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vcmi/client/windows/InfoWindows.cpp
Arseniy Shestakov 18161d3688 Client: implement spectator mode via command-line options
If running with --spectate/-s CPlayerInterface will appear even without human players.
Following command-line options also available:
 --spectate-ignore-hero
 --spectate-hero-speed=N
 --spectate-battle-speed=N
 --spectate-skip-battle
 --spectate-skip-battle-result
Boolean options can also be changed in runtime via client console:
 set spectate-ignore-hero on / off
Spectator mode also:
 - Work with --onlyAI option when starting game or loading saves.
 - Allow to use any cheat codes.
 - Give recon on towns and heroes.
2017-06-06 07:30:16 +03:00

466 lines
12 KiB
C++

#include "StdInc.h"
#include "InfoWindows.h"
#include "../CBitmapHandler.h"
#include "../Graphics.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
#include "../windows/CAdvmapInterface.h"
#include "../widgets/CComponent.h"
#include "../widgets/MiscWidgets.h"
#include "../gui/SDL_Pixels.h"
#include "../gui/SDL_Extensions.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CCursorHandler.h"
#include "../battle/CBattleInterface.h"
#include "../battle/CBattleInterfaceClasses.h"
#include "../../CCallback.h"
#include "../../lib/CGameState.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CondSh.h"
#include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/MiscObjects.h"
/*
* InfoWindows.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
*
*/
void CSimpleWindow::show(SDL_Surface * to)
{
if(bitmap)
blitAt(bitmap,pos.x,pos.y,to);
}
CSimpleWindow::~CSimpleWindow()
{
if (bitmap)
{
SDL_FreeSurface(bitmap);
bitmap=nullptr;
}
}
void CSelWindow::selectionChange(unsigned to)
{
for (unsigned i=0;i<components.size();i++)
{
CSelectableComponent * pom = dynamic_cast<CSelectableComponent*>(components[i]);
if (!pom)
continue;
pom->select(i==to);
}
redraw();
}
CSelWindow::CSelWindow(const std::string &Text, PlayerColor player, int charperline, const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string, CFunctionList<void()> > > &Buttons, QueryID askID)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
ID = askID;
for (int i = 0; i < Buttons.size(); i++)
{
buttons.push_back(new CButton(Point(0, 0), Buttons[i].first, CButton::tooltip(), Buttons[i].second));
if (!i && askID.getNum() >= 0)
buttons.back()->addCallback(std::bind(&CSelWindow::madeChoice, this));
buttons[i]->addCallback(std::bind(&CInfoWindow::close, this)); //each button will close the window apart from call-defined actions
}
text = new CTextBox(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, CENTER, Colors::WHITE);
buttons.front()->assignedKeys.insert(SDLK_RETURN); //first button - reacts on enter
buttons.back()->assignedKeys.insert(SDLK_ESCAPE); //last button - reacts on escape
if (buttons.size() > 1 && askID.getNum() >= 0) //cancel button functionality
{
buttons.back()->addCallback([askID]() {
LOCPLINT->cb.get()->selectionMade(0, askID);
});
//buttons.back()->addCallback(std::bind(&CCallback::selectionMade, LOCPLINT->cb.get(), 0, askID));
}
for(int i=0;i<comps.size();i++)
{
comps[i]->recActions = 255;
addChild(comps[i]);
components.push_back(comps[i]);
comps[i]->onSelect = std::bind(&CSelWindow::selectionChange,this,i);
if(i<9)
comps[i]->assignedKeys.insert(SDLK_1+i);
}
CMessage::drawIWindow(this, Text, player);
}
void CSelWindow::madeChoice()
{
if(ID.getNum() < 0)
return;
int ret = -1;
for (int i=0;i<components.size();i++)
{
if(dynamic_cast<CSelectableComponent*>(components[i])->selected)
{
ret = i;
}
}
LOCPLINT->cb->selectionMade(ret+1,ID);
}
CInfoWindow::CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps, const TButtonsInfo &Buttons, bool delComps)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
type |= BLOCK_ADV_HOTKEYS;
ID = QueryID(-1);
for(auto & Button : Buttons)
{
CButton *button = new CButton(Point(0,0), Button.first, CButton::tooltip(), std::bind(&CInfoWindow::close,this));
button->borderColor = Colors::METALLIC_GOLD;
button->addCallback(Button.second); //each button will close the window apart from call-defined actions
buttons.push_back(button);
}
text = new CTextBox(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, CENTER, Colors::WHITE);
if(!text->slider)
{
text->resize(text->label->textSize);
}
if(buttons.size())
{
buttons.front()->assignedKeys.insert(SDLK_RETURN); //first button - reacts on enter
buttons.back()->assignedKeys.insert(SDLK_ESCAPE); //last button - reacts on escape
}
for(auto & comp : comps)
{
comp->recActions = 0xff;
addChild(comp);
comp->recActions &= ~(SHOWALL | UPDATE);
components.push_back(comp);
}
setDelComps(delComps);
CMessage::drawIWindow(this,Text,player);
}
CInfoWindow::CInfoWindow()
{
ID = QueryID(-1);
setDelComps(false);
text = nullptr;
}
void CInfoWindow::close()
{
GH.popIntTotally(this);
if(LOCPLINT)
LOCPLINT->showingDialog->setn(false);
}
void CInfoWindow::show(SDL_Surface * to)
{
CIntObject::show(to);
}
CInfoWindow::~CInfoWindow()
{
if(!delComps)
{
for (auto & elem : components)
removeChild(elem);
}
}
void CInfoWindow::showAll(SDL_Surface * to)
{
CSimpleWindow::show(to);
CIntObject::showAll(to);
}
void CInfoWindow::showInfoDialog(const std::string &text, const std::vector<CComponent *> *components, bool DelComps, PlayerColor player)
{
CInfoWindow * window = CInfoWindow::create(text, player, components, DelComps);
GH.pushInt(window);
}
void CInfoWindow::showYesNoDialog(const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps, PlayerColor player)
{
assert(!LOCPLINT || LOCPLINT->showingDialog->get());
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
CInfoWindow * temp = new CInfoWindow(text, player, components ? *components : std::vector<CComponent*>(), pom, DelComps);
temp->buttons[0]->addCallback( onYes );
temp->buttons[1]->addCallback( onNo );
GH.pushInt(temp);
}
void CInfoWindow::showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const std::function<void()> & onOk, bool delComps, PlayerColor player)
{
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
CInfoWindow * temp = new CInfoWindow(text, player, *components, pom, delComps);
temp->buttons[0]->addCallback(onOk);
GH.pushInt(temp);
}
CInfoWindow * CInfoWindow::create(const std::string &text, PlayerColor playerID /*= 1*/, const std::vector<CComponent*> *components /*= nullptr*/, bool DelComps)
{
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
CInfoWindow * ret = new CInfoWindow(text, playerID, components ? *components : std::vector<CComponent*>(), pom, DelComps);
return ret;
}
std::string CInfoWindow::genText(std::string title, std::string description)
{
return std::string("{") + title + "}" + "\n\n" + description;
}
void CInfoWindow::setDelComps(bool DelComps)
{
delComps = DelComps;
for(CComponent *comp : components)
{
if(delComps)
comp->recActions |= DISPOSE;
else
comp->recActions &= ~DISPOSE;
}
}
CInfoPopup::CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free)
:free(Free),bitmap(Bitmap)
{
init(x, y);
}
CInfoPopup::CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free/*=false*/)
: free(Free),bitmap(Bitmap)
{
switch(alignment)
{
case BOTTOMRIGHT:
init(p.x - Bitmap->w, p.y - Bitmap->h);
break;
case CENTER:
init(p.x - Bitmap->w/2, p.y - Bitmap->h/2);
break;
case TOPLEFT:
init(p.x, p.y);
break;
default:
assert(0); //not implemented
}
}
CInfoPopup::CInfoPopup(SDL_Surface *Bitmap, bool Free)
{
CCS->curh->hide();
free=Free;
bitmap=Bitmap;
if(bitmap)
{
pos.x = screen->w/2 - bitmap->w/2;
pos.y = screen->h/2 - bitmap->h/2;
pos.h = bitmap->h;
pos.w = bitmap->w;
}
}
void CInfoPopup::close()
{
if(free)
SDL_FreeSurface(bitmap);
GH.popIntTotally(this);
}
void CInfoPopup::show(SDL_Surface * to)
{
blitAt(bitmap,pos.x,pos.y,to);
}
CInfoPopup::~CInfoPopup()
{
CCS->curh->show();
}
void CInfoPopup::init(int x, int y)
{
CCS->curh->hide();
pos.x = x;
pos.y = y;
pos.h = bitmap->h;
pos.w = bitmap->w;
// Put the window back on screen if necessary
vstd::amax(pos.x, 0);
vstd::amax(pos.y, 0);
vstd::amin(pos.x, screen->w - bitmap->w);
vstd::amin(pos.y, screen->h - bitmap->h);
}
void CRClickPopup::clickRight(tribool down, bool previousState)
{
if(down)
return;
close();
}
void CRClickPopup::close()
{
GH.popIntTotally(this);
}
void CRClickPopup::createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps)
{
PlayerColor player = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1); //if no player, then use blue
if(settings["session"]["spectate"].Bool())//TODO: there must be better way to implement this
player = PlayerColor(1);
CSimpleWindow * temp = new CInfoWindow(txt, player, comps);
temp->center(Point(GH.current->motion)); //center on mouse
temp->fitToScreen(10);
auto rcpi = new CRClickPopupInt(temp,true);
GH.pushInt(rcpi);
}
void CRClickPopup::createAndPush(const std::string &txt, CComponent * component)
{
CInfoWindow::TCompsInfo intComps;
intComps.push_back(component);
createAndPush(txt, intComps);
}
void CRClickPopup::createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment /*= BOTTOMRIGHT*/)
{
CIntObject *iWin = createInfoWin(p, obj); //try get custom infowindow for this obj
if(iWin)
GH.pushInt(iWin);
else
{
if (adventureInt->curHero())
CRClickPopup::createAndPush(obj->getHoverText(adventureInt->curHero()));
else
CRClickPopup::createAndPush(obj->getHoverText(LOCPLINT->playerID));
}
}
CRClickPopup::CRClickPopup()
{
addUsedEvents(RCLICK);
}
CRClickPopup::~CRClickPopup()
{
}
void CRClickPopupInt::show(SDL_Surface * to)
{
inner->show(to);
}
CRClickPopupInt::CRClickPopupInt( IShowActivatable *our, bool deleteInt )
{
CCS->curh->hide();
inner = our;
delInner = deleteInt;
}
CRClickPopupInt::~CRClickPopupInt()
{
if(delInner)
delete inner;
CCS->curh->show();
}
void CRClickPopupInt::showAll(SDL_Surface * to)
{
inner->showAll(to);
}
Point CInfoBoxPopup::toScreen(Point p)
{
vstd::abetween(p.x, adventureInt->terrain.pos.x + 100, adventureInt->terrain.pos.x + adventureInt->terrain.pos.w - 100);
vstd::abetween(p.y, adventureInt->terrain.pos.y + 100, adventureInt->terrain.pos.y + adventureInt->terrain.pos.h - 100);
return p;
}
CInfoBoxPopup::CInfoBoxPopup(Point position, const CGTownInstance * town):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position))
{
InfoAboutTown iah;
LOCPLINT->cb->getTownInfo(town, iah, adventureInt->selection); //todo: should this be nearest hero?
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CTownTooltip(Point(9, 10), iah);
}
CInfoBoxPopup::CInfoBoxPopup(Point position, const CGHeroInstance * hero):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "HEROQVBK", toScreen(position))
{
InfoAboutHero iah;
LOCPLINT->cb->getHeroInfo(hero, iah, adventureInt->selection);//todo: should this be nearest hero?
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CHeroTooltip(Point(9, 10), iah);
}
CInfoBoxPopup::CInfoBoxPopup(Point position, const CGGarrison * garr):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position))
{
InfoAboutTown iah;
LOCPLINT->cb->getTownInfo(garr, iah);
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CArmyTooltip(Point(9, 10), iah);
}
CIntObject * CRClickPopup::createInfoWin(Point position, const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
{
if(nullptr == specific)
specific = adventureInt->selection;
if(nullptr == specific)
{
logGlobal->error("createInfoWin: no object to describe");
return nullptr;
}
switch(specific->ID)
{
case Obj::HERO:
return new CInfoBoxPopup(position, dynamic_cast<const CGHeroInstance *>(specific));
case Obj::TOWN:
return new CInfoBoxPopup(position, dynamic_cast<const CGTownInstance *>(specific));
case Obj::GARRISON:
case Obj::GARRISON2:
return new CInfoBoxPopup(position, dynamic_cast<const CGGarrison *>(specific));
default:
return nullptr;
}
}