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			1340 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1340 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "StdInc.h"
 | |
| #include "AdventureMapClasses.h"
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| 
 | |
| #include <SDL.h>
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| 
 | |
| #include "MiscWidgets.h"
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| #include "CComponent.h"
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| 
 | |
| #include "../CGameInfo.h"
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| #include "../CMusicHandler.h"
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| #include "../CDefHandler.h"
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| #include "../CPlayerInterface.h"
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| #include "../CPreGame.h"
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| #include "../Graphics.h"
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| #include "../CMessage.h"
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| 
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| #include "../gui/CGuiHandler.h"
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| #include "../gui/SDL_Pixels.h"
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| 
 | |
| #include "../windows/InfoWindows.h"
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| #include "../windows/CAdvmapInterface.h"
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| #include "../windows/GUIClasses.h"
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| 
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| #include "../battle/CBattleInterfaceClasses.h"
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| #include "../battle/CBattleInterface.h"
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| 
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| #include "../../CCallback.h"
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| #include "../../lib/StartInfo.h"
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| #include "../../lib/CGameState.h"
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| #include "../../lib/CGeneralTextHandler.h"
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| #include "../../lib/CHeroHandler.h"
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| #include "../../lib/CModHandler.h"
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| #include "../../lib/CTownHandler.h"
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| #include "../../lib/filesystem/Filesystem.h"
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| #include "../../lib/JsonNode.h"
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| #include "../../lib/mapObjects/CGHeroInstance.h"
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| #include "../../lib/mapping/CMap.h"
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| #include "../../lib/NetPacksBase.h"
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| #include "../../lib/StringConstants.h"
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| 
 | |
| /*
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|  * CAdventureMapClasses.cpp, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
 | |
| CList::CListItem::CListItem(CList * Parent):
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| 	CIntObject(LCLICK | RCLICK | HOVER),
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| 	parent(Parent),
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| 	selection(nullptr)
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| {
 | |
| }
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| 
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| CList::CListItem::~CListItem()
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| {
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| 	// select() method in this was already destroyed so we can't safely call method in parent
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| 	if (parent->selected == this)
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| 		parent->selected = nullptr;
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| }
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| 
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| void CList::CListItem::clickRight(tribool down, bool previousState)
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| {
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| 	if (down == true)
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| 		showTooltip();
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| }
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| 
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| void CList::CListItem::clickLeft(tribool down, bool previousState)
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| {
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| 	if (down == true)
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| 	{
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| 		//second click on already selected item
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| 		if (parent->selected == this)
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| 			open();
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| 		else
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| 		{
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| 			//first click - switch selection
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| 			parent->select(this);
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| 		}
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| 	}
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| }
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| 
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| void CList::CListItem::hover(bool on)
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| {
 | |
| 	if (on)
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| 		GH.statusbar->setText(getHoverText());
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| 	else
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| 		GH.statusbar->clear();
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| }
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| 
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| void CList::CListItem::onSelect(bool on)
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| {
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| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
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| 	vstd::clear_pointer(selection);
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| 	if (on)
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| 		selection = genSelection();
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| 	select(on);
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| 	GH.totalRedraw();
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| }
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| 
 | |
| CList::CList(int Size, Point position, std::string btnUp, std::string btnDown, size_t listAmount,
 | |
| 			 int helpUp, int helpDown, CListBox::CreateFunc create, CListBox::DestroyFunc destroy):
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| 	CIntObject(0, position),
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| 	size(Size),
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| 	selected(nullptr)
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| {
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| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
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| 	scrollUp = new CButton(Point(0, 0), btnUp, CGI->generaltexth->zelp[helpUp]);
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| 	list = new CListBox(create, destroy, Point(1,scrollUp->pos.h), Point(0, 32), size, listAmount);
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| 
 | |
| 	//assign callback only after list was created
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| 	scrollUp->addCallback(std::bind(&CListBox::moveToPrev, list));
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| 	scrollDown = new CButton(Point(0, scrollUp->pos.h + 32*size), btnDown, CGI->generaltexth->zelp[helpDown], std::bind(&CListBox::moveToNext, list));
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| 
 | |
| 	scrollDown->addCallback(std::bind(&CList::update, this));
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| 	scrollUp->addCallback(std::bind(&CList::update, this));
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| 
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| 	update();
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| }
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| 
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| void CList::update()
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| {
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| 	bool onTop = list->getPos() == 0;
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| 	bool onBottom = list->getPos() + size >= list->size();
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| 
 | |
| 	scrollUp->block(onTop);
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| 	scrollDown->block(onBottom);
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| }
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| 
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| void CList::select(CListItem *which)
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| {
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| 	if (selected == which)
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| 		return;
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| 
 | |
| 	if (selected)
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| 		selected->onSelect(false);
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| 
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| 	selected = which;
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| 	if (which)
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| 	{
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| 		which->onSelect(true);
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| 		onSelect();
 | |
| 	}
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| }
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| 
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| int CList::getSelectedIndex()
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| {
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| 	return list->getIndexOf(selected);
 | |
| }
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| 
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| void CList::selectIndex(int which)
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| {
 | |
| 	if (which < 0)
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| 	{
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| 		if (selected)
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| 			select(nullptr);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		list->scrollTo(which);
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| 		update();
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| 		select(dynamic_cast<CListItem*>(list->getItem(which)));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CList::selectNext()
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| {
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| 	int index = getSelectedIndex();
 | |
| 	if (index < 0)
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| 		selectIndex(0);
 | |
| 	else if (index + 1 < list->size())
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| 		selectIndex(index+1);
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| }
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| 
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| void CList::selectPrev()
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| {
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| 	int index = getSelectedIndex();
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| 	if (index <= 0)
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| 		selectIndex(0);
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| 	else
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| 		selectIndex(index-1);
 | |
| }
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| 
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| CHeroList::CEmptyHeroItem::CEmptyHeroItem()
 | |
| {
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
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| 	auto move = new CAnimImage("IMOBIL", 0, 0, 0, 1);
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| 	auto img  = new CPicture("HPSXXX", move->pos.w + 1);
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| 	auto mana = new CAnimImage("IMANA", 0, 0, move->pos.w + img->pos.w + 2, 1 );
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| 
 | |
| 	pos.w = mana->pos.w + mana->pos.x - pos.x;
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| 	pos.h = std::max(std::max<SDLX_Size>(move->pos.h + 1, mana->pos.h + 1), img->pos.h);
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| }
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| 
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| CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero):
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| 	CListItem(parent),
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| 	hero(Hero)
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| {
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| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
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| 	movement = new CAnimImage("IMOBIL", 0, 0, 0, 1);
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| 	portrait = new CAnimImage("PortraitsSmall", hero->portrait, 0, movement->pos.w + 1);
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| 	mana     = new CAnimImage("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );
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| 
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| 	pos.w = mana->pos.w + mana->pos.x - pos.x;
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| 	pos.h = std::max(std::max<SDLX_Size>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);
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| 
 | |
| 	update();
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| }
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| 
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| void CHeroList::CHeroItem::update()
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| {
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| 	movement->setFrame(std::min<size_t>(movement->size()-1, hero->movement / 100));
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| 	mana->setFrame(std::min<size_t>(mana->size()-1, hero->mana / 5));
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| 	redraw();
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| }
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| 
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| CIntObject * CHeroList::CHeroItem::genSelection()
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| {
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| 	return new CPicture("HPSYYY", movement->pos.w + 1);
 | |
| }
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| 
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| void CHeroList::CHeroItem::select(bool on)
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| {
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| 	if (on && adventureInt->selection != hero)
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| 			adventureInt->select(hero);
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| }
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| 
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| void CHeroList::CHeroItem::open()
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| {
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| 	LOCPLINT->openHeroWindow(hero);
 | |
| }
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| 
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| void CHeroList::CHeroItem::showTooltip()
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| {
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| 	CRClickPopup::createAndPush(hero, GH.current->motion);
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| }
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| 
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| std::string CHeroList::CHeroItem::getHoverText()
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| {
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| 	return boost::str(boost::format(CGI->generaltexth->allTexts[15]) % hero->name % hero->type->heroClass->name);
 | |
| }
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| 
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| CIntObject * CHeroList::createHeroItem(size_t index)
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| {
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| 	if (LOCPLINT->wanderingHeroes.size() > index)
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| 		return new CHeroItem(this, LOCPLINT->wanderingHeroes[index]);
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| 	return new CEmptyHeroItem();
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| }
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| 
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| CHeroList::CHeroList(int size, Point position, std::string btnUp, std::string btnDown):
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| 	CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, std::bind(&CHeroList::createHeroItem, this, _1))
 | |
| {
 | |
| }
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| 
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| void CHeroList::select(const CGHeroInstance * hero)
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| {
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| 	selectIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
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| }
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| 
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| void CHeroList::update(const CGHeroInstance * hero)
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| {
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| 	//this hero is already present, update its status
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| 	for (auto & elem : list->getItems())
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| 	{
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| 		auto item = dynamic_cast<CHeroItem*>(elem);
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| 		if (item && item->hero == hero && vstd::contains(LOCPLINT->wanderingHeroes, hero))
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| 		{
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| 			item->update();
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| 			return;
 | |
| 		}
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| 	}
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| 	//simplest solution for now: reset list and restore selection
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| 
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| 	list->resize(LOCPLINT->wanderingHeroes.size());
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| 	if (adventureInt->selection)
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| 	{
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| 		auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
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| 		if (hero)
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| 			select(hero);
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| 	}
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| 	CList::update();
 | |
| }
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| 
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| CIntObject * CTownList::createTownItem(size_t index)
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| {
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| 	if (LOCPLINT->towns.size() > index)
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| 		return new CTownItem(this, LOCPLINT->towns[index]);
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| 	return new CAnimImage("ITPA", 0);
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| }
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| 
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| CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
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| 	CListItem(parent),
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| 	town(Town)
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| {
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| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
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| 	picture = new CAnimImage("ITPA", 0);
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| 	pos = picture->pos;
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| 	update();
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| }
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| 
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| CIntObject * CTownList::CTownItem::genSelection()
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| {
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| 	return new CAnimImage("ITPA", 1);
 | |
| }
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| 
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| void CTownList::CTownItem::update()
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| {
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| 	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
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| 
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| 	picture->setFrame(iconIndex + 2);
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| 	redraw();
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| }
 | |
| 
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| void CTownList::CTownItem::select(bool on)
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| {
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| 	if (on && adventureInt->selection != town)
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| 			adventureInt->select(town);
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| }
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| 
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| void CTownList::CTownItem::open()
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| {
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| 	LOCPLINT->openTownWindow(town);
 | |
| }
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| 
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| void CTownList::CTownItem::showTooltip()
 | |
| {
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| 	CRClickPopup::createAndPush(town, GH.current->motion);
 | |
| }
 | |
| 
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| std::string CTownList::CTownItem::getHoverText()
 | |
| {
 | |
| 	return town->getObjectName();
 | |
| }
 | |
| 
 | |
| CTownList::CTownList(int size, Point position, std::string btnUp, std::string btnDown):
 | |
| 	CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(),  306, 307, std::bind(&CTownList::createTownItem, this, _1))
 | |
| {
 | |
| }
 | |
| 
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| void CTownList::select(const CGTownInstance * town)
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| {
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| 	selectIndex(vstd::find_pos(LOCPLINT->towns, town));
 | |
| }
 | |
| 
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| void CTownList::update(const CGTownInstance *)
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| {
 | |
| 	//simplest solution for now: reset list and restore selection
 | |
| 
 | |
| 	list->resize(LOCPLINT->towns.size());
 | |
| 	if (adventureInt->selection)
 | |
| 	{
 | |
| 		auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
 | |
| 		if (town)
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| 			select(town);
 | |
| 	}
 | |
| 	CList::update();
 | |
| }
 | |
| 
 | |
| const SDL_Color & CMinimapInstance::getTileColor(const int3 & pos)
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| {
 | |
| 	static const SDL_Color fogOfWar = {0, 0, 0, 255};
 | |
| 
 | |
| 	const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
 | |
| 
 | |
| 	// if tile is not visible it will be black on minimap
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| 	if(!tile)
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| 		return fogOfWar;
 | |
| 
 | |
| 	// if object at tile is owned - it will be colored as its owner
 | |
| 	for (const CGObjectInstance *obj : tile->blockingObjects)
 | |
| 	{
 | |
| 		//heroes will be blitted later
 | |
| 		switch (obj->ID)
 | |
| 		{
 | |
| 			case Obj::HERO:
 | |
| 			case Obj::PRISON:
 | |
| 				continue;
 | |
| 		}
 | |
| 
 | |
| 		PlayerColor player = obj->getOwner();
 | |
| 		if(player == PlayerColor::NEUTRAL)
 | |
| 			return *graphics->neutralColor;
 | |
| 		else
 | |
| 		if (player < PlayerColor::PLAYER_LIMIT)
 | |
| 			return graphics->playerColors[player.getNum()];
 | |
| 	}
 | |
| 
 | |
| 	// else - use terrain color (blocked version or normal)
 | |
| 	if (tile->blocked && (!tile->visitable))
 | |
| 		return parent->colors.find(tile->terType)->second.second;
 | |
| 	else
 | |
| 		return parent->colors.find(tile->terType)->second.first;
 | |
| }
 | |
| void CMinimapInstance::tileToPixels (const int3 &tile, int &x, int &y, int toX, int toY)
 | |
| {
 | |
| 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 | |
| 
 | |
| 	double stepX = double(pos.w) / mapSizes.x;
 | |
| 	double stepY = double(pos.h) / mapSizes.y;
 | |
| 
 | |
| 	x = toX + stepX * tile.x;
 | |
| 	y = toY + stepY * tile.y;
 | |
| }
 | |
| 
 | |
| void CMinimapInstance::blitTileWithColor(const SDL_Color &color, const int3 &tile, SDL_Surface *to, int toX, int toY)
 | |
| {
 | |
| 	//coordinates of rectangle on minimap representing this tile
 | |
| 	// begin - first to blit, end - first NOT to blit
 | |
| 	int xBegin, yBegin, xEnd, yEnd;
 | |
| 	tileToPixels (tile, xBegin, yBegin, toX, toY);
 | |
| 	tileToPixels (int3 (tile.x + 1, tile.y + 1, tile.z), xEnd, yEnd, toX, toY);
 | |
| 
 | |
| 	for (int y=yBegin; y<yEnd; y++)
 | |
| 	{
 | |
| 		Uint8 *ptr = (Uint8*)to->pixels + y * to->pitch + xBegin * minimap->format->BytesPerPixel;
 | |
| 
 | |
| 		for (int x=xBegin; x<xEnd; x++)
 | |
| 			ColorPutter<4, 1>::PutColor(ptr, color);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CMinimapInstance::refreshTile(const int3 &tile)
 | |
| {
 | |
| 	blitTileWithColor(getTileColor(int3(tile.x, tile.y, level)), tile, minimap, 0, 0);
 | |
| }
 | |
| 
 | |
| void CMinimapInstance::drawScaled(int level)
 | |
| {
 | |
| 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 | |
| 
 | |
| 	//size of one map tile on our minimap
 | |
| 	double stepX = double(pos.w) / mapSizes.x;
 | |
| 	double stepY = double(pos.h) / mapSizes.y;
 | |
| 
 | |
| 	double currY = 0;
 | |
| 	for (int y=0; y<mapSizes.y; y++, currY += stepY)
 | |
| 	{
 | |
| 		double currX = 0;
 | |
| 		for (int x=0; x<mapSizes.x; x++, currX += stepX)
 | |
| 		{
 | |
| 			const SDL_Color &color = getTileColor(int3(x,y,level));
 | |
| 
 | |
| 			//coordinates of rectangle on minimap representing this tile
 | |
| 			// begin - first to blit, end - first NOT to blit
 | |
| 			int xBegin = currX;
 | |
| 			int yBegin = currY;
 | |
| 			int xEnd = currX + stepX;
 | |
| 			int yEnd = currY + stepY;
 | |
| 
 | |
| 			for (int y=yBegin; y<yEnd; y++)
 | |
| 			{
 | |
| 				Uint8 *ptr = (Uint8*)minimap->pixels + y * minimap->pitch + xBegin * minimap->format->BytesPerPixel;
 | |
| 
 | |
| 				for (int x=xBegin; x<xEnd; x++)
 | |
| 					ColorPutter<4, 1>::PutColor(ptr, color);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
 | |
| 	parent(Parent),
 | |
| 	minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
 | |
| 	level(Level)
 | |
| {
 | |
| 	pos.w = parent->pos.w;
 | |
| 	pos.h = parent->pos.h;
 | |
| 	drawScaled(level);
 | |
| }
 | |
| 
 | |
| CMinimapInstance::~CMinimapInstance()
 | |
| {
 | |
| 	SDL_FreeSurface(minimap);
 | |
| }
 | |
| 
 | |
| void CMinimapInstance::showAll(SDL_Surface *to)
 | |
| {
 | |
| 	blitAtLoc(minimap, 0, 0, to);
 | |
| 
 | |
| 	//draw heroes
 | |
| 	std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false); //TODO: do we really need separate function for drawing heroes?
 | |
| 	for(auto & hero : heroes)
 | |
| 	{
 | |
| 		int3 position = hero->getPosition(false);
 | |
| 		if (position.z == level)
 | |
| 		{
 | |
| 			const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];
 | |
| 			blitTileWithColor(color, position, to, pos.x, pos.y);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string from)
 | |
| {
 | |
| 	std::map<int, std::pair<SDL_Color, SDL_Color> > ret;
 | |
| 
 | |
| 	const JsonNode config(ResourceID(from, EResType::TEXT));
 | |
| 
 | |
| 	for(auto &m : config.Struct())
 | |
| 	{
 | |
| 		auto index = boost::find(GameConstants::TERRAIN_NAMES, m.first);
 | |
| 		if (index == std::end(GameConstants::TERRAIN_NAMES))
 | |
| 		{
 | |
| 			logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;
 | |
| 			continue;
 | |
| 		}
 | |
| 		int terrainID = index - std::begin(GameConstants::TERRAIN_NAMES);
 | |
| 
 | |
| 		const JsonVector &unblockedVec = m.second["minimapUnblocked"].Vector();
 | |
| 		SDL_Color normal =
 | |
| 		{
 | |
| 			ui8(unblockedVec[0].Float()),
 | |
| 			ui8(unblockedVec[1].Float()),
 | |
| 			ui8(unblockedVec[2].Float()),
 | |
| 			ui8(255)
 | |
| 		};
 | |
| 
 | |
| 		const JsonVector &blockedVec = m.second["minimapBlocked"].Vector();
 | |
| 		SDL_Color blocked =
 | |
| 		{
 | |
| 			ui8(blockedVec[0].Float()),
 | |
| 			ui8(blockedVec[1].Float()),
 | |
| 			ui8(blockedVec[2].Float()),
 | |
| 			ui8(255)
 | |
| 		};
 | |
| 
 | |
| 		ret.insert(std::make_pair(terrainID, std::make_pair(normal, blocked)));
 | |
| 	}
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| CMinimap::CMinimap(const Rect &position):
 | |
| 	CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
 | |
| 	aiShield(nullptr),
 | |
| 	minimap(nullptr),
 | |
| 	level(0),
 | |
| 	colors(loadColors("config/terrains.json"))
 | |
| {
 | |
| 	pos.w = position.w;
 | |
| 	pos.h = position.h;
 | |
| }
 | |
| 
 | |
| int3 CMinimap::translateMousePosition()
 | |
| {
 | |
| 	// 0 = top-left corner, 1 = bottom-right corner
 | |
| 	double dx = double(GH.current->motion.x - pos.x) / pos.w;
 | |
| 	double dy = double(GH.current->motion.y - pos.y) / pos.h;
 | |
| 
 | |
| 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 | |
| 
 | |
| 	int3 tile (mapSizes.x * dx, mapSizes.y * dy, level);
 | |
| 	return tile;
 | |
| }
 | |
| 
 | |
| void CMinimap::moveAdvMapSelection()
 | |
| {
 | |
| 	int3 newLocation = translateMousePosition();
 | |
| 	adventureInt->centerOn(newLocation);
 | |
| 
 | |
| 	if (!(adventureInt->active & GENERAL))
 | |
| 		GH.totalRedraw(); //redraw this as well as inactive adventure map
 | |
| 	else
 | |
| 		redraw();//redraw only this
 | |
| }
 | |
| 
 | |
| void CMinimap::clickLeft(tribool down, bool previousState)
 | |
| {
 | |
| 	if (down)
 | |
| 		moveAdvMapSelection();
 | |
| }
 | |
| 
 | |
| void CMinimap::clickRight(tribool down, bool previousState)
 | |
| {
 | |
| 	adventureInt->handleRightClick(CGI->generaltexth->zelp[291].second, down);
 | |
| }
 | |
| 
 | |
| void CMinimap::hover(bool on)
 | |
| {
 | |
| 	if (on)
 | |
| 		GH.statusbar->setText(CGI->generaltexth->zelp[291].first);
 | |
| 	else
 | |
| 		GH.statusbar->clear();
 | |
| }
 | |
| 
 | |
| void CMinimap::mouseMoved(const SDL_MouseMotionEvent & sEvent)
 | |
| {
 | |
| 	if (pressedL)
 | |
| 		moveAdvMapSelection();
 | |
| }
 | |
| 
 | |
| void CMinimap::showAll(SDL_Surface * to)
 | |
| {
 | |
| 	CIntObject::showAll(to);
 | |
| 	if (minimap)
 | |
| 	{
 | |
| 		int3 mapSizes = LOCPLINT->cb->getMapSize();
 | |
| 		int3 tileCountOnScreen = adventureInt->terrain.tileCountOnScreen();
 | |
| 
 | |
| 		//draw radar
 | |
| 		SDL_Rect oldClip;
 | |
| 		SDL_Rect radar =
 | |
| 		{
 | |
| 			si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),
 | |
| 			si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),
 | |
| 			ui16(tileCountOnScreen.x * pos.w / mapSizes.x),
 | |
| 			ui16(tileCountOnScreen.y * pos.h / mapSizes.y)
 | |
| 		};
 | |
| 
 | |
| 		if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
 | |
| 		{
 | |
| 			// adjusts radar so that it doesn't go out of map in world view mode (since there's no frame)
 | |
| 			radar.x = std::min<int>(std::max(pos.x, radar.x), pos.x + pos.w - radar.w);
 | |
| 			radar.y = std::min<int>(std::max(pos.y, radar.y), pos.y + pos.h - radar.h);
 | |
| 
 | |
| 			if (radar.x < pos.x && radar.y < pos.y)
 | |
| 				return; // whole map is visible at once, no point in redrawing border
 | |
| 		}
 | |
| 
 | |
| 		SDL_GetClipRect(to, &oldClip);
 | |
| 		SDL_SetClipRect(to, &pos);
 | |
| 		CSDL_Ext::drawDashedBorder(to, radar, int3(255,75,125));
 | |
| 		SDL_SetClipRect(to, &oldClip);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CMinimap::update()
 | |
| {
 | |
| 	if (aiShield) //AI turn is going on. There is no need to update minimap
 | |
| 		return;
 | |
| 
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 	vstd::clear_pointer(minimap);
 | |
| 	minimap = new CMinimapInstance(this, level);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CMinimap::setLevel(int newLevel)
 | |
| {
 | |
| 	level = newLevel;
 | |
| 	update();
 | |
| }
 | |
| 
 | |
| void CMinimap::setAIRadar(bool on)
 | |
| {
 | |
| 	if (on)
 | |
| 	{
 | |
| 		OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 		vstd::clear_pointer(minimap);
 | |
| 		if (!aiShield)
 | |
| 			aiShield = new CPicture("AIShield");
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		vstd::clear_pointer(aiShield);
 | |
| 		update();
 | |
| 	}
 | |
| 	// this my happen during AI turn when this interface is inactive
 | |
| 	// force redraw in order to properly update interface
 | |
| 	GH.totalRedraw();
 | |
| }
 | |
| 
 | |
| void CMinimap::hideTile(const int3 &pos)
 | |
| {
 | |
| 	if (minimap)
 | |
| 		minimap->refreshTile(pos);
 | |
| }
 | |
| 
 | |
| void CMinimap::showTile(const int3 &pos)
 | |
| {
 | |
| 	if (minimap)
 | |
| 		minimap->refreshTile(pos);
 | |
| }
 | |
| 
 | |
| CInfoBar::CVisibleInfo::CVisibleInfo(Point position):
 | |
| 	CIntObject(0, position),
 | |
| 	aiProgress(nullptr)
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::show(SDL_Surface *to)
 | |
| {
 | |
| 	CIntObject::show(to);
 | |
| 	for(auto object : forceRefresh)
 | |
| 		object->showAll(to);
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::loadHero(const CGHeroInstance * hero)
 | |
| {
 | |
| 	assert(children.empty()); // visible info should be re-created to change type
 | |
| 
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 	new CPicture("ADSTATHR");
 | |
| 	new CHeroTooltip(Point(0,0), hero);
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::loadTown(const CGTownInstance *town)
 | |
| {
 | |
| 	assert(children.empty()); // visible info should be re-created to change type
 | |
| 
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 	new CPicture("ADSTATCS");
 | |
| 	new CTownTooltip(Point(0,0), town);
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::playNewDaySound()
 | |
| {
 | |
| 	if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week
 | |
| 		CCS->soundh->playSound(soundBase::newDay);
 | |
| 	else
 | |
| 	if (LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month
 | |
| 		CCS->soundh->playSound(soundBase::newWeek);
 | |
| 	else
 | |
| 	if (LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month
 | |
| 		CCS->soundh->playSound(soundBase::newMonth);
 | |
| 	else
 | |
| 		CCS->soundh->playSound(soundBase::newDay);
 | |
| }
 | |
| 
 | |
| std::string CInfoBar::CVisibleInfo::getNewDayName()
 | |
| {
 | |
| 	if (LOCPLINT->cb->getDate(Date::DAY) == 1)
 | |
| 		return "NEWDAY";
 | |
| 
 | |
| 	if (LOCPLINT->cb->getDate(Date::DAY) != 1)
 | |
| 		return "NEWDAY";
 | |
| 
 | |
| 	switch(LOCPLINT->cb->getDate(Date::WEEK))
 | |
| 	{
 | |
| 	case 1:  return "NEWWEEK1";
 | |
| 	case 2:  return "NEWWEEK2";
 | |
| 	case 3:  return "NEWWEEK3";
 | |
| 	case 4:  return "NEWWEEK4";
 | |
| 	default: assert(0); return "";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::loadDay()
 | |
| {
 | |
| 	assert(children.empty()); // visible info should be re-created first to change type
 | |
| 
 | |
| 	playNewDaySound();
 | |
| 
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 	new CShowableAnim(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE);
 | |
| 
 | |
| 	std::string labelText;
 | |
| 	if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info
 | |
| 		labelText = CGI->generaltexth->allTexts[63] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK));
 | |
| 	else
 | |
| 		labelText = CGI->generaltexth->allTexts[64] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));
 | |
| 
 | |
| 	forceRefresh.push_back(new CLabel(95, 31, FONT_MEDIUM, CENTER, Colors::WHITE, labelText));
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::loadEnemyTurn(PlayerColor player)
 | |
| {
 | |
| 	assert(children.empty()); // visible info should be re-created to change type
 | |
| 
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 	new CPicture("ADSTATNX");
 | |
| 	new CAnimImage("CREST58", player.getNum(), 0, 20, 51);
 | |
| 	new CShowableAnim(99, 51, "HOURSAND");
 | |
| 
 | |
| 	// FIXME: currently there is no way to get progress from VCAI
 | |
| 	// if this will change at some point switch this ifdef to enable correct code
 | |
| #if 0
 | |
| 	//prepare hourglass for updating AI turn
 | |
| 	aiProgress = new CAnimImage("HOURGLAS", 0, 0, 99, 51);
 | |
| 	forceRefresh.push_back(aiProgress);
 | |
| #else
 | |
| 	//create hourglass that will be always animated ignoring AI status
 | |
| 	new CShowableAnim(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 40);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::loadGameStatus()
 | |
| {
 | |
| 	assert(children.empty()); // visible info should be re-created to change type
 | |
| 
 | |
| 	//get amount of halls of each level
 | |
| 	std::vector<int> halls(4, 0);
 | |
| 	for(auto town : LOCPLINT->towns)
 | |
| 		halls[town->hallLevel()]++;
 | |
| 
 | |
| 	std::vector<PlayerColor> allies, enemies;
 | |
| 
 | |
| 	//generate list of allies and enemies
 | |
| 	for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
 | |
| 	{
 | |
| 		if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)
 | |
| 		{
 | |
| 			if (LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)
 | |
| 				allies.push_back(PlayerColor(i));
 | |
| 			else
 | |
| 				enemies.push_back(PlayerColor(i));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	//generate component
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 	new CPicture("ADSTATIN");
 | |
| 	auto allyLabel  = new CLabel(10, 106, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");
 | |
| 	auto enemyLabel = new CLabel(10, 136, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");
 | |
| 
 | |
| 	int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;
 | |
| 	for(PlayerColor & player : allies)
 | |
| 	{
 | |
| 		auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 102);
 | |
| 		posx += image->pos.w;
 | |
| 	}
 | |
| 
 | |
| 	posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;
 | |
| 	for(PlayerColor & player : enemies)
 | |
| 	{
 | |
| 		auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 132);
 | |
| 		posx += image->pos.w;
 | |
| 	}
 | |
| 
 | |
| 	for (size_t i=0; i<halls.size(); i++)
 | |
| 	{
 | |
| 		new CAnimImage("itmtl", i, 0, 6 + 42 * i , 11);
 | |
| 		if (halls[i])
 | |
| 			new CLabel( 26 + 42 * i, 64, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(halls[i]));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::loadComponent(const Component & compToDisplay, std::string message)
 | |
| {
 | |
| 	assert(children.empty()); // visible info should be re-created to change type
 | |
| 
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 
 | |
| 	new CPicture("ADSTATOT", 1);
 | |
| 
 | |
| 	auto   comp = new CComponent(compToDisplay);
 | |
| 	comp->moveTo(Point(pos.x+47, pos.y+50));
 | |
| 
 | |
| 	new CTextBox(message, Rect(10, 4, 160, 50), 0, FONT_SMALL, CENTER, Colors::WHITE);
 | |
| }
 | |
| 
 | |
| void CInfoBar::CVisibleInfo::updateEnemyTurn(double progress)
 | |
| {
 | |
| 	if (aiProgress)
 | |
| 	aiProgress->setFrame((aiProgress->size() - 1) * progress);
 | |
| }
 | |
| 
 | |
| void CInfoBar::reset(EState newState = EMPTY)
 | |
| {
 | |
| 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 | |
| 
 | |
| 	vstd::clear_pointer(visibleInfo);
 | |
| 	currentObject = nullptr;
 | |
| 	state = newState;
 | |
| 	visibleInfo = new CVisibleInfo(Point(8, 12));
 | |
| }
 | |
| 
 | |
| void CInfoBar::showSelection()
 | |
| {
 | |
| 	if (adventureInt->selection)
 | |
| 	{
 | |
| 		auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
 | |
| 		if (hero)
 | |
| 		{
 | |
| 			showHeroSelection(hero);
 | |
| 			return;
 | |
| 		}
 | |
| 		auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
 | |
| 		if (town)
 | |
| 		{
 | |
| 			showTownSelection(town);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 	showGameStatus();//FIXME: may be incorrect but shouldn't happen in general
 | |
| }
 | |
| 
 | |
| void CInfoBar::tick()
 | |
| {
 | |
| 	removeUsedEvents(TIME);
 | |
| 	showSelection();
 | |
| }
 | |
| 
 | |
| void CInfoBar::clickLeft(tribool down, bool previousState)
 | |
| {
 | |
| 	if (down)
 | |
| 	{
 | |
| 		if (state == HERO || state == TOWN)
 | |
| 			showGameStatus();
 | |
| 		else if (state == GAME)
 | |
| 			showDate();
 | |
| 		else
 | |
| 			showSelection();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CInfoBar::clickRight(tribool down, bool previousState)
 | |
| {
 | |
| 	adventureInt->handleRightClick(CGI->generaltexth->allTexts[109], down);
 | |
| }
 | |
| 
 | |
| void CInfoBar::hover(bool on)
 | |
| {
 | |
| 	if (on)
 | |
| 		GH.statusbar->setText(CGI->generaltexth->zelp[292].first);
 | |
| 	else
 | |
| 		GH.statusbar->clear();
 | |
| }
 | |
| 
 | |
| CInfoBar::CInfoBar(const Rect &position):
 | |
| 	CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),
 | |
| 	visibleInfo(nullptr),
 | |
| 	state(EMPTY),
 | |
| 	currentObject(nullptr)
 | |
| {
 | |
| 	pos.w = position.w;
 | |
| 	pos.h = position.h;
 | |
| 	//FIXME: enable some mode? Should be done by advMap::select() when game starts but just in case?
 | |
| }
 | |
| 
 | |
| void CInfoBar::showDate()
 | |
| {
 | |
| 	reset(DATE);
 | |
| 	visibleInfo->loadDay();
 | |
| 	setTimer(3000);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CInfoBar::showComponent(const Component & comp, std::string message)
 | |
| {
 | |
| 	reset(COMPONENT);
 | |
| 	visibleInfo->loadComponent(comp, message);
 | |
| 	setTimer(3000);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CInfoBar::startEnemyTurn(PlayerColor color)
 | |
| {
 | |
| 	reset(AITURN);
 | |
| 	visibleInfo->loadEnemyTurn(color);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CInfoBar::updateEnemyTurn(double progress)
 | |
| {
 | |
| 	assert(state == AITURN);
 | |
| 	visibleInfo->updateEnemyTurn(progress);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CInfoBar::showHeroSelection(const CGHeroInstance * hero)
 | |
| {
 | |
| 	if (!hero)
 | |
| 		return;
 | |
| 
 | |
| 	reset(HERO);
 | |
| 	currentObject = hero;
 | |
| 	visibleInfo->loadHero(hero);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CInfoBar::showTownSelection(const CGTownInstance * town)
 | |
| {
 | |
| 	if (!town)
 | |
| 		return;
 | |
| 
 | |
| 	reset(TOWN);
 | |
| 	currentObject = town;
 | |
| 	visibleInfo->loadTown(town);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CInfoBar::showGameStatus()
 | |
| {
 | |
| 	reset(GAME);
 | |
| 	visibleInfo->loadGameStatus();
 | |
| 	setTimer(3000);
 | |
| 	redraw();
 | |
| }
 | |
| 
 | |
| void CInGameConsole::show(SDL_Surface * to)
 | |
| {
 | |
| 	int number = 0;
 | |
| 
 | |
| 	std::vector<std::list< std::pair< std::string, int > >::iterator> toDel;
 | |
| 
 | |
| 	boost::unique_lock<boost::mutex> lock(texts_mx);
 | |
| 	for(auto it = texts.begin(); it != texts.end(); ++it, ++number)
 | |
| 	{
 | |
| 		Point leftBottomCorner(0, screen->h);
 | |
| 		if(LOCPLINT->battleInt)
 | |
| 		{
 | |
| 			leftBottomCorner = LOCPLINT->battleInt->pos.bottomLeft();
 | |
| 		}
 | |
| 		graphics->fonts[FONT_MEDIUM]->renderTextLeft(to, it->first, Colors::GREEN,
 | |
| 			Point(leftBottomCorner.x + 50, leftBottomCorner.y - texts.size() * 20 - 80 + number*20));
 | |
| 
 | |
| 		if(SDL_GetTicks() - it->second > defaultTimeout)
 | |
| 		{
 | |
| 			toDel.push_back(it);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	for(auto & elem : toDel)
 | |
| 	{
 | |
| 		texts.erase(elem);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CInGameConsole::print(const std::string &txt)
 | |
| {
 | |
| 	boost::unique_lock<boost::mutex> lock(texts_mx);
 | |
| 	int lineLen = conf.go()->ac.outputLineLength;
 | |
| 
 | |
| 	if(txt.size() < lineLen)
 | |
| 	{
 | |
| 		texts.push_back(std::make_pair(txt, SDL_GetTicks()));
 | |
| 		if(texts.size() > maxDisplayedTexts)
 | |
| 		{
 | |
| 			texts.pop_front();
 | |
| 		}
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		assert(lineLen);
 | |
| 		for(int g=0; g<txt.size() / lineLen + 1; ++g)
 | |
| 		{
 | |
| 			std::string part = txt.substr(g * lineLen, lineLen);
 | |
| 			if(part.size() == 0)
 | |
| 				break;
 | |
| 
 | |
| 			texts.push_back(std::make_pair(part, SDL_GetTicks()));
 | |
| 			if(texts.size() > maxDisplayedTexts)
 | |
| 			{
 | |
| 				texts.pop_front();
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CInGameConsole::keyPressed (const SDL_KeyboardEvent & key)
 | |
| {
 | |
| 	if(key.type != SDL_KEYDOWN) return;
 | |
| 
 | |
| 	if(!captureAllKeys && key.keysym.sym != SDLK_TAB) return; //because user is not entering any text
 | |
| 
 | |
| 	switch(key.keysym.sym)
 | |
| 	{
 | |
| 	case SDLK_TAB:
 | |
| 	case SDLK_ESCAPE:
 | |
| 		{
 | |
| 			if(captureAllKeys)
 | |
| 			{
 | |
| 				captureAllKeys = false;
 | |
| 				endEnteringText(false);
 | |
| 			}
 | |
| 			else if(SDLK_TAB)
 | |
| 			{
 | |
| 				captureAllKeys = true;
 | |
| 				startEnteringText();
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 	case SDLK_RETURN: //enter key
 | |
| 		{
 | |
| 			if(enteredText.size() > 0  &&  captureAllKeys)
 | |
| 			{
 | |
| 				captureAllKeys = false;
 | |
| 				endEnteringText(true);
 | |
| 				CCS->soundh->playSound("CHAT");
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 	case SDLK_BACKSPACE:
 | |
| 		{
 | |
| 			if(enteredText.size() > 1)
 | |
| 			{
 | |
| 				Unicode::trimRight(enteredText,2);
 | |
| 				enteredText += '_';
 | |
| 				refreshEnteredText();
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 	case SDLK_UP: //up arrow
 | |
| 		{
 | |
| 			if(previouslyEntered.size() == 0)
 | |
| 				break;
 | |
| 
 | |
| 			if(prevEntDisp == -1)
 | |
| 			{
 | |
| 				prevEntDisp = previouslyEntered.size() - 1;
 | |
| 				enteredText = previouslyEntered[prevEntDisp] + "_";
 | |
| 				refreshEnteredText();
 | |
| 			}
 | |
| 			else if( prevEntDisp > 0)
 | |
| 			{
 | |
| 				--prevEntDisp;
 | |
| 				enteredText = previouslyEntered[prevEntDisp] + "_";
 | |
| 				refreshEnteredText();
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 	case SDLK_DOWN: //down arrow
 | |
| 		{
 | |
| 			if(prevEntDisp != -1 && prevEntDisp+1 < previouslyEntered.size())
 | |
| 			{
 | |
| 				++prevEntDisp;
 | |
| 				enteredText = previouslyEntered[prevEntDisp] + "_";
 | |
| 				refreshEnteredText();
 | |
| 			}
 | |
| 			else if(prevEntDisp+1 == previouslyEntered.size()) //useful feature
 | |
| 			{
 | |
| 				prevEntDisp = -1;
 | |
| 				enteredText = "_";
 | |
| 				refreshEnteredText();
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 	default:
 | |
| 		{
 | |
| 			#ifdef VCMI_SDL1
 | |
| 			if(enteredText.size() > 0 && enteredText.size() < conf.go()->ac.inputLineLength)
 | |
| 			{
 | |
| 				if( key.keysym.unicode < 0x80 && key.keysym.unicode > 0 )
 | |
| 				{
 | |
| 					enteredText[enteredText.size()-1] = (char)key.keysym.unicode;
 | |
| 					enteredText += "_";
 | |
| 					refreshEnteredText();
 | |
| 				}
 | |
| 			}
 | |
| 			#endif // VCMI_SDL1
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| #ifndef VCMI_SDL1
 | |
| 
 | |
| void CInGameConsole::textInputed(const SDL_TextInputEvent & event)
 | |
| {
 | |
| 	if(!captureAllKeys || enteredText.size() == 0)
 | |
| 		return;
 | |
| 	enteredText.resize(enteredText.size()-1);
 | |
| 
 | |
| 	enteredText += event.text;
 | |
| 	enteredText += "_";
 | |
| 
 | |
| 	refreshEnteredText();
 | |
| }
 | |
| 
 | |
| void CInGameConsole::textEdited(const SDL_TextEditingEvent & event)
 | |
| {
 | |
|  //do nothing here
 | |
| }
 | |
| 
 | |
| #endif // VCMI_SDL1
 | |
| 
 | |
| void CInGameConsole::startEnteringText()
 | |
| {
 | |
| 	CSDL_Ext::startTextInput(&pos);
 | |
| 
 | |
| 	enteredText = "_";
 | |
| 	if(GH.topInt() == adventureInt)
 | |
| 	{
 | |
| 		GH.statusbar->alignment = TOPLEFT;
 | |
| 		GH.statusbar->setText(enteredText);
 | |
| 
 | |
| 		//Prevent changes to the text from mouse interaction with the adventure map
 | |
| 		GH.statusbar->lock(true);
 | |
| 	}
 | |
| 	else if(LOCPLINT->battleInt)
 | |
| 	{
 | |
| 		LOCPLINT->battleInt->console->ingcAlter = enteredText;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CInGameConsole::endEnteringText(bool printEnteredText)
 | |
| {
 | |
| 	CSDL_Ext::stopTextInput();
 | |
| 
 | |
| 	prevEntDisp = -1;
 | |
| 	if(printEnteredText)
 | |
| 	{
 | |
| 		std::string txt = enteredText.substr(0, enteredText.size()-1);
 | |
| 		LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());
 | |
| 		previouslyEntered.push_back(txt);
 | |
| 		//print(txt);
 | |
| 	}
 | |
| 	enteredText = "";
 | |
| 	if(GH.topInt() == adventureInt)
 | |
| 	{
 | |
| 		GH.statusbar->alignment = CENTER;
 | |
| 		GH.statusbar->lock(false);
 | |
| 		GH.statusbar->clear();
 | |
| 	}
 | |
| 	else if(LOCPLINT->battleInt)
 | |
| 	{
 | |
| 		LOCPLINT->battleInt->console->ingcAlter = "";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CInGameConsole::refreshEnteredText()
 | |
| {
 | |
| 	if(GH.topInt() == adventureInt)
 | |
| 	{
 | |
| 		GH.statusbar->lock(false);
 | |
| 		GH.statusbar->clear();
 | |
| 		GH.statusbar->setText(enteredText);
 | |
| 		GH.statusbar->lock(true);
 | |
| 	}
 | |
| 	else if(LOCPLINT->battleInt)
 | |
| 	{
 | |
| 		LOCPLINT->battleInt->console->ingcAlter = enteredText;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| CInGameConsole::CInGameConsole() : prevEntDisp(-1), defaultTimeout(10000), maxDisplayedTexts(10)
 | |
| {
 | |
| 	#ifdef VCMI_SDL1
 | |
| 	addUsedEvents(KEYBOARD);
 | |
| 	#else
 | |
| 	addUsedEvents(KEYBOARD | TEXTINPUT);
 | |
| 	#endif
 | |
| }
 | |
| 
 | |
| 
 | |
| CAdvMapPanel::CAdvMapPanel(SDL_Surface * bg, Point position)
 | |
| 	: CIntObject(),
 | |
| 	  background(bg)
 | |
| {
 | |
| 	defActions = 255;
 | |
| 	recActions = 255;
 | |
| 	pos.x += position.x;
 | |
| 	pos.y += position.y;
 | |
| 	if (bg)
 | |
| 	{
 | |
| 		pos.w = bg->w;
 | |
| 		pos.h = bg->h;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| CAdvMapPanel::~CAdvMapPanel()
 | |
| {
 | |
| 	if (background)
 | |
| 		SDL_FreeSurface(background);
 | |
| }
 | |
| 
 | |
| void CAdvMapPanel::addChildColorableButton(CButton * btn)
 | |
| {
 | |
| 	buttons.push_back(btn);
 | |
| 	addChildToPanel(btn, ACTIVATE | DEACTIVATE);
 | |
| }
 | |
| 
 | |
| void CAdvMapPanel::setPlayerColor(const PlayerColor & clr)
 | |
| {
 | |
| 	for (auto &btn : buttons)
 | |
| 	{
 | |
| 		btn->setPlayerColor(clr);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CAdvMapPanel::showAll(SDL_Surface * to)
 | |
| {
 | |
| 	if (background)
 | |
| 		blitAt(background, pos.x, pos.y, to);
 | |
| 
 | |
| 	CIntObject::showAll(to);
 | |
| }
 | |
| 
 | |
| void CAdvMapPanel::addChildToPanel(CIntObject * obj, ui8 actions /* = 0 */)
 | |
| {
 | |
| 	obj->recActions |= actions | SHOWALL;
 | |
| 	addChild(obj, false);
 | |
| }
 | |
| 
 | |
| CAdvMapWorldViewPanel::CAdvMapWorldViewPanel(SDL_Surface * bg, Point position, int spaceBottom, const PlayerColor &color)
 | |
| 	: CAdvMapPanel(bg, position)	  
 | |
| {
 | |
| 	fillerHeight = bg ? spaceBottom - pos.y - pos.h : 0;
 | |
| 	
 | |
| 	if (fillerHeight > 0)
 | |
| 	{
 | |
| 		tmpBackgroundFiller = CMessage::drawDialogBox(pos.w, fillerHeight, color);
 | |
| 	}
 | |
| 	else
 | |
| 		tmpBackgroundFiller = nullptr;
 | |
| }
 | |
| 
 | |
| CAdvMapWorldViewPanel::~CAdvMapWorldViewPanel()
 | |
| {
 | |
| 	if (tmpBackgroundFiller)
 | |
| 		SDL_FreeSurface(tmpBackgroundFiller);
 | |
| }
 | |
| 
 | |
| void CAdvMapWorldViewPanel::recolorIcons(const PlayerColor &color, const CDefHandler *def, int indexOffset)
 | |
| {
 | |
| 	for (auto &pic : currentIcons)
 | |
| 	{
 | |
| 		removeChild(pic);
 | |
| 		delete pic;
 | |
| 	}
 | |
| 	currentIcons.clear();
 | |
| 
 | |
| 	for (auto &data : iconsData)
 | |
| 	{
 | |
| 		auto pic = new CPicture(def->ourImages[data.first + indexOffset].bitmap, data.second.x, data.second.y, false);
 | |
| 		pic->recActions |= SHOWALL;
 | |
| 		currentIcons.push_back(pic);
 | |
| 		addChildToPanel(pic);
 | |
| 	}
 | |
| 	
 | |
| 	if (fillerHeight > 0)
 | |
| 	{
 | |
| 		if (tmpBackgroundFiller)
 | |
| 			SDL_FreeSurface(tmpBackgroundFiller);
 | |
| 		tmpBackgroundFiller = CMessage::drawDialogBox(pos.w, fillerHeight, color);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CAdvMapWorldViewPanel::addChildIcon(std::pair<int, Point> data, const CDefHandler *def, int indexOffset)
 | |
| {
 | |
| 	iconsData.push_back(data);
 | |
| 	auto pic = new CPicture(def->ourImages[data.first + indexOffset].bitmap, data.second.x, data.second.y, false);
 | |
| 	currentIcons.push_back(pic);
 | |
| 	addChildToPanel(pic);
 | |
| }
 | |
| 
 | |
| void CAdvMapWorldViewPanel::showAll(SDL_Surface * to)
 | |
| {
 | |
| 	if (tmpBackgroundFiller)
 | |
| 	{		
 | |
| 		blitAt(tmpBackgroundFiller, pos.x, pos.y + pos.h, to);
 | |
| 	}
 | |
| 
 | |
| 	CAdvMapPanel::showAll(to);
 | |
| }
 |