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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/AdventureMapButton.cpp
Michał W. Urbańczyk 856698bd80 * fixes for MSVC (it needs to have global variables from library explicitly exported)
* renamed logging variables to tlogX ('_' in var names looks ugly)
* cleaned it improved setting formations
* fixed crashbug on maps with random hero
2008-09-19 08:16:19 +00:00

334 lines
8.0 KiB
C++

#include "CAdvmapInterface.h"
#include "SDL_Extensions.h"
#include "hch/CDefHandler.h"
#include "CGameInfo.h"
#include "hch/CLodHandler.h"
#include "hch/CPreGameTextHandler.h"
#include "hch/CTownHandler.h"
#include "CCallback.h"
#include "client/Graphics.h"
AdventureMapButton::AdventureMapButton ()
{
type=2;
abs=true;
active=false;
ourObj=NULL;
state=0;
blocked = actOnDown = false;
}
//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)
//{
// init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);
//}
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 )
{
std::map<int,std::string> pom;
pom[0] = Name;
init(Callback, pom, HelpBox, playerColoredButton, defName, add, x, y, activ);
}
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 */ )
{
init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);
}
void AdventureMapButton::clickLeft (tribool down)
{
if(blocked)
return;
if (down)
state=1;
else
state=0;
show();
if (actOnDown && down)
{
pressedL=state;
//if(!callback.empty())
callback();
}
else if (pressedL && (down==false))
{
pressedL=state;
//if(!callback.empty())
callback();
}
else
{
pressedL=state;
}
}
void AdventureMapButton::clickRight (tribool down)
{
if(helpBox.size()) //there is no point to show window with nothing inside...
LOCPLINT->adventureInt->handleRightClick(helpBox,down,this);
}
void AdventureMapButton::hover (bool on)
{
Hoverable::hover(on);
std::string *name = (vstd::contains(hoverTexts,state))
? (&hoverTexts[state])
: (vstd::contains(hoverTexts,0) ? (&hoverTexts[0]) : NULL);
if(name) //if there is no name, there is nohing to display also
{
if (on)
LOCPLINT->statusbar->print(*name);
else if ( LOCPLINT->statusbar->getCurrent()==(*name) )
LOCPLINT->statusbar->clear();
}
}
void AdventureMapButton::activate()
{
if (active) return;
active=true;
ClickableL::activate();
ClickableR::activate();
Hoverable::activate();
KeyInterested::activate();
}
void AdventureMapButton::keyPressed (SDL_KeyboardEvent & key)
{
//TODO: check if it's shortcut
}
void AdventureMapButton::deactivate()
{
if (!active) return;
active=false;
ClickableL::deactivate();
ClickableR::deactivate();
Hoverable::deactivate();
KeyInterested::deactivate();
}
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 )
{
callback = Callback;
blocked = actOnDown = false;
type=2;
abs=true;
active=false;
ourObj=NULL;
state=0;
hoverTexts = Name;
helpBox=HelpBox;
int est = LOCPLINT->playerID;
CDefHandler * temp = CDefHandler::giveDef(defName);
temp->notFreeImgs = true;
for (int i=0;i<temp->ourImages.size();i++)
{
imgs.resize(1);
imgs[0].push_back(temp->ourImages[i].bitmap);
if(playerColoredButton)
graphics->blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
}
delete temp;
if (add)
{
imgs.resize(imgs.size()+add->size());
for (int i=0; i<add->size();i++)
{
temp = CDefHandler::giveDef((*add)[i]);
temp->notFreeImgs = true;
for (int j=0;j<temp->ourImages.size();j++)
{
imgs[i+1].push_back(temp->ourImages[j].bitmap);
if(playerColoredButton)
graphics->blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
}
delete temp;
}
delete add;
}
pos.x=x;
pos.y=y;
pos.w = imgs[curimg][0]->w;
pos.h = imgs[curimg][0]->h -1;
if (activ)
activate();
}
void AdventureMapButton::block( bool on )
{
blocked = on;
state = 0;
bitmapOffset = on ? 2 : 0;
show();
}
void CHighlightableButton::select(bool on)
{
selected = on;
state = selected ? 3 : 0;
if(selected)
callback();
else
callback2();
if(hoverTexts.size()>1)
{
hover(false);
hover(true);
}
}
void CHighlightableButton::clickLeft( tribool down )
{
if(blocked)
return;
if (down)
state=1;
else
state = selected ? 3 : 0;
show();
if (pressedL && (down==false))
{
pressedL=state;
if(!onlyOn || !selected)
select(!selected);
}
else
{
pressedL=state;
}
}
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 )
{
onlyOn = false;
init(onSelect,Name,HelpBox,playerColoredButton,defName,add,x,y,activ);
callback2 = onDeselect;
}
void CSlider::sliderClicked()
{
if(!moving)
{
MotionInterested::activate();
moving = true;
}
}
void CSlider::mouseMoved (SDL_MouseMotionEvent & sEvent)
{
float v = sEvent.x - pos.x - 24;
v/= (pos.w - 48);
v*=amount;
if(v!=value)
{
moveTo(v);
redrawSlider();
}
}
void CSlider::redrawSlider()
{
slider.show();
}
void CSlider::moveLeft()
{
moveTo(value-1);
}
void CSlider::moveRight()
{
moveTo(value+1);
}
void CSlider::moveTo(int to)
{
if(to<0)
to=0;
else if(to>amount)
to=amount;
value = to;
if(amount)
{
float part = (float)to/amount;
part*=(pos.w-48);
slider.pos.x = part + pos.x + 16;
}
else
slider.pos.x = pos.x+16;
moved(to);
}
void CSlider::activate() // makes button active
{
left.activate();
right.activate();
slider.activate();
ClickableL::activate();
}
void CSlider::deactivate() // makes button inactive (but doesn't delete)
{
left.deactivate();
right.deactivate();
slider.deactivate();
ClickableL::deactivate();
}
void CSlider::clickLeft (tribool down)
{
if(down)
{
float pw = LOCPLINT->current->motion.x-pos.x-16;
float rw = pw / ((float)(pos.w-32));
if (rw>1) return;
if (rw<0) return;
moveTo(rw*amount);
return;
}
if(moving)
{
MotionInterested::deactivate();
moving = false;
}
}
void CSlider::show(SDL_Surface * to)
{
left.show();
right.show();
slider.show();
}
CSlider::~CSlider()
{
delete imgs;
}
CSlider::CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount, int Value, bool Horizontal)
:capacity(Capacity),amount(Amount),value(Value),horizontal(Horizontal), moved(Moved)
{
moving = false;
strongInterest = true;
imgs = CDefHandler::giveDefEss("IGPCRDIV.DEF");
left.pos.y = slider.pos.y = right.pos.y = pos.y = y;
left.pos.x = pos.x = x;
right.pos.x = x + totalw - 16;
left.callback = boost::bind(&CSlider::moveLeft,this);
right.callback = boost::bind(&CSlider::moveRight,this);
slider.callback = boost::bind(&CSlider::sliderClicked,this);
left.pos.w = left.pos.h = right.pos.w = right.pos.h = slider.pos.w = slider.pos.h = pos.h = 16;
pos.w = totalw;
left.imgs.resize(1); right.imgs.resize(1); slider.imgs.resize(1);
left.imgs[0].push_back(imgs->ourImages[0].bitmap); left.imgs[0].push_back(imgs->ourImages[1].bitmap);
right.imgs[0].push_back(imgs->ourImages[2].bitmap); right.imgs[0].push_back(imgs->ourImages[3].bitmap);
slider.imgs[0].push_back(imgs->ourImages[4].bitmap);
left.notFreeButton = right.notFreeButton = slider.notFreeButton = true;
slider.actOnDown = true;
moveTo(value);
}
void CSlider::block( bool on )
{
left.block(on);
right.block(on);
slider.block(on);
}