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9ed4f66cb7
* added missing file
123 lines
2.6 KiB
C++
123 lines
2.6 KiB
C++
#pragma once
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#include "SDL_Extensions.h"
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#include "hch\CDefHandler.h"
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#include "CGameInfo.h"
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#include "hch\CLodHandler.h"
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template <typename T>
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AdventureMapButton<T>::AdventureMapButton ()
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{
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type=2;
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abs=true;
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active=false;
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ourObj=NULL;
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state=0;
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}
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template <typename T>
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AdventureMapButton<T>::AdventureMapButton
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( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ, std::vector<std::string> * add )
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{
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owner = Owner;
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type=2;
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abs=true;
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active=false;
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ourObj=NULL;
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state=0;
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name=Name;
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helpBox=HelpBox;
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int est = LOCPLINT->playerID;
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CDefHandler * temp = CGI->spriteh->giveDef(defName);
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temp->notFreeImgs = true;
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for (int i=0;i<temp->ourImages.size();i++)
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{
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imgs.resize(1);
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imgs[0].push_back(temp->ourImages[i].bitmap);
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CSDL_Ext::blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
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}
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delete temp;
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if (add)
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{
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imgs.resize(imgs.size()+add->size());
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for (int i=0; i<add->size();i++)
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{
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temp = CGI->spriteh->giveDef((*add)[i]);
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temp->notFreeImgs = true;
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for (int j=0;j<temp->ourImages.size();j++)
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{
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imgs[i+1].push_back(temp->ourImages[j].bitmap);
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CSDL_Ext::blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
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}
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delete temp;
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}
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delete add;
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}
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function = Function;
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pos.x=x;
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pos.y=y;
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pos.w = imgs[curimg][0]->w;
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pos.h = imgs[curimg][0]->h -1;
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if (activ)
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activate();
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}
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template <typename T>
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void AdventureMapButton<T>::clickLeft (tribool down)
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{
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if (down)
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{
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state=1;
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}
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else
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{
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state=0;
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}
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show();
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if (pressedL && (down==false))
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{
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pressedL=state;
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(owner->*function)();
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}
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else
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{
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pressedL=state;
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}
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}
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template <typename T>
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void AdventureMapButton<T>::clickRight (tribool down)
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{
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LOCPLINT->adventureInt->handleRightClick(helpBox,down,this);
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}
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template <typename T>
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void AdventureMapButton<T>::hover (bool on)
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{
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Hoverable::hover(on);
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if (on)
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LOCPLINT->statusbar->print(name);
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else if (LOCPLINT->statusbar->getCurrent()==name)
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LOCPLINT->statusbar->clear();
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}
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template <typename T>
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void AdventureMapButton<T>::activate()
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{
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if (active) return;
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active=true;
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ClickableL::activate();
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ClickableR::activate();
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Hoverable::activate();
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KeyInterested::activate();
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}
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template <typename T>
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void AdventureMapButton<T>::keyPressed (SDL_KeyboardEvent & key)
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{
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//TODO: check if it's shortcut
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}
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template <typename T>
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void AdventureMapButton<T>::deactivate()
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{
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if (!active) return;
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active=false;
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ClickableL::deactivate();
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ClickableR::deactivate();
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Hoverable::deactivate();
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KeyInterested::deactivate();
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}
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