mirror of
https://github.com/vcmi/vcmi.git
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b5daa24982
* AI libs registering shenanigans on android; * Fixed resolution aspect + mouse event scaling; * Proper server init/deinit (through android IPC); Enabled threaded init in CMT; * Prevented a deadlock in logger on some devices; * Fixed frozen intro frame after interrupting the video; Added android progressbar displaying during initial data loading; * Hacky fix for choppy animations during heroes movement (should look better now, but it's definitely not a good solution); * Changes/fixes for new android launcher building process; * Fixed app hang after getting SDL_QUIT when activity was destroyed; * Functioanal, configurable advmap swiping support; * VCMI changes cleanup; Added few missing VCMI_ANDROID guards on swipe mechanics; * Removed unneeded sleep in server startup code for android; * Removed android ioapi hack (fixed in newest ndk); * Removed unused android's library loading logic; * Added android's swipe option to settings schema; * Moved NO_STD_TOSTRING to be defined in global.h instead of build files;
270 lines
8.0 KiB
C++
270 lines
8.0 KiB
C++
#pragma once
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#include "../widgets/AdventureMapClasses.h"
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#include "CWindowObject.h"
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#include "../widgets/TextControls.h"
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#include "../widgets/Buttons.h"
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#include "../../lib/spells/ViewSpellInt.h"
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class CCallback;
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struct CGPath;
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class CAdvMapInt;
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class CGHeroInstance;
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class CGTownInstance;
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class CHeroWindow;
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class CSpell;
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class IShipyard;
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enum class EMapAnimRedrawStatus;
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class CFadeAnimation;
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struct MapDrawingInfo;
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/*****************************/
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/*
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* CAdvmapInterface.h, 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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enum class EAdvMapMode
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{
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NORMAL,
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WORLD_VIEW
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};
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/// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
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class CAdventureOptions : public CWindowObject
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{
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public:
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CButton *exit, *viewWorld, *puzzle, *dig, *scenInfo/*, *replay*/;
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CAdventureOptions();
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static void showScenarioInfo();
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};
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/// Holds information about which tiles of the terrain are shown/not shown at the screen
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class CTerrainRect
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: public CIntObject
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{
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SDL_Surface * fadeSurface;
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EMapAnimRedrawStatus lastRedrawStatus;
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CFadeAnimation * fadeAnim;
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int3 swipeInitialMapPos;
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int3 swipeInitialRealPos;
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bool isSwiping;
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static constexpr float SwipeTouchSlop = 16.0f;
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void handleHover(const SDL_MouseMotionEvent &sEvent);
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#ifdef VCMI_ANDROID
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void handleSwipeMove(const SDL_MouseMotionEvent &sEvent);
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#endif // VCMI_ANDROID
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public:
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int tilesw, tilesh; //width and height of terrain to blit in tiles
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int3 curHoveredTile;
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int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
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CTerrainRect();
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virtual ~CTerrainRect();
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CGPath * currentPath;
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void deactivate() override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover(bool on) override;
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void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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void showAnim(SDL_Surface * to);
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void showPath(const SDL_Rect * extRect, SDL_Surface * to);
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int3 whichTileIsIt(const int x, const int y); //x,y are cursor position
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int3 whichTileIsIt(); //uses current cursor pos
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/// @returns number of visible tiles on screen respecting current map scaling
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int3 tileCountOnScreen();
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/// animates view by caching current surface and crossfading it with normal screen
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void fadeFromCurrentView();
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bool needsAnimUpdate();
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};
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/// Resources bar which shows information about how many gold, crystals,... you have
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/// Current date is displayed too
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class CResDataBar : public CIntObject
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{
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public:
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SDL_Surface * bg;
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std::vector<std::pair<int,int> > txtpos;
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std::string datetext;
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void clickRight(tribool down, bool previousState) override;
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CResDataBar();
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CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
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~CResDataBar();
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void draw(SDL_Surface * to);
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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};
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/// That's a huge class which handles general adventure map actions and
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/// shows the right menu(questlog, spellbook, end turn,..) from where you
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/// can get to the towns and heroes.
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class CAdvMapInt : public CIntObject
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{
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//Return object that must be active at this tile (=clickable)
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const CGObjectInstance *getActiveObject(const int3 &tile);
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public:
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CAdvMapInt();
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~CAdvMapInt();
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int3 position; //top left corner of visible map part
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PlayerColor player;
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bool duringAITurn;
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enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
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ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
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bool scrollingState;
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#ifdef VCMI_ANDROID
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bool swipeEnabled;
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bool swipeMovementRequested;
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int3 swipeTargetPosition;
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#endif // !VCMI_ANDROID
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enum{NA, INGAME, WAITING} state;
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bool updateScreen;
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ui8 anim, animValHitCount; //animation frame
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ui8 heroAnim, heroAnimValHitCount; //animation frame
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EAdvMapMode mode;
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float worldViewScale;
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struct WorldViewOptions
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{
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bool showAllTerrain; //for expert viewEarth
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std::vector<ObjectPosInfo> iconPositions;
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WorldViewOptions();
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void clear();
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void adjustDrawingInfo(MapDrawingInfo & info);
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};
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WorldViewOptions worldViewOptions;
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SDL_Surface * bg;
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SDL_Surface * bgWorldView;
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std::vector<CAnimImage *> gems;
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CMinimap minimap;
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CGStatusBar statusbar;
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CButton * kingOverview;
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CButton * underground;
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CButton * questlog;
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CButton * sleepWake;
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CButton * moveHero;
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CButton * spellbook;
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CButton * advOptions;
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CButton * sysOptions;
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CButton * nextHero;
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CButton * endTurn;
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CButton * worldViewUnderground;
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CTerrainRect terrain; //visible terrain
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CResDataBar resdatabar;
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CHeroList heroList;
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CTownList townList;
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CInfoBar infoBar;
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CAdvMapPanel *panelMain; // panel that holds all right-side buttons in normal view
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CAdvMapWorldViewPanel *panelWorldView; // panel that holds all buttons and other ui in world view
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CAdvMapPanel *activeMapPanel; // currently active panel (either main or world view, depending on current mode)
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std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
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const CSpell *spellBeingCasted; //nullptr if none
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const CArmedInstance *selection; //currently selected town/hero
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//functions bound to buttons
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void fshowOverview();
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void fworldViewBack();
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void fworldViewScale1x();
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void fworldViewScale2x();
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void fworldViewScale4x();
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void fswitchLevel();
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void fshowQuestlog();
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void fsleepWake();
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void fmoveHero();
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void fshowSpellbok();
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void fadventureOPtions();
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void fsystemOptions();
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void fnextHero();
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void fendTurn();
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void activate() override;
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void deactivate() override;
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void show(SDL_Surface * to) override; //redraws terrain
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void showAll(SDL_Surface * to) override; //shows and activates adv. map interface
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void select(const CArmedInstance *sel, bool centerView = true);
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void selectionChanged();
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void centerOn(int3 on, bool fade = false);
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void centerOn(const CGObjectInstance *obj, bool fade = false);
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int3 verifyPos(int3 ver);
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void handleRightClick(std::string text, tribool down);
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void keyPressed(const SDL_KeyboardEvent & key) override;
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void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
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bool isActive();
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bool isHeroSleeping(const CGHeroInstance *hero);
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void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
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int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
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void setPlayer(PlayerColor Player);
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void startHotSeatWait(PlayerColor Player);
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void startTurn();
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void endingTurn();
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void aiTurnStarted();
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void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
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void quickCombatLock(); //should be called when quick battle started
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void quickCombatUnlock();
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void tileLClicked(const int3 &mapPos);
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void tileHovered(const int3 &mapPos);
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void tileRClicked(const int3 &mapPos);
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void enterCastingMode(const CSpell * sp);
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void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
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const CGHeroInstance * curHero() const;
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const CGTownInstance * curTown() const;
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const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
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//button updates
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void updateSleepWake(const CGHeroInstance *h);
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void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
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void updateSpellbook(const CGHeroInstance *h);
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void updateNextHero(const CGHeroInstance *h);
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/// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL
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void changeMode(EAdvMapMode newMode, float newScale = 0.36f);
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void handleMapScrollingUpdate();
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#ifdef VCMI_ANDROID
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void handleSwipeUpdate();
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#endif
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};
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extern CAdvMapInt *adventureInt;
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