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vcmi/client/battle/BattleFieldController.h
krs e1c388465a HD mod highlighting of movement for hovered stack.
Does not work as intended in tactics mode.
2023-04-08 20:39:59 +03:00

101 lines
3.3 KiB
C++

/*
* BattleFieldController.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/battle/BattleHex.h"
#include "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class Rect;
class Point;
VCMI_LIB_NAMESPACE_END
class BattleHero;
class Canvas;
class IImage;
class BattleInterface;
/// Handles battlefield grid as well as rendering of background layer of battle interface
class BattleFieldController : public CIntObject
{
BattleInterface & owner;
std::shared_ptr<IImage> background;
std::shared_ptr<IImage> cellBorder;
std::shared_ptr<IImage> cellUnitMovementHighlight;
std::shared_ptr<IImage> cellShade;
/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
std::unique_ptr<Canvas> backgroundWithHexes;
/// hex from which the stack would perform attack with current cursor
BattleHex attackingHex;
/// hexes to which currently active stack can move
std::vector<BattleHex> occupyableHexes;
/// hexes that when in front of a unit cause it's amount box to move back
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
void showHighlightedHexForMovement(Canvas& canvas, BattleHex hex, bool darkBorder);
void showShadedHex(Canvas & to, BattleHex hex, bool darkBorder);
std::set<BattleHex> getHighlightedHexesForActiveStack();
std::set<BattleHex> getMovementRangeForHoveredStack();
std::set<BattleHex> getHighlightedHexesForSpellRange();
std::set<BattleHex> getHighlightedHexesMovementTarget();
void showBackground(Canvas & canvas);
void showBackgroundImage(Canvas & canvas);
void showBackgroundImageWithHexes(Canvas & canvas);
void showHighlightedHexes(Canvas & canvas);
void updateAccessibleHexes();
BattleHex::EDir selectAttackDirection(BattleHex myNumber, const Point & point);
void mouseMoved(const Point & cursorPosition) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void showAll(SDL_Surface * to) override;
void show(SDL_Surface * to) override;
public:
BattleFieldController(BattleInterface & owner);
void createHeroes();
void redrawBackgroundWithHexes();
void renderBattlefield(Canvas & canvas);
/// Returns position of hex relative to owner (BattleInterface)
Rect hexPositionLocal(BattleHex hex) const;
/// Returns position of hex relative to game window
Rect hexPositionAbsolute(BattleHex hex) const;
/// Checks whether selected pixel is transparent, uses local coordinates of a hex
bool isPixelInHex(Point const & position);
/// Returns ID of currently hovered hex or BattleHex::INVALID if none
BattleHex getHoveredHex();
/// returns true if selected tile can be attacked in melee by current stack
bool isTileAttackable(const BattleHex & number) const;
/// returns true if stack should render its stack count image in default position - outside own hex
bool stackCountOutsideHex(const BattleHex & number) const;
void setBattleCursor(BattleHex myNumber);
BattleHex fromWhichHexAttack(BattleHex myNumber);
};