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https://github.com/vcmi/vcmi.git
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7722d058f0
* dismiss Hero works blocked in the castles * the backpack scrollable arrows aren't available (yellow, clickable) even when backpack is empty. * added missing info texts for buttons in hero window (and added functionality of enable tactic formations button) * can select (single click) and enter castle (double click) from the map. Same for hero. * Hero gets automatically selected after End Turn * Hero is automatically selected when exiting town * In Garrison or Hero army: units are selected when we first click on them Fixed (at least partially) also a problem with disappearing path
323 lines
7.8 KiB
C++
323 lines
7.8 KiB
C++
#include "CAdvmapInterface.h"
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#include "SDL_Extensions.h"
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#include "hch/CDefHandler.h"
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#include "CGameInfo.h"
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#include "hch/CLodHandler.h"
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#include "hch/CPreGameTextHandler.h"
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#include "hch/CTownHandler.h"
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#include "CCallback.h"
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#include "client/Graphics.h"
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AdventureMapButton::AdventureMapButton ()
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{
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type=2;
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abs=true;
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active=false;
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ourObj=NULL;
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state=0;
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blocked = actOnDown = false;
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}
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//AdventureMapButton::AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ, std::vector<std::string> * add, bool playerColoredButton)
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//{
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// init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);
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//}
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AdventureMapButton::AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, bool activ, std::vector<std::string> * add, bool playerColoredButton )
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{
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std::map<int,std::string> pom;
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pom[0] = Name;
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init(Callback, pom, HelpBox, playerColoredButton, defName, add, x, y, activ);
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}
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AdventureMapButton::AdventureMapButton( const std::map<int,std::string> &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, bool activ/*=false*/, std::vector<std::string> * add /*= NULL*/, bool playerColoredButton /*= false */ )
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{
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init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);
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}
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void AdventureMapButton::clickLeft (tribool down)
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{
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if(blocked)
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return;
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if (down)
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state=1;
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else
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state=0;
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show();
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if (actOnDown && down)
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{
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pressedL=state;
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//if(!callback.empty())
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callback();
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}
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else if (pressedL && (down==false))
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{
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pressedL=state;
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//if(!callback.empty())
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callback();
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}
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else
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{
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pressedL=state;
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}
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}
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void AdventureMapButton::clickRight (tribool down)
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{
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if(helpBox.size()) //there is no point to show window with nothing inside...
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LOCPLINT->adventureInt->handleRightClick(helpBox,down,this);
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}
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void AdventureMapButton::hover (bool on)
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{
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Hoverable::hover(on);
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std::string *name = (vstd::contains(hoverTexts,state))
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? (&hoverTexts[state])
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: (vstd::contains(hoverTexts,0) ? (&hoverTexts[0]) : NULL);
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if(name) //if there is no name, there is nohing to display also
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{
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if (on)
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LOCPLINT->statusbar->print(*name);
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else if ( LOCPLINT->statusbar->getCurrent()==(*name) )
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LOCPLINT->statusbar->clear();
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}
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}
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void AdventureMapButton::activate()
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{
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if (active) return;
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active=true;
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ClickableL::activate();
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ClickableR::activate();
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Hoverable::activate();
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KeyInterested::activate();
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}
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void AdventureMapButton::keyPressed (SDL_KeyboardEvent & key)
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{
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//TODO: check if it's shortcut
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}
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void AdventureMapButton::deactivate()
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{
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if (!active) return;
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active=false;
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ClickableL::deactivate();
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ClickableR::deactivate();
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Hoverable::deactivate();
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KeyInterested::deactivate();
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}
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void AdventureMapButton::init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, bool activ )
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{
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callback = Callback;
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blocked = actOnDown = false;
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type=2;
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abs=true;
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active=false;
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ourObj=NULL;
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state=0;
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hoverTexts = Name;
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helpBox=HelpBox;
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colorChange = playerColoredButton;
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int est = LOCPLINT->playerID;
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CDefHandler * temp = CDefHandler::giveDef(defName);
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temp->notFreeImgs = true;
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for (int i=0;i<temp->ourImages.size();i++)
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{
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imgs.resize(1);
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imgs[0].push_back(temp->ourImages[i].bitmap);
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if(playerColoredButton)
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graphics->blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
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}
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delete temp;
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if (add)
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{
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imgs.resize(imgs.size()+add->size());
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for (int i=0; i<add->size();i++)
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{
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temp = CDefHandler::giveDef((*add)[i]);
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temp->notFreeImgs = true;
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for (int j=0;j<temp->ourImages.size();j++)
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{
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imgs[i+1].push_back(temp->ourImages[j].bitmap);
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if(playerColoredButton)
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graphics->blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
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}
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delete temp;
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}
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delete add;
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}
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pos.x=x;
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pos.y=y;
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pos.w = imgs[curimg][0]->w;
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pos.h = imgs[curimg][0]->h -1;
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if (activ)
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activate();
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}
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void AdventureMapButton::block( bool on )
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{
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blocked = on;
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state = 0;
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bitmapOffset = on ? 2 : 0;
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show();
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}
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void CHighlightableButton::clickLeft( tribool down )
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{
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if(blocked)
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return;
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if (down)
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state=1;
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else
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state = selected ? 3 : 0;
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show();
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if (pressedL && (down==false))
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{
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pressedL=state;
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selected = !selected;
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state = selected ? 3 : 0;
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if(selected)
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callback();
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else
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callback2();
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if(hoverTexts.size()>1)
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{
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hover(false);
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hover(true);
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}
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}
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else
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{
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pressedL=state;
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}
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}
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CHighlightableButton::CHighlightableButton( const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, bool activ )
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{
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init(onSelect,Name,HelpBox,playerColoredButton,defName,add,x,y,activ);
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callback2 = onDeselect;
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}
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void CSlider::sliderClicked()
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{
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if(!moving)
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{
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MotionInterested::activate();
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moving = true;
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}
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}
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void CSlider::mouseMoved (SDL_MouseMotionEvent & sEvent)
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{
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float v = sEvent.x - pos.x - 24;
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v/= (pos.w - 48);
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v*=amount;
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if(v!=value)
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{
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moveTo(v);
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redrawSlider();
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}
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}
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void CSlider::redrawSlider()
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{
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slider.show();
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}
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void CSlider::moveLeft()
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{
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moveTo(value-1);
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}
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void CSlider::moveRight()
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{
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moveTo(value+1);
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}
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void CSlider::moveTo(int to)
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{
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if(to<0)
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to=0;
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else if(to>amount)
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to=amount;
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value = to;
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if(amount)
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{
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float part = (float)to/amount;
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part*=(pos.w-48);
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slider.pos.x = part + pos.x + 16;
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}
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else
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slider.pos.x = pos.x+16;
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moved(to);
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}
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void CSlider::activate() // makes button active
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{
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left.activate();
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right.activate();
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slider.activate();
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ClickableL::activate();
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}
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void CSlider::deactivate() // makes button inactive (but doesn't delete)
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{
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left.deactivate();
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right.deactivate();
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slider.deactivate();
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ClickableL::deactivate();
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}
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void CSlider::clickLeft (tribool down)
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{
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if(down)
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{
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float pw = LOCPLINT->current->motion.x-pos.x-16;
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float rw = pw / ((float)(pos.w-32));
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if (rw>1) return;
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if (rw<0) return;
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moveTo(rw*amount);
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return;
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}
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if(moving)
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{
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MotionInterested::deactivate();
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moving = false;
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}
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}
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void CSlider::show(SDL_Surface * to)
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{
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left.show();
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right.show();
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slider.show();
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}
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CSlider::~CSlider()
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{
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delete imgs;
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}
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CSlider::CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount, int Value, bool Horizontal)
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:capacity(Capacity),amount(Amount),value(Value),horizontal(Horizontal), moved(Moved)
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{
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moving = false;
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strongInterest = true;
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imgs = CDefHandler::giveDefEss("IGPCRDIV.DEF");
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left.pos.y = slider.pos.y = right.pos.y = pos.y = y;
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left.pos.x = pos.x = x;
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right.pos.x = x + totalw - 16;
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left.callback = boost::bind(&CSlider::moveLeft,this);
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right.callback = boost::bind(&CSlider::moveRight,this);
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slider.callback = boost::bind(&CSlider::sliderClicked,this);
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left.pos.w = left.pos.h = right.pos.w = right.pos.h = slider.pos.w = slider.pos.h = pos.h = 16;
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pos.w = totalw;
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left.imgs.resize(1); right.imgs.resize(1); slider.imgs.resize(1);
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left.imgs[0].push_back(imgs->ourImages[0].bitmap); left.imgs[0].push_back(imgs->ourImages[1].bitmap);
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right.imgs[0].push_back(imgs->ourImages[2].bitmap); right.imgs[0].push_back(imgs->ourImages[3].bitmap);
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slider.imgs[0].push_back(imgs->ourImages[4].bitmap);
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left.notFreeButton = right.notFreeButton = slider.notFreeButton = true;
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slider.actOnDown = true;
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moveTo(value);
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}
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