visitingHero, nullptr, EMarketMode::RESOURCE_RESOURCE);
}
});
fastTavern = std::make_shared<LRClickableArea>(Rect(15, 387, 58, 64), [&]()
{
if(town->builtBuildings.count(BuildingID::TAVERN))
LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
});
creainfo.clear();
bool compactCreatureInfo = useCompactCreatureBox();

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@ -36,6 +36,7 @@ class CTownList;
class CGarrisonInt;
class CComponent;
class CComponentBox;
class LRClickableArea;
/// Building "button"
class CBuildingRect : public CShowableAnim
@ -154,7 +155,7 @@ class CCastleBuildings : public CIntObject
void enterCastleGate();
void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades);//Rampart's fountains
void enterMagesGuild();
void openMagesGuild();
void openTownHall();
@ -228,6 +229,8 @@ class CCastleInterface : public CStatusbarWindow, public IGarrisonHolder
std::shared_ptr<CButton> split;
std::shared_ptr<CButton> fastTownHall;
std::shared_ptr<CButton> fastArmyPurchase;
std::shared_ptr<LRClickableArea> fastMarket;
std::shared_ptr<LRClickableArea> fastTavern;
std::vector<std::shared_ptr<CCreaInfo>> creainfo;//small icons of creatures (bottom-left corner);

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@ -19,12 +19,14 @@
#include "../adventureMap/CResDataBar.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../widgets/CComponent.h"
#include "../widgets/CGarrisonInt.h"
#include "../widgets/TextControls.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/Buttons.h"
#include "../widgets/ObjectLists.h"
#include "../windows/CTradeWindow.h"
#include "../../CCallback.h"
@ -471,6 +473,8 @@ CKingdomInterface::CKingdomInterface()
statusbar = CGStatusBar::create(std::make_shared<CPicture>(ImagePath::builtin("KSTATBAR"), 10,pos.h - 45));
resdatabar = std::make_shared<CResDataBar>(ImagePath::builtin("KRESBAR"), 7, 111+footerPos, 29, 5, 76, 81);
activateTab(persistentStorage["gui"]["lastKindomInterface"].Integer());
}
void CKingdomInterface::generateObjectsList(const std::vector<const CGObjectInstance * > &ownedObjects)
@ -628,11 +632,19 @@ void CKingdomInterface::generateButtons()
void CKingdomInterface::activateTab(size_t which)
{
Settings s = persistentStorage.write["gui"]["lastKindomInterface"];
s->Integer() = which;
btnHeroes->block(which == 0);
btnTowns->block(which == 1);
tabArea->setActive(which);
}
void CKingdomInterface::buildChanged()
{
tabArea->reset();
}
void CKingdomInterface::townChanged(const CGTownInstance *town)
{
if(auto townList = std::dynamic_pointer_cast<CKingdTownList>(tabArea->getItem()))
@ -785,6 +797,35 @@ CTownItem::CTownItem(const CGTownInstance * Town)
growth.push_back(std::make_shared<CCreaInfo>(Point(401+37*(int)i, 78), town, (int)i, true, true));
available.push_back(std::make_shared<CCreaInfo>(Point(48+37*(int)i, 78), town, (int)i, true, false));
}
fastTownHall = std::make_shared<CButton>(Point(69, 31), AnimationPath::builtin("ITMTL.def"), CButton::tooltip(), [&]() { std::make_shared<CCastleBuildings>(town)->enterTownHall(); });
fastTownHall->setImageOrder(town->hallLevel() - 1, town->hallLevel() - 1, town->hallLevel() - 1, town->hallLevel() - 1);
fastTownHall->setAnimateLonelyFrame(true);
fastArmyPurchase = std::make_shared<CButton>(Point(111, 31), AnimationPath::builtin("itmcl.def"), CButton::tooltip(), [&]() { std::make_shared<CCastleBuildings>(town)->enterToTheQuickRecruitmentWindow(); });
fastArmyPurchase->setImageOrder(town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1, town->fortLevel() - 1);
fastArmyPurchase->setAnimateLonelyFrame(true);
fastTavern = std::make_shared<LRClickableArea>(Rect(5, 6, 58, 64), [&]()
{
if(town->builtBuildings.count(BuildingID::TAVERN))
LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
});
fastMarket = std::make_shared<LRClickableArea>(Rect(153, 6, 65, 64), []()
{
std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo(true);
for(auto & town : towns)
{
if(town->builtBuildings.count(BuildingID::MARKETPLACE))
{
GH.windows().createAndPushWindow<CMarketplaceWindow>(town, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
return;
}
}
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
});
fastTown = std::make_shared<LRClickableArea>(Rect(67, 6, 165, 20), [&]()
{
GH.windows().createAndPushWindow<CCastleInterface>(town);
});
}
void CTownItem::updateGarrisons()

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@ -200,7 +200,7 @@ public:
};
/// Class which holds all parts of kingdom overview window
class CKingdomInterface : public CWindowObject, public IGarrisonHolder, public CArtifactHolder
class CKingdomInterface : public CWindowObject, public IGarrisonHolder, public CArtifactHolder, public ITownHolder
{
private:
struct OwnedObjectInfo
@ -257,6 +257,7 @@ public:
void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc, bool withRedraw) override;
void artifactDisassembled(const ArtifactLocation &artLoc) override;
void artifactAssembled(const ArtifactLocation &artLoc) override;
void buildChanged() override;
};
/// List item with town
@ -277,6 +278,12 @@ class CTownItem : public CIntObject, public IGarrisonHolder
std::shared_ptr<LRClickableAreaOpenTown> openTown;
std::shared_ptr<CButton> fastTownHall;
std::shared_ptr<CButton> fastArmyPurchase;
std::shared_ptr<LRClickableArea> fastMarket;
std::shared_ptr<LRClickableArea> fastTavern;
std::shared_ptr<LRClickableArea> fastTown;
public:
const CGTownInstance * town;

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@ -489,7 +489,7 @@ CTavernWindow::CTavernWindow(const CGObjectInstance * TavernObj, const std::func
recruit->addHoverText(CButton::NORMAL, boost::str(boost::format(CGI->generaltexth->tavernInfo[1]) % LOCPLINT->cb->howManyHeroes(false)));
recruit->block(true);
}
else if(LOCPLINT->castleInt && LOCPLINT->castleInt->town->visitingHero)
else if(dynamic_cast<const CGTownInstance *>(TavernObj) && dynamic_cast<const CGTownInstance *>(TavernObj)->visitingHero)
{
recruit->addHoverText(CButton::NORMAL, CGI->generaltexth->tavernInfo[2]); //Cannot recruit. You already have a Hero in this town.
recruit->block(true);
@ -501,6 +501,8 @@ CTavernWindow::CTavernWindow(const CGObjectInstance * TavernObj, const std::func
}
if(LOCPLINT->castleInt)
CCS->videoh->open(LOCPLINT->castleInt->town->town->clientInfo.tavernVideo);
else if(const auto * townObj = dynamic_cast<const CGTownInstance *>(TavernObj))
CCS->videoh->open(townObj->town->clientInfo.tavernVideo);
else
CCS->videoh->open(VideoPath::builtin("TAVERN.BIK"));
}

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@ -41,6 +41,14 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
- [Alt] + [LCtrl] + LClick - move all units of selected stack to the city's garrison or to the met hero
- [Alt] + [LShift] + LClick - dismiss selected stack`
## Interface Shourtcuts
It's now possible to open Tavern (click on town icon), Townhall, Quick Recruitment and Marketplace (click on gold) from various places:
- Town screen (left bottom)
- Kingdom overview for each town
- Infobox (only if info box army management is enabled)
## Quick Recruitment
Mouse click on castle icon in the town screen open quick recruitment window, where we can purhase in fast way units.