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https://github.com/vcmi/vcmi.git
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5c51992294
* removed crash when siege weapon is attacked * corrected animation of defender's two-hex creature reverse
423 lines
11 KiB
C++
423 lines
11 KiB
C++
#include "CAdvmapInterface.h"
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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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#include "hch/CGeneralTextHandler.h"
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#include "hch/CTownHandler.h"
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#include "CCallback.h"
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#include "client/CConfigHandler.h"
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#include "client/Graphics.h"
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#include "CBattleInterface.h"
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AdventureMapButton::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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blocked = actOnDown = false;
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}
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//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)
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//{
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// init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);
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//}
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AdventureMapButton::AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName,int key, std::vector<std::string> * add, bool playerColoredButton )
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{
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std::map<int,std::string> pom;
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pom[0] = Name;
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init(Callback, pom, HelpBox, playerColoredButton, defName, add, x, y, key);
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}
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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, int key, std::vector<std::string> * add /*= NULL*/, bool playerColoredButton /*= false */ )
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{
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init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, key);
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}
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AdventureMapButton::AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key/*=0*/ )
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{
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std::map<int,std::string> pom;
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pom[0] = Name;
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init(Callback, pom, HelpBox, info->playerColoured, info->defName, &info->additionalDefs, info->x, info->y, key);
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}
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void AdventureMapButton::clickLeft (tribool down)
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{
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if(blocked)
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return;
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if (down)
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state=1;
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else
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state=0;
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show();
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if (actOnDown && down)
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{
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pressedL=state;
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//if(!callback.empty())
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callback();
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}
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else if (pressedL && (down==false))
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{
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pressedL=state;
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//if(!callback.empty())
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callback();
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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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void AdventureMapButton::clickRight (tribool down)
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{
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if(helpBox.size()) //there is no point to show window with nothing inside...
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LOCPLINT->adventureInt->handleRightClick(helpBox,down,this);
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}
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void AdventureMapButton::hover (bool on)
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{
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Hoverable::hover(on);
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std::string *name = (vstd::contains(hoverTexts,state))
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? (&hoverTexts[state])
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: (vstd::contains(hoverTexts,0) ? (&hoverTexts[0]) : NULL);
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if(name) //if there is no name, there is nohing to display also
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{
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if (LOCPLINT->curint == static_cast<CMainInterface*>(LOCPLINT->battleInt)) //for battle buttons
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{
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if(on && LOCPLINT->battleInt->console->alterTxt == "")
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{
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LOCPLINT->battleInt->console->alterTxt = *name;
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LOCPLINT->battleInt->console->whoSetAlter = 1;
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}
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else if (LOCPLINT->battleInt->console->alterTxt == *name)
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{
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LOCPLINT->battleInt->console->alterTxt = "";
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LOCPLINT->battleInt->console->whoSetAlter = 0;
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}
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}
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else //for other buttons
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{
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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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}
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}
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void AdventureMapButton::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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void AdventureMapButton::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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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, int key)
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{
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callback = Callback;
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blocked = actOnDown = false;
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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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assignedKeys.insert(key);
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state=0;
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hoverTexts = Name;
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helpBox=HelpBox;
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//int est = LOCPLINT->playerID; //TODO use me
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CDefHandler * temp = CDefHandler::giveDef(defName);
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temp->notFreeImgs = true;
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for (size_t 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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if(playerColoredButton)
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{
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graphics->blueToPlayersAdv(imgs[curimg][i],LOCPLINT->playerID);
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}
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}
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delete temp;
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if (add && add->size())
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{
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imgs.resize(imgs.size()+add->size());
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for (size_t i=0; i<add->size();i++)
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{
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temp = CDefHandler::giveDef((*add)[i]);
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temp->notFreeImgs = true;
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for (size_t 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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if(playerColoredButton)
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{
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graphics->blueToPlayersAdv(imgs[1+i][j],LOCPLINT->playerID);
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}
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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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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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}
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void AdventureMapButton::block( bool on )
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{
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blocked = on;
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state = 0;
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bitmapOffset = on ? 2 : 0;
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show();
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}
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void CHighlightableButton::select(bool on)
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{
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selected = on;
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state = selected ? 3 : 0;
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if(selected)
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callback();
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else
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callback2();
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if(hoverTexts.size()>1)
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{
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hover(false);
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hover(true);
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}
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}
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void CHighlightableButton::clickLeft( tribool down )
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{
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if(blocked)
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return;
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if (down)
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state=1;
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else
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state = selected ? 3 : 0;
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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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if(!onlyOn || !selected)
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select(!selected);
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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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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, int key )
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{
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onlyOn = false;
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init(onSelect,Name,HelpBox,playerColoredButton,defName,add,x,y,key);
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callback2 = onDeselect;
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}
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void CHighlightableButtonsGroup::addButton(CHighlightableButton* bt)
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{
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bt->callback += boost::bind(&CHighlightableButtonsGroup::selectionChanged,this,bt->ID);
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buttons.push_back(bt);
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}
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void CHighlightableButtonsGroup::addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect, int key)
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{
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CHighlightableButton *bt = new CHighlightableButton(OnSelect,0,tooltip,HelpBox,false,defName,0,x,y,key);
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bt->ID = uid;
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bt->callback += boost::bind(&CHighlightableButtonsGroup::selectionChanged,this,bt->ID);
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bt->onlyOn = true;
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buttons.push_back(bt);
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}
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CHighlightableButtonsGroup::CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange)
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{
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onChange = OnChange;
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}
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CHighlightableButtonsGroup::~CHighlightableButtonsGroup()
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{
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for(size_t i=0;i<buttons.size();i++) {
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delete buttons[i]; //TODO smartpointers
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}
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}
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void CHighlightableButtonsGroup::activate()
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{
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for(size_t i=0;i<buttons.size();i++) {
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buttons[i]->activate();
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}
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}
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void CHighlightableButtonsGroup::deactivate()
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{
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for(size_t i=0;i<buttons.size();i++) {
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buttons[i]->deactivate();
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}
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}
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void CHighlightableButtonsGroup::select(int id, bool mode)
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{
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CHighlightableButton *bt = NULL;
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if(mode)
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{
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for(size_t i=0;i<buttons.size() && !bt; ++i)
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if (buttons[i]->ID == id)
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bt = buttons[i];
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}
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else
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{
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bt = buttons[id];
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}
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bt->select(true);
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selectionChanged(bt->ID);
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}
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void CHighlightableButtonsGroup::selectionChanged(int to)
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{
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for(size_t i=0;i<buttons.size(); ++i)
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if(buttons[i]->ID!=to && buttons[i]->selected)
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buttons[i]->select(false);
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onChange(to);
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}
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void CHighlightableButtonsGroup::show(SDL_Surface * to )
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{
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for(size_t i=0;i<buttons.size(); ++i) {
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buttons[i]->show();
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}
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}
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void CSlider::sliderClicked()
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{
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if(!moving)
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{
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MotionInterested::activate();
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moving = true;
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}
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}
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void CSlider::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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if( std::abs(sEvent.y-(pos.y+pos.h/2)) > pos.h/2+40 || std::abs(sEvent.x-(pos.x+pos.w/2)) > pos.w/2 )
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return;
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float v = sEvent.x - pos.x - 24;
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v/= (pos.w - 48);
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v*=amount;
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if(v!=value)
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{
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moveTo(v);
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redrawSlider();
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}
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}
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void CSlider::redrawSlider()
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{
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slider.show();
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}
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void CSlider::moveLeft()
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{
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moveTo(value-1);
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}
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void CSlider::moveRight()
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{
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moveTo(value+1);
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}
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void CSlider::moveTo(int to)
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{
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if(to<0)
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to=0;
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else if(to>amount)
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to=amount;
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value = to;
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if(amount)
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{
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float part = (float)to/amount;
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part*=(pos.w-48);
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slider.pos.x = part + pos.x + 16;
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}
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else
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slider.pos.x = pos.x+16;
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moved(to);
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}
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void CSlider::activate() // makes button active
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{
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left.activate();
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right.activate();
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slider.activate();
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ClickableL::activate();
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}
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void CSlider::deactivate() // makes button inactive (but doesn't delete)
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{
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left.deactivate();
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right.deactivate();
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slider.deactivate();
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ClickableL::deactivate();
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}
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void CSlider::clickLeft (tribool down)
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{
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if(down)
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{
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float pw = LOCPLINT->current->motion.x-pos.x-16;
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float rw = pw / ((float)(pos.w-32));
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if (rw>1) return;
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if (rw<0) return;
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moveTo(rw*amount);
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return;
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}
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if(moving)
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{
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MotionInterested::deactivate();
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moving = false;
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}
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}
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void CSlider::show(SDL_Surface * to)
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{
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left.show();
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right.show();
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slider.show();
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}
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CSlider::~CSlider()
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{
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delete imgs;
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}
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CSlider::CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount, int Value, bool Horizontal)
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:capacity(Capacity),amount(Amount),value(Value),horizontal(Horizontal), moved(Moved)
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{
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moving = false;
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strongInterest = true;
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imgs = CDefHandler::giveDefEss("IGPCRDIV.DEF");
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left.pos.y = slider.pos.y = right.pos.y = pos.y = y;
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left.pos.x = pos.x = x;
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right.pos.x = x + totalw - 16;
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left.callback = boost::bind(&CSlider::moveLeft,this);
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right.callback = boost::bind(&CSlider::moveRight,this);
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slider.callback = boost::bind(&CSlider::sliderClicked,this);
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left.pos.w = left.pos.h = right.pos.w = right.pos.h = slider.pos.w = slider.pos.h = pos.h = 16;
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pos.w = totalw;
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left.imgs.resize(1); right.imgs.resize(1); slider.imgs.resize(1);
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left.imgs[0].push_back(imgs->ourImages[0].bitmap); left.imgs[0].push_back(imgs->ourImages[1].bitmap);
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right.imgs[0].push_back(imgs->ourImages[2].bitmap); right.imgs[0].push_back(imgs->ourImages[3].bitmap);
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slider.imgs[0].push_back(imgs->ourImages[4].bitmap);
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left.notFreeButton = right.notFreeButton = slider.notFreeButton = true;
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slider.actOnDown = true;
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moveTo(value);
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}
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void CSlider::block( bool on )
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{
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left.block(on);
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right.block(on);
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slider.block(on);
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} |