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vcmi/client/battle/UnitActionPanel.cpp
2025-06-20 17:27:04 +03:00

155 lines
5.8 KiB
C++

/*
* UnitActionPanel.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "UnitActionPanel.h"
#include "BattleInterface.h"
#include "BattleActionsController.h"
#include "../GameEngine.h"
#include "../eventsSDL/InputHandler.h"
#include "../gui/WindowHandler.h"
#include "../widgets/Buttons.h"
#include "../widgets/GraphicalPrimitiveCanvas.h"
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../windows/CSpellWindow.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/GameLibrary.h"
#include "../../lib/battle/CPlayerBattleCallback.h"
#include "../../lib/json/JsonUtils.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/spells/CSpellHandler.h"
UnitActionPanel::UnitActionPanel(BattleInterface & owner)
: CIntObject(0)
, owner(owner)
{
OBJECT_CONSTRUCTION;
addUsedEvents(LCLICK | SHOW_POPUP | MOVE | INPUT_MODE_CHANGE);
pos = Rect(0, 0, 52, 600);
background = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), pos);
rect = std::make_shared<TransparentFilledRectangle>(Rect(0, 0, pos.w + 1, pos.h + 1), ColorRGBA(0, 0, 0, 0), ColorRGBA(241, 216, 120, 255));
}
void UnitActionPanel::restoreAllActions()
{
owner.actionsController->resetCurrentStackPossibleActions();
}
void UnitActionPanel::setActions(int buttonIndex, const std::vector<PossiblePlayerBattleAction> & filteredActions)
{
for (const auto & button : buttons)
if (button != buttons.at(buttonIndex))
button->setSelectedSilent(false);
owner.actionsController->setPriorityActions(filteredActions);
if (filteredActions.front().spellcast())
owner.actionsController->enterCreatureCastingMode();
owner.actionsController->setPriorityActions(filteredActions);
}
void UnitActionPanel::testAndAddAction(const std::vector<PossiblePlayerBattleAction> & allActions, const std::vector<PossiblePlayerBattleAction::Actions> & actionFilter, const ImagePath & iconPath, const std::string & descriptionTextID)
{
std::vector<PossiblePlayerBattleAction> filteredActions;
for (const auto & action : allActions)
if (vstd::contains(actionFilter, action.get()))
filteredActions.push_back(action);
if (filteredActions.empty())
return;
int index = buttons.size();
const auto & callback = [this, filteredActions, index](bool isSelected){ if (isSelected) setActions(index, filteredActions); else restoreAllActions(); };
MetaString tooltip;
tooltip.appendTextID(descriptionTextID);
auto button = std::make_shared<CToggleButton>(Point(2, 7 + 50 * index), AnimationPath::builtin("battleUnitAction"), CButton::tooltip(tooltip.toString()), callback);
button->setOverlay(std::make_shared<CPicture>(iconPath));
button->setHighlightedBorderColor(Colors::WHITE);
button->setAllowDeselection(true);
buttons.push_back(button);
}
void UnitActionPanel::testAndAddSpell(const std::vector<PossiblePlayerBattleAction> & allActions, const SpellID & spellFilter)
{
std::vector<PossiblePlayerBattleAction> filteredActions;
for (const auto & action : allActions)
if (action.spellcast() && action.spell() == spellFilter)
filteredActions.push_back(action);
if (filteredActions.empty())
return;
int index = buttons.size();
const auto & callback = [this, filteredActions, index](bool isSelected){ if (isSelected) setActions(index, filteredActions); else restoreAllActions();};
MetaString tooltip;
tooltip.appendTextID("core.genrltxt.26");
tooltip.replaceName(spellFilter);
std::string hoverText = tooltip.toString();
std::string description = spellFilter.toSpell()->getDescriptionTranslated(0);
auto button = std::make_shared<CToggleButton>(Point(2, 7 + 50 * index), AnimationPath::builtin("battleUnitAction"), CButton::tooltip(hoverText, description), callback);
button->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("spellint"), spellFilter.getNum() + 1));
button->setHighlightedBorderColor(Colors::WHITE);
buttons.push_back(button);
}
void UnitActionPanel::setPossibleActions(const std::vector<PossiblePlayerBattleAction> & newActions)
{
OBJECT_CONSTRUCTION;
buttons.clear();
static const std::vector actionsMove = { PossiblePlayerBattleAction::MOVE_STACK };
static const std::vector actionsInfo = { PossiblePlayerBattleAction::CREATURE_INFO, PossiblePlayerBattleAction::HERO_INFO };
static const std::vector actionsShoot = { PossiblePlayerBattleAction::SHOOT };
static const std::vector actionsGenie = { PossiblePlayerBattleAction::RANDOM_GENIE_SPELL };
static const std::vector actionsAttack = { PossiblePlayerBattleAction::ATTACK, PossiblePlayerBattleAction::WALK_AND_ATTACK };
static const std::vector actionsReturn = { PossiblePlayerBattleAction::ATTACK_AND_RETURN };
testAndAddAction(newActions, actionsMove, ImagePath::builtin("battle/actionMove"), "vcmi.battle.action.move");
testAndAddAction(newActions, actionsReturn, ImagePath::builtin("battle/actionReturn"), "vcmi.battle.action.return");
testAndAddAction(newActions, actionsAttack, ImagePath::builtin("battle/actionAttack"), "vcmi.battle.action.attack");
testAndAddAction(newActions, actionsShoot, ImagePath::builtin("battle/actionShoot"), "vcmi.battle.action.shoot");
testAndAddAction(newActions, actionsGenie, ImagePath::builtin("battle/actionGenie"), "vcmi.battle.action.genie");
std::vector<SpellID> spells;
for (const auto & action : newActions)
if (action.spellcast())
spells.push_back(action.spell());
for (const auto & spell : spells)
testAndAddSpell(newActions, spell);
// Not really a unit action, so place it at the end
testAndAddAction(newActions, actionsInfo, ImagePath::builtin("battle/actionInfo"), "vcmi.battle.action.info");
redraw();
}
void UnitActionPanel::show(Canvas & to)
{
showAll(to);
CIntObject::show(to);
}