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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

* basic in-game console

This commit is contained in:
mateuszb 2009-04-03 15:55:26 +00:00
parent 6a37aebec0
commit f794644c2a
8 changed files with 515 additions and 300 deletions

View File

@ -1387,6 +1387,8 @@ void CAdvMapInt::activate()
terrain.activate();
KeyInterested::activate();
show();
LOCPLINT->cingconsole->activate();
}
void CAdvMapInt::deactivate()
{
@ -1397,6 +1399,8 @@ void CAdvMapInt::deactivate()
}
KeyInterested::deactivate();
hide();
LOCPLINT->cingconsole->deactivate();
}
void CAdvMapInt::show(SDL_Surface *to)
{
@ -1424,6 +1428,7 @@ void CAdvMapInt::show(SDL_Surface *to)
statusbar.show();
infoBar.draw();
LOCPLINT->cingconsole->show();
}
void CAdvMapInt::hide()
{
@ -1491,7 +1496,8 @@ void CAdvMapInt::update()
terrain.show();
for(int i=0;i<4;i++)
blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i]);
updateScreen=false;
updateScreen=false;
LOCPLINT->cingconsole->show();
}
if (updateMinimap)
{

View File

@ -350,6 +350,8 @@ void CBattleInterface::activate()
attackingHero->activate();
if(defendingHero)
defendingHero->activate();
LOCPLINT->cingconsole->activate();
}
void CBattleInterface::deactivate()
@ -373,6 +375,8 @@ void CBattleInterface::deactivate()
attackingHero->deactivate();
if(defendingHero)
defendingHero->deactivate();
LOCPLINT->cingconsole->deactivate();
}
void CBattleInterface::show(SDL_Surface * to)
@ -655,6 +659,8 @@ void CBattleInterface::show(SDL_Surface * to)
resWindow->show(to);
}
//showing in-gmae console
LOCPLINT->cingconsole->show();
//printing border around interface
if(screen->w != 800 || screen->h !=600)
@ -2454,7 +2460,11 @@ CBattleConsole::~CBattleConsole()
void CBattleConsole::show(SDL_Surface * to)
{
if(alterTxt.size())
if(ingcAlter.size())
{
CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
}
else if(alterTxt.size())
{
CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
}

View File

@ -1,287 +1,289 @@
#ifndef __CBATTLEINTERFACE_H__
#define __CBATTLEINTERFACE_H__
#include "global.h"
#include "CPlayerInterface.h"
#include <list>
class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
class CStack;
class CCallback;
class AdventureMapButton;
class CHighlightableButton;
class CHighlightableButtonsGroup;
struct BattleResult;
struct SpellCasted;
template <typename T> struct CondSh;
class CBattleInterface;
class CBattleHero : public IShowable, public ClickableL
{
public:
bool flip; //false if it's attacking hero, true otherwise
CDefHandler * dh, *flag; //animation and flag
const CGHeroInstance * myHero; //this animation's hero instance
const CBattleInterface * myOwner; //battle interface to which this animation is assigned
int phase; //stage of animation
int nextPhase; //stage of animation to be set after current phase is fully displayed
int image; //frame of animation
unsigned char flagAnim, flagAnimCount; //for flag animation
void show(SDL_Surface * to); //prints next frame of animation to to
void activate();
void deactivate();
void setPhase(int newPhase); //sets phase of hero animation
void clickLeft(boost::logic::tribool down); //call-in
CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
~CBattleHero(); //d-tor
};
class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
unsigned int myNumber; //number of hex in commonly used format
bool accesible; //if true, this hex is accessible for units
//CStack * ourStack;
bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
CBattleInterface * myInterface; //interface that owns me
static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
//for user interactions
void hover (bool on);
void activate();
void deactivate();
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
CBattleHex();
};
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
class CBattleConsole : public IShowable, public CIntObject
{
private:
std::vector< std::string > texts; //a place where texts are stored
int lastShown; //last shown line of text
public:
std::string alterTxt; //if it's not empty, this text is displayed
int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
CBattleConsole(); //c-tor
~CBattleConsole(); //d-tor
void show(SDL_Surface * to = 0);
bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
void eraseText(unsigned int pos); //erases added text at position pos
void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
};
class CBattleReslutWindow : public IShowable, public CIntObject, public IActivable
{
private:
SDL_Surface * background;
AdventureMapButton * exit;
public:
CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
~CBattleReslutWindow(); //d-tor
void bExitf(); //exit button callback
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
class CBattleOptionsWindow : public IShowable, public CIntObject, public IActivable
{
private:
CBattleInterface * myInt;
SDL_Surface * background;
AdventureMapButton * setToDefault, * exit;
CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
CHighlightableButtonsGroup * animSpeeds;
public:
CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
~CBattleOptionsWindow(); //d-tor
void bDefaultf(); //dafault button callback
void bExitf(); //exit button callback
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
struct BattleSettings
{
BattleSettings()
{
printCellBorders = true;
printStackRange = true;
animSpeed = 2;
printMouseShadow = true;
}
bool printCellBorders; //if true, cell borders will be printed
bool printStackRange; //if true,range of active stack will be printed
int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
bool printMouseShadow; //if true, hex under mouse will be shaded
#ifndef __CBATTLEINTERFACE_H__
#define __CBATTLEINTERFACE_H__
template <typename Handler> void serialize(Handler &h, const int version)
{
h & printCellBorders & printStackRange & printMouseShadow;
}
};
class CBattleInterface : public CMainInterface, public MotionInterested, public KeyInterested
{
private:
SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleConsole * console;
CBattleHero * attackingHero, * defendingHero; //fighting heroes
CCreatureSet * army1, * army2; //fighting armies
CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
std::map< int, int > spellToEffect; //which effect should be played when different spells are casted (spellID, effectID)
unsigned char animCount;
int activeStack; //number of active stack; -1 - no one
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
std::vector<int> shadedHexes; //hexes available for active stack
int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
bool spellDestSelectMode; //if true, player is choosing destination for his spell
int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
BattleAction * spellToCast; //spell for which player is choosing destination
class CAttHelper
{
public:
int ID; //attacking stack
int IDby; //attacked stack
int dest; //atacked hex
int frame, maxframe; //frame of animation, number of frames of animation
int hitCount; //for delaying animation
bool reversing;
int posShiftDueToDist;
bool shooting;
int shootingGroup; //if shooting is true, print this animation group
} * attackingInfo;
void attackingShowHelper();
void redrawBackgroundWithHexes(int activeStack);
void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
struct SProjectileInfo
{
int x, y; //position on the screen
int dx, dy; //change in position in one step
int step, lastStep; //to know when finish showing this projectile
int creID; //ID of creature that shot this projectile
int frameNum; //frame to display form projectile animation
bool spin; //if true, frameNum will be increased
int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
bool reverse; //if true, projectile will be flipped by vertical asix
};
std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
struct SBattleEffect
{
int x, y; //position on the screen
int frame, maxFrame;
CDefHandler * anim; //animation to display
};
std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> timeinterested; //animation handling
static BattleSettings settings;
void setPrintCellBorders(bool set); //if true, cell borders will be printed
void setPrintStackRange(bool set); //if true,range of active stack will be printed
void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
SDL_Surface * cellBorder, * cellShade;
CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
bool myTurn; //if true, interface is active (commands can be ordered
CBattleReslutWindow * resWindow; //window of end of battle
bool showStackQueue; //if true, queue of stacks will be shown
bool moveStarted; //if true, the creature that is already moving is going to make its first step
//button handle funcs:
void bOptionsf();
void bSurrenderf();
void bFleef();
void reallyFlee(); //performs fleeing without asking player
void bAutofightf();
void bSpellf();
void bWaitf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
//end of button handle funcs
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
void keyPressed(const SDL_KeyboardEvent & key);
void mouseMoved(const SDL_MouseMotionEvent &sEvent);
bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier)
struct SStackAttackedInfo
{
int ID; //id of attacked stack
int dmg; //damage dealt
int amountKilled; //how many creatures in stack has been killed
int IDby; //ID of attacking stack
bool byShooting; //if true, stack has been attacked by shooting
bool killed; //if true, stack has been killed
};
//call-ins
void newStack(CStack stack); //new stack appeared on battlefield
void stackRemoved(CStack stack); //stack disappeared from batlefiled
//void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
void stackActivated(int number); //active stack has been changed
void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
void newRound(int number); //caled when round is ended; number is the number of round
void hexLclicked(int whichOne); //hex only call-in
void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
void spellCasted(SpellCasted * sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
friend class CBattleHex;
friend class CBattleReslutWindow;
friend class CPlayerInterface;
friend class AdventureMapButton;
};
#endif // __CBATTLEINTERFACE_H__
#include "global.h"
#include "CPlayerInterface.h"
#include <list>
class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
class CStack;
class CCallback;
class AdventureMapButton;
class CHighlightableButton;
class CHighlightableButtonsGroup;
struct BattleResult;
struct SpellCasted;
template <typename T> struct CondSh;
class CBattleInterface;
class CBattleHero : public IShowable, public ClickableL
{
public:
bool flip; //false if it's attacking hero, true otherwise
CDefHandler * dh, *flag; //animation and flag
const CGHeroInstance * myHero; //this animation's hero instance
const CBattleInterface * myOwner; //battle interface to which this animation is assigned
int phase; //stage of animation
int nextPhase; //stage of animation to be set after current phase is fully displayed
int image; //frame of animation
unsigned char flagAnim, flagAnimCount; //for flag animation
void show(SDL_Surface * to); //prints next frame of animation to to
void activate();
void deactivate();
void setPhase(int newPhase); //sets phase of hero animation
void clickLeft(boost::logic::tribool down); //call-in
CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
~CBattleHero(); //d-tor
};
class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
unsigned int myNumber; //number of hex in commonly used format
bool accesible; //if true, this hex is accessible for units
//CStack * ourStack;
bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
CBattleInterface * myInterface; //interface that owns me
static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
//for user interactions
void hover (bool on);
void activate();
void deactivate();
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
CBattleHex();
};
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
class CBattleConsole : public IShowable, public CIntObject
{
private:
std::vector< std::string > texts; //a place where texts are stored
int lastShown; //last shown line of text
public:
std::string alterTxt; //if it's not empty, this text is displayed
std::string ingcAlter; //alternative text set by in-game console - very important!
int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
CBattleConsole(); //c-tor
~CBattleConsole(); //d-tor
void show(SDL_Surface * to = 0);
bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
void eraseText(unsigned int pos); //erases added text at position pos
void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
};
class CBattleReslutWindow : public IShowable, public CIntObject, public IActivable
{
private:
SDL_Surface * background;
AdventureMapButton * exit;
public:
CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
~CBattleReslutWindow(); //d-tor
void bExitf(); //exit button callback
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
class CBattleOptionsWindow : public IShowable, public CIntObject, public IActivable
{
private:
CBattleInterface * myInt;
SDL_Surface * background;
AdventureMapButton * setToDefault, * exit;
CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
CHighlightableButtonsGroup * animSpeeds;
public:
CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
~CBattleOptionsWindow(); //d-tor
void bDefaultf(); //dafault button callback
void bExitf(); //exit button callback
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
struct BattleSettings
{
BattleSettings()
{
printCellBorders = true;
printStackRange = true;
animSpeed = 2;
printMouseShadow = true;
}
bool printCellBorders; //if true, cell borders will be printed
bool printStackRange; //if true,range of active stack will be printed
int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
bool printMouseShadow; //if true, hex under mouse will be shaded
template <typename Handler> void serialize(Handler &h, const int version)
{
h & printCellBorders & printStackRange & printMouseShadow;
}
};
class CBattleInterface : public CMainInterface, public MotionInterested, public KeyInterested
{
private:
SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleConsole * console;
CBattleHero * attackingHero, * defendingHero; //fighting heroes
CCreatureSet * army1, * army2; //fighting armies
CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
std::map< int, int > spellToEffect; //which effect should be played when different spells are casted (spellID, effectID)
unsigned char animCount;
int activeStack; //number of active stack; -1 - no one
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
std::vector<int> shadedHexes; //hexes available for active stack
int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
bool spellDestSelectMode; //if true, player is choosing destination for his spell
int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
BattleAction * spellToCast; //spell for which player is choosing destination
class CAttHelper
{
public:
int ID; //attacking stack
int IDby; //attacked stack
int dest; //atacked hex
int frame, maxframe; //frame of animation, number of frames of animation
int hitCount; //for delaying animation
bool reversing;
int posShiftDueToDist;
bool shooting;
int shootingGroup; //if shooting is true, print this animation group
} * attackingInfo;
void attackingShowHelper();
void redrawBackgroundWithHexes(int activeStack);
void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
struct SProjectileInfo
{
int x, y; //position on the screen
int dx, dy; //change in position in one step
int step, lastStep; //to know when finish showing this projectile
int creID; //ID of creature that shot this projectile
int frameNum; //frame to display form projectile animation
bool spin; //if true, frameNum will be increased
int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
bool reverse; //if true, projectile will be flipped by vertical asix
};
std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
struct SBattleEffect
{
int x, y; //position on the screen
int frame, maxFrame;
CDefHandler * anim; //animation to display
};
std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> timeinterested; //animation handling
static BattleSettings settings;
void setPrintCellBorders(bool set); //if true, cell borders will be printed
void setPrintStackRange(bool set); //if true,range of active stack will be printed
void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
SDL_Surface * cellBorder, * cellShade;
CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
bool myTurn; //if true, interface is active (commands can be ordered
CBattleReslutWindow * resWindow; //window of end of battle
bool showStackQueue; //if true, queue of stacks will be shown
bool moveStarted; //if true, the creature that is already moving is going to make its first step
//button handle funcs:
void bOptionsf();
void bSurrenderf();
void bFleef();
void reallyFlee(); //performs fleeing without asking player
void bAutofightf();
void bSpellf();
void bWaitf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
//end of button handle funcs
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
void keyPressed(const SDL_KeyboardEvent & key);
void mouseMoved(const SDL_MouseMotionEvent &sEvent);
bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier)
struct SStackAttackedInfo
{
int ID; //id of attacked stack
int dmg; //damage dealt
int amountKilled; //how many creatures in stack has been killed
int IDby; //ID of attacking stack
bool byShooting; //if true, stack has been attacked by shooting
bool killed; //if true, stack has been killed
};
//call-ins
void newStack(CStack stack); //new stack appeared on battlefield
void stackRemoved(CStack stack); //stack disappeared from batlefiled
//void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
void stackActivated(int number); //active stack has been changed
void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
void newRound(int number); //caled when round is ended; number is the number of round
void hexLclicked(int whichOne); //hex only call-in
void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
void spellCasted(SpellCasted * sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
friend class CBattleHex;
friend class CBattleReslutWindow;
friend class CPlayerInterface;
friend class AdventureMapButton;
friend class CInGameConsole;
};
#endif // __CBATTLEINTERFACE_H__

View File

@ -79,6 +79,7 @@ int main(int argc, char** argv)
CGameInfo * cgi = CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO)==0)
{
SDL_EnableUNICODE(1);
screen = SDL_SetVideoMode(800,600,conf.cc.bpp,SDL_SWSURFACE|SDL_DOUBLEBUF|(conf.cc.fullscreen?SDL_FULLSCREEN:0)); //initializing important global surface
tlog0 <<"\tInitializing screen: "<<pomtime.getDif();
tlog0 << std::endl;

View File

@ -1099,6 +1099,7 @@ CPlayerInterface::CPlayerInterface(int Player, int serial)
SDL_initFramerate(mainFPSmng);
SDL_setFramerate(mainFPSmng, 48);
//framerate keeper initialized
cingconsole = new CInGameConsole;
}
CPlayerInterface::~CPlayerInterface()
{
@ -1106,6 +1107,7 @@ CPlayerInterface::~CPlayerInterface()
delete showingDialog;
delete mainFPSmng;
delete adventureInt;
delete cingconsole;
for(std::map<int,SDL_Surface*>::iterator i=graphics->heroWins.begin(); i!= graphics->heroWins.end(); i++)
SDL_FreeSurface(i->second);
@ -1911,9 +1913,19 @@ void CPlayerInterface::handleEvent(SDL_Event *sEvent)
key.keysym.sym = (SDLKey)SDLK_RETURN;
}
bool keysCaptured = false;
for(std::list<KeyInterested*>::iterator i=keyinterested.begin(); i != keyinterested.end();i++)
{
if((*i)->captureAllKeys)
{
keysCaptured = true;
break;
}
}
std::list<KeyInterested*> miCopy = keyinterested;
for(std::list<KeyInterested*>::iterator i=miCopy.begin(); i != miCopy.end();i++)
if(vstd::contains(keyinterested,*i))
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureAllKeys))
(**i).keyPressed(key);
}
else if(sEvent->type==SDL_MOUSEMOTION)
@ -2605,16 +2617,19 @@ CStatusBar::~CStatusBar()
}
void CStatusBar::clear()
{
current="";
SDL_Rect pom = genRect(pos.h,pos.w,pos.x,pos.y);
SDL_BlitSurface(bg,&genRect(pos.h,pos.w,0,0),screen,&pom);
if(LOCPLINT->cingconsole->enteredText == "") //for appropriate support for in-game console
{
current="";
show();
}
}
void CStatusBar::print(const std::string & text)
{
current=text;
SDL_Rect pom = genRect(pos.h,pos.w,pos.x,pos.y);
SDL_BlitSurface(bg,&genRect(pos.h,pos.w,0,0),screen,&pom);
printAtMiddle(current,middlex,middley,GEOR13,zwykly);
if(LOCPLINT->cingconsole->enteredText == "" || text == LOCPLINT->cingconsole->enteredText) //for appropriate support for in-game console
{
current=text;
show();
}
}
void CStatusBar::show()
{
@ -4570,4 +4585,132 @@ void CTavernWindow::HeroPortrait::hover( bool on )
LOCPLINT->statusbar->print(hoverName);
else
LOCPLINT->statusbar->clear();
}
}
void CInGameConsole::activate()
{
KeyInterested::activate();
}
void CInGameConsole::deactivate()
{
KeyInterested::deactivate();
}
void CInGameConsole::show(SDL_Surface * to)
{
int number = 0;
std::vector<std::list< std::pair< std::string, int > >::iterator> toDel;
for(std::list< std::pair< std::string, int > >::iterator it = texts.begin(); it != texts.end(); ++it, ++number)
{
SDL_Color green = {0,0xff,0,0};
CSDL_Ext::printAtWR(it->first, 50, conf.cc.resy - texts.size() * 30 - 80 + number*30, GEOR16, green);
if(SDL_GetTicks() - it->second > defaultTimeout)
{
toDel.push_back(it);
}
}
for(int it=0; it<toDel.size(); ++it)
{
texts.erase(toDel[it]);
}
}
void CInGameConsole::keyPressed (const SDL_KeyboardEvent & key)
{
if(key.type == SDL_KEYDOWN)
{
switch(key.keysym.sym)
{
case SDLK_TAB:
{
if(captureAllKeys)
{
captureAllKeys = false;
endEnteringText(false);
}
else
{
captureAllKeys = true;
startEnteringText();
}
break;
}
case SDLK_RETURN: //enter key
{
if(enteredText.size() > 0)
{
if(captureAllKeys)
{
captureAllKeys = false;
endEnteringText(true);
}
}
break;
}
default:
{
if(enteredText.size() > 0)
{
if( key.keysym.unicode < 0x80 && key.keysym.unicode > 0 )
{
enteredText[enteredText.size()-1] = (char)key.keysym.unicode;
enteredText += "_";
if(LOCPLINT->curint == LOCPLINT->adventureInt)
{
LOCPLINT->statusbar->print(enteredText);
}
else if(LOCPLINT->curint == LOCPLINT->battleInt)
{
LOCPLINT->battleInt->console->ingcAlter = enteredText;
}
}
}
break;
}
}
}
}
void CInGameConsole::startEnteringText()
{
enteredText = "_";
if(LOCPLINT->curint == LOCPLINT->adventureInt)
{
LOCPLINT->statusbar->print(enteredText);
}
else if(LOCPLINT->curint == LOCPLINT->battleInt)
{
LOCPLINT->battleInt->console->ingcAlter = enteredText;
}
}
void CInGameConsole::endEnteringText(bool printEnteredText)
{
if(printEnteredText)
{
texts.push_back(std::make_pair(enteredText.substr(0, enteredText.size()-1), SDL_GetTicks()));
if(texts.size() > maxDisplayedTexts)
{
texts.pop_front();
}
}
enteredText = "";
if(LOCPLINT->curint == LOCPLINT->adventureInt)
{
LOCPLINT->statusbar->clear();
}
else if(LOCPLINT->curint == LOCPLINT->battleInt)
{
LOCPLINT->battleInt->console->ingcAlter = "";
}
}
CInGameConsole::CInGameConsole() : defaultTimeout(10000), maxDisplayedTexts(10)
{
}

View File

@ -40,6 +40,7 @@ class CGObjectInstance;
class CSlider;
struct UpgradeInfo;
template <typename T> struct CondSh;
class CInGameConsole;
namespace boost
{
@ -290,7 +291,7 @@ public:
class Hoverable : public virtual CIntObject
{
public:
Hoverable(){hovered=false;} //c-tor
Hoverable() : hovered(false){} //c-tor
virtual ~Hoverable();//{}; //d-tor
bool hovered; //for determining if object is hovered
virtual void hover (bool on)=0;
@ -298,8 +299,10 @@ public:
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
{
{
public:
bool captureAllKeys; //if true, only this object should get info about pressed keys
KeyInterested(): captureAllKeys(false){}
virtual ~KeyInterested();//{};
virtual void keyPressed(const SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
@ -335,6 +338,7 @@ public:
virtual void activate();
virtual void deactivate();
};
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
{ //window able to delete its components when closed
public:
@ -506,6 +510,7 @@ public:
CAdvMapInt * adventureInt;
CCastleInterface * castleInt;
CBattleInterface * battleInt;
CInGameConsole * cingconsole;
FPSmanager * mainFPSmng;
IStatusBar *statusbar; //advmap statusbar; should it be used by other windows with statusbar?
//to commucate with engine
@ -546,7 +551,7 @@ public:
void yourTurn();
void availableCreaturesChanged(const CGTownInstance *town);
void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
void serialize(COSer<CSaveFile> &h, const int version); //saving
void serialize(COSer<CSaveFile> &h, const int version); //saving
void serialize(CISer<CLoadFile> &h, const int version); //loading
//for battles
@ -897,6 +902,25 @@ public:
void show(SDL_Surface * to = NULL);
};
class CInGameConsole : public IShowActivable, public KeyInterested
{
private:
std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
int defaultTimeout; //timeout for new texts (in ms)
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
public:
std::string enteredText;
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void startEnteringText();
void endEnteringText(bool printEnteredText);
CInGameConsole(); //c-tor
};
extern CPlayerInterface * LOCPLINT;

View File

@ -139,6 +139,34 @@ void CSDL_Ext::printAtMiddle(const std::string & text, int x, int y, TTF_Font *
SDL_UpdateRect(dst,x-(temp->w/2),y-(temp->h/2),temp->w,temp->h);
SDL_FreeSurface(temp);
}
void CSDL_Ext::printAtWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
{
if (text.length()==0)
return;
SDL_Surface * temp;
switch (quality)
{
case 0:
temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
break;
case 1:
SDL_Color tem;
tem.b = 0xff-kolor.b;
tem.g = 0xff-kolor.g;
tem.r = 0xff-kolor.r;
tem.unused = 0xff-kolor.unused;
temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
break;
case 2:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
default:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
}
SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));
SDL_FreeSurface(temp);
}
void CSDL_Ext::printAt(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
{
if (text.length()==0)

View File

@ -67,6 +67,7 @@ namespace CSDL_Ext
void printAtMiddleWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
void printAtWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
void printAt(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
void printAtWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, int3 color);
void setPlayerColor(SDL_Surface * sur, unsigned char player); //sets correct color of flags; -1 for neutral