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Implementing hero battle information window
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d831c087d9
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@ -177,6 +177,15 @@ void CBattleHero::setPhase(int newPhase)
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nextPhase = 0;
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}
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void CBattleHero::hover(bool on)
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{
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//TODO: Make lines below work properly
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if (on)
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CCS->curh->changeGraphic(ECursor::COMBAT, 5);
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else
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CCS->curh->changeGraphic(ECursor::COMBAT, 0);
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}
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void CBattleHero::clickLeft(tribool down, bool previousState)
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{
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if(myOwner->spellDestSelectMode) //we are casting a spell
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@ -196,6 +205,25 @@ void CBattleHero::clickLeft(tribool down, bool previousState)
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}
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}
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void CBattleHero::clickRight(tribool down, bool previousState)
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{
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Point windowPosition;
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windowPosition.x = (!flip) ? myOwner->pos.topLeft().x + 1 : myOwner->pos.topRight().x - 79;
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windowPosition.y = myOwner->pos.y + 135;
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InfoAboutHero targetHero;
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if (down && myOwner->myTurn)
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{
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if (myHero != nullptr)
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targetHero.initFromHero(myHero, true);
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else
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targetHero = myOwner->enemyHero();
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GH.pushInt(new CHeroInfoWindow(targetHero, &windowPosition));
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}
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}
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void CBattleHero::switchToNextPhase()
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{
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if (phase != nextPhase)
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@ -247,7 +275,7 @@ CBattleHero::CBattleHero(const std::string & defName, bool flipG, PlayerColor pl
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CSDL_Ext::alphaTransform(elem.bitmap);
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graphics->blueToPlayersAdv(elem.bitmap, player);
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}
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addUsedEvents(LCLICK);
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addUsedEvents(LCLICK | RCLICK | HOVER);
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switchToNextPhase();
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}
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@ -614,6 +642,47 @@ void CClickableHex::clickRight(tribool down, bool previousState)
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}
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}
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CHeroInfoWindow::CHeroInfoWindow(const InfoAboutHero &hero, Point *position) : CWindowObject(RCLICK_POPUP | SHADOW_DISABLED, "CHRPOP")
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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if (position != nullptr)
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moveTo(*position);
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background->colorize(hero.owner); //maybe add this functionality to base class?
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attack = hero.details->primskills[0];
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defense = hero.details->primskills[1];
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power = hero.details->primskills[2];
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knowledge = hero.details->primskills[3];
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morale = hero.details->morale;
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luck = hero.details->luck;
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currentSpellPoints = hero.details->mana;
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maxSpellPoints = hero.details->manaLimit;
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new CAnimImage("PortraitsLarge", hero.portrait, 0, 10, 6);
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//primary stats
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new CLabel(9, 75, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[380] + ":");
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new CLabel(9, 87, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[381] + ":");
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new CLabel(9, 99, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[382] + ":");
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new CLabel(9, 111, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[383] + ":");
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new CLabel(69, 87, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(attack));
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new CLabel(69, 99, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(defense));
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new CLabel(69, 111, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(power));
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new CLabel(69, 123, EFonts::FONT_TINY, EAlignment::BOTTOMRIGHT, Colors::WHITE, std::to_string(knowledge));
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//morale+luck
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new CLabel(9, 131, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[384] + ":");
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new CLabel(9, 143, EFonts::FONT_TINY, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[385] + ":");
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new CAnimImage("IMRL22", morale + 3, 0, 47, 131);
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new CAnimImage("ILCK22", luck + 3, 0, 47, 143);
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//spell points
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new CLabel(39, 174, EFonts::FONT_TINY, EAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[387]);
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new CLabel(39, 186, EFonts::FONT_TINY, EAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints));
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}
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void CStackQueue::update()
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{
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stacksSorted.clear();
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@ -2,6 +2,7 @@
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#include "../gui/CIntObject.h"
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#include "../../lib/BattleHex.h"
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#include "../windows/CWindowObject.h"
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struct SDL_Surface;
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class CDefHandler;
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@ -62,11 +63,29 @@ public:
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ui8 flagAnim, animCount; //for flag animation
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void show(SDL_Surface * to) override; //prints next frame of animation to to
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void setPhase(int newPhase); //sets phase of hero animation
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override; //call-in
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void clickRight(tribool down, bool previousState) override; //call-in
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CBattleHero(const std::string &defName, bool filpG, PlayerColor player, const CGHeroInstance *hero, const CBattleInterface *owner); //c-tor
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~CBattleHero(); //d-tor
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};
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class CHeroInfoWindow : public CWindowObject
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{
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public:
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CHeroInfoWindow(const InfoAboutHero &hero, Point *position);
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private:
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int attack;
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int defense;
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int power;
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int knowledge;
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int morale;
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int luck;
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int currentSpellPoints;
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int maxSpellPoints;
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};
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/// Class which manages the battle options window
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class CBattleOptionsWindow : public CIntObject
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{
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