krs
33bbbefdeb
First working prototype that mimics rangedFullDamageLimit code
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Next step is to create more generic functions that can be shared between the 2.
2023-06-23 19:13:39 +03:00
Ivan Savenko
967dc95867
Rename panning->gesturing for consistency
2023-06-20 19:58:05 +03:00
Ivan Savenko
06437cbde6
Renamed gesture-related methods, remove unused code
2023-06-20 19:58:05 +03:00
Ivan Savenko
563d7dd41f
Renamed RCLICK -> SHOW_POPUP
2023-06-20 19:58:05 +03:00
Ivan Savenko
d4aa778547
Replaced clickRight event with showPopupWindow/closePopupWindow
2023-06-20 19:58:05 +03:00
krs
5158a5f7db
Fix After Merge
2023-06-11 19:31:50 +03:00
krs
0a8daf4d02
Now less source images are used. Flipped versions will be calculated.
2023-06-11 18:46:38 +03:00
krs
21306b9097
Fixed a glitch when only top and bottom were needed.
2023-06-11 18:45:14 +03:00
krs
a8a82e89ea
Some renamings for consistency
2023-06-11 18:45:14 +03:00
krs
4a3426bb70
Hex Edge Highlight Images moved to VCMI mod
2023-06-11 18:44:42 +03:00
krs
56b8fb39f3
Removed neighbouringTilesWithDirection and using
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allNeighbouringTiles
2023-06-11 18:40:47 +03:00
krs
b8ad5b41f3
UnitState has getRangedFullDamageDistance()
2023-06-11 18:40:47 +03:00
krs
c562ce9c06
Using hex.isAvailable() instead of battleFieldWithoutSideColumns
2023-06-11 18:40:47 +03:00
krs
c0591573bf
Working Version
2023-06-11 18:40:47 +03:00
Ivan Savenko
4e834db017
Fix relative cursor mode
2023-06-05 19:28:29 +03:00
Ivan Savenko
238a02eb5e
It is now possible to cancel attack-via-swiping by moving finger away
2023-06-05 19:20:20 +03:00
Ivan Savenko
ec55ec76b6
Show cursor (including attack direction) when swiping in battle
2023-06-05 19:20:18 +03:00
Ivan Savenko
84934d931a
Minor improvements to swipe in battle
2023-06-05 19:20:08 +03:00
Ivan Savenko
b20109c830
Test version of swipe gesture for in-combat attacks
2023-06-05 19:20:08 +03:00
Ivan Savenko
360bf48031
Implemented panning/swiping gesture for sliders
2023-06-05 19:09:56 +03:00
Ivan Savenko
8ea0ecaec1
show/showAll methods now use Canvas instead of SDL_Surface
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- added compatibility method to Canvas to allow SDL_Surface access
- added drawBorder method to Canvas to replace CSDL_Ext method
- added drawColor method to Canvas to replace CSDL_Ext method
- minor changes to Tavern and Trade windows to adapt to new API
2023-06-02 16:42:18 +03:00
Ivan Savenko
1f513fd280
Extracted event management from GuiHandler and CIntObject
2023-05-20 01:51:49 +03:00
Ivan Savenko
8a31aeb94b
Battle animations use tick() for updates
2023-05-14 22:23:00 +03:00
Ivan Savenko
64cc246358
Fix positioning of console log overlay
2023-05-13 18:00:14 +03:00
Ivan Savenko
832e56e005
Implementation of (very basic) shortcuts system
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- Added EShortcut enumeration that contains all in-game shortcuts
- CIntObject::keyPressed now receive values from hotkey enumeration
- On keypress, SDL key code will be translated to shortcut ID
- Removed access to SDL key codes from most of engine
2023-05-01 17:58:17 +03:00
Konstantin P
b472c89276
vcmi: make some CStack properties private
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There is a getters for this properties already available
2023-04-27 20:58:49 +03:00
krs
e348193f7e
Tactics movement is limited to movement range
2023-04-26 21:56:20 +04:00
krs
aba5840a6f
Removed Max Movement Highlight stubs
2023-04-08 20:40:30 +03:00
krs
1644cab938
Added combat option Highlight Movement on Hover
2023-04-08 20:40:30 +03:00
krs
9012a25276
Stub For Max Movement Range highlight
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When a creature is hovered., besides movement, for max possible movement, a hex in center of map is now highlighted.
2023-04-08 20:39:59 +03:00
krs
51ad49532b
Fix for wrong merge :(
2023-04-08 20:39:59 +03:00
krs
dab07bdef9
Now unit range is shown in Tactics phase as well
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A new parameter: isActiveStack was needed in battleGetAvailableHexes, so that we show the propper Tactics range.
2023-04-08 20:39:59 +03:00
krs
e1c388465a
HD mod highlighting of movement for hovered stack.
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Does not work as intended in tactics mode.
2023-04-08 20:39:59 +03:00
Ivan Savenko
3af829e6af
Fix stack label position updates
2023-03-29 13:03:40 +03:00
Ivan Savenko
dc099b2a35
Implemented support for multi-spell casters
2023-03-25 00:48:14 +02:00
Ivan Savenko
7df5c612f7
Fix battle rendering
2023-03-05 17:48:02 +02:00
Ivan Savenko
214fc19e74
CIntObject now receives mouse position as point instead of SDL event
2023-02-03 11:39:39 +02:00
Ivan Savenko
9678296875
Hero interaction is now battle action
2023-02-02 13:43:19 +02:00
Ivan Savenko
d3c85a19cb
Merged CClickableHex class into BattleFieldController
2023-02-02 13:35:57 +02:00
Ivan Savenko
c3b79c786b
Spellcasters UI now shares handling with hero spellcasting
2023-02-02 13:25:55 +02:00
Ivan Savenko
55a58596bc
Mostly finished refactoring of BattleActionsController
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TODO: test actions
TODO: test casters
TODO: fix random casters
2023-02-02 13:25:55 +02:00
Ivan Savenko
108a42e4ba
Reorganized includes for new layout. New class - IImageLoader
2023-02-01 20:42:06 +02:00
Ivan Savenko
785a9aadcd
Do not consider corpses for movement range display ( #1476 )
2023-01-20 15:16:28 +02:00
Ivan Savenko
0e8ee929df
Renamed CCursorHandler -> CursorHandler
2023-01-15 21:18:34 +02:00
Ivan Savenko
a25214ae71
Fixes graphical artifacts on toggling stack queue visibility
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Battlefield rendering now uses local coordinates
2023-01-05 14:16:01 +02:00
Ivan Savenko
c835a84051
Moved all GUI handling from BattleInterface to BattleControlPanel
2022-12-21 17:02:53 +02:00
Ivan Savenko
a57eec23e6
Refactoring of setBattleCursor & fromWhichHexAttack methods
2022-12-19 01:12:26 +02:00
Ivan Savenko
16c4851d3b
Animated cursor for spell selection, removed hardcoded cursor ID's
2022-12-18 22:32:07 +02:00
Ivan Savenko
53f6b7bd32
Fix Ice Ring target selection
2022-12-18 20:23:19 +02:00
Ivan Savenko
264f5c91e8
Applied suggestions from review
2022-12-13 13:58:16 +02:00