mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
fa5a14e2d8
* Shared statusbar * Fixed server fails on client disconnected
270 lines
8.6 KiB
C++
270 lines
8.6 KiB
C++
/*
|
|
* CAdvmapInterface.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 "../widgets/AdventureMapClasses.h"
|
|
#include "CWindowObject.h"
|
|
|
|
#include "../widgets/TextControls.h"
|
|
#include "../widgets/Buttons.h"
|
|
|
|
#include "../../lib/spells/ViewSpellInt.h"
|
|
|
|
class CCallback;
|
|
struct CGPath;
|
|
class CAdvMapInt;
|
|
class CGHeroInstance;
|
|
class CGTownInstance;
|
|
class CHeroWindow;
|
|
class CSpell;
|
|
class IShipyard;
|
|
enum class EMapAnimRedrawStatus;
|
|
class CFadeAnimation;
|
|
|
|
struct MapDrawingInfo;
|
|
|
|
/*****************************/
|
|
|
|
enum class EAdvMapMode
|
|
{
|
|
NORMAL,
|
|
WORLD_VIEW
|
|
};
|
|
|
|
/// Adventure options dialog where you can view the world, dig, play the replay of the last turn,...
|
|
class CAdventureOptions : public CWindowObject
|
|
{
|
|
public:
|
|
std::shared_ptr<CButton> exit;
|
|
std::shared_ptr<CButton> viewWorld;
|
|
std::shared_ptr<CButton> puzzle;
|
|
std::shared_ptr<CButton> dig;
|
|
std::shared_ptr<CButton> scenInfo;
|
|
/*std::shared_ptr<CButton> replay*/
|
|
|
|
CAdventureOptions();
|
|
static void showScenarioInfo();
|
|
};
|
|
|
|
/// Holds information about which tiles of the terrain are shown/not shown at the screen
|
|
class CTerrainRect : public CIntObject
|
|
{
|
|
SDL_Surface * fadeSurface;
|
|
EMapAnimRedrawStatus lastRedrawStatus;
|
|
std::shared_ptr<CFadeAnimation> fadeAnim;
|
|
|
|
int3 swipeInitialMapPos;
|
|
int3 swipeInitialRealPos;
|
|
bool isSwiping;
|
|
static constexpr float SwipeTouchSlop = 16.0f;
|
|
|
|
void handleHover(const SDL_MouseMotionEvent & sEvent);
|
|
void handleSwipeMove(const SDL_MouseMotionEvent & sEvent);
|
|
/// handles start/finish of swipe (press/release of corresponding button); returns true if state change was handled
|
|
bool handleSwipeStateChange(bool btnPressed);
|
|
public:
|
|
int tilesw, tilesh; //width and height of terrain to blit in tiles
|
|
int3 curHoveredTile;
|
|
int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
|
|
CGPath * currentPath;
|
|
|
|
CTerrainRect();
|
|
virtual ~CTerrainRect();
|
|
void deactivate() override;
|
|
void clickLeft(tribool down, bool previousState) override;
|
|
void clickRight(tribool down, bool previousState) override;
|
|
void clickMiddle(tribool down, bool previousState) override;
|
|
void hover(bool on) override;
|
|
void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
|
|
void show(SDL_Surface * to) override;
|
|
void showAll(SDL_Surface * to) override;
|
|
void showAnim(SDL_Surface * to);
|
|
void showPath(const SDL_Rect * extRect, SDL_Surface * to);
|
|
int3 whichTileIsIt(const int x, const int y); //x,y are cursor position
|
|
int3 whichTileIsIt(); //uses current cursor pos
|
|
/// @returns number of visible tiles on screen respecting current map scaling
|
|
int3 tileCountOnScreen();
|
|
/// animates view by caching current surface and crossfading it with normal screen
|
|
void fadeFromCurrentView();
|
|
bool needsAnimUpdate();
|
|
};
|
|
|
|
/// Resources bar which shows information about how many gold, crystals,... you have
|
|
/// Current date is displayed too
|
|
class CResDataBar : public CIntObject
|
|
{
|
|
public:
|
|
std::shared_ptr<CPicture> background;
|
|
|
|
std::vector<std::pair<int,int> > txtpos;
|
|
std::string datetext;
|
|
|
|
void clickRight(tribool down, bool previousState) override;
|
|
CResDataBar();
|
|
CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
|
|
~CResDataBar();
|
|
|
|
void draw(SDL_Surface * to);
|
|
void show(SDL_Surface * to) override;
|
|
void showAll(SDL_Surface * to) override;
|
|
};
|
|
|
|
/// That's a huge class which handles general adventure map actions and
|
|
/// shows the right menu(questlog, spellbook, end turn,..) from where you
|
|
/// can get to the towns and heroes.
|
|
class CAdvMapInt : public CIntObject
|
|
{
|
|
//Return object that must be active at this tile (=clickable)
|
|
const CGObjectInstance *getActiveObject(const int3 &tile);
|
|
|
|
public:
|
|
CAdvMapInt();
|
|
~CAdvMapInt();
|
|
|
|
int3 position; //top left corner of visible map part
|
|
PlayerColor player;
|
|
|
|
bool duringAITurn;
|
|
|
|
enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
|
|
ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
|
|
bool scrollingState;
|
|
bool swipeEnabled;
|
|
bool swipeMovementRequested;
|
|
int3 swipeTargetPosition;
|
|
|
|
enum{NA, INGAME, WAITING} state;
|
|
|
|
bool updateScreen;
|
|
ui8 anim, animValHitCount; //animation frame
|
|
ui8 heroAnim, heroAnimValHitCount; //animation frame
|
|
|
|
EAdvMapMode mode;
|
|
float worldViewScale;
|
|
|
|
struct WorldViewOptions
|
|
{
|
|
bool showAllTerrain; //for expert viewEarth
|
|
|
|
std::vector<ObjectPosInfo> iconPositions;
|
|
|
|
WorldViewOptions();
|
|
|
|
void clear();
|
|
|
|
void adjustDrawingInfo(MapDrawingInfo & info);
|
|
};
|
|
|
|
WorldViewOptions worldViewOptions;
|
|
|
|
SDL_Surface * bg;
|
|
SDL_Surface * bgWorldView;
|
|
std::vector<std::shared_ptr<CAnimImage>> gems;
|
|
CMinimap minimap;
|
|
std::shared_ptr<CGStatusBar> statusbar;
|
|
|
|
std::shared_ptr<CButton> kingOverview;
|
|
std::shared_ptr<CButton> underground;
|
|
std::shared_ptr<CButton> questlog;
|
|
std::shared_ptr<CButton> sleepWake;
|
|
std::shared_ptr<CButton> moveHero;
|
|
std::shared_ptr<CButton> spellbook;
|
|
std::shared_ptr<CButton> advOptions;
|
|
std::shared_ptr<CButton> sysOptions;
|
|
std::shared_ptr<CButton> nextHero;
|
|
std::shared_ptr<CButton> endTurn;
|
|
|
|
std::shared_ptr<CButton> worldViewUnderground;
|
|
|
|
CTerrainRect terrain; //visible terrain
|
|
CResDataBar resdatabar;
|
|
CHeroList heroList;
|
|
CTownList townList;
|
|
CInfoBar infoBar;
|
|
|
|
std::shared_ptr<CAdvMapPanel> panelMain; // panel that holds all right-side buttons in normal view
|
|
std::shared_ptr<CAdvMapWorldViewPanel> panelWorldView; // panel that holds all buttons and other ui in world view
|
|
std::shared_ptr<CAdvMapPanel> activeMapPanel; // currently active panel (either main or world view, depending on current mode)
|
|
|
|
std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
|
|
|
|
const CSpell *spellBeingCasted; //nullptr if none
|
|
|
|
const CArmedInstance *selection; //currently selected town/hero
|
|
|
|
//functions bound to buttons
|
|
void fshowOverview();
|
|
void fworldViewBack();
|
|
void fworldViewScale1x();
|
|
void fworldViewScale2x();
|
|
void fworldViewScale4x();
|
|
void fswitchLevel();
|
|
void fshowQuestlog();
|
|
void fsleepWake();
|
|
void fmoveHero();
|
|
void fshowSpellbok();
|
|
void fadventureOPtions();
|
|
void fsystemOptions();
|
|
void fnextHero();
|
|
void fendTurn();
|
|
|
|
void activate() override;
|
|
void deactivate() override;
|
|
|
|
void show(SDL_Surface * to) override; //redraws terrain
|
|
void showAll(SDL_Surface * to) override; //shows and activates adv. map interface
|
|
|
|
void select(const CArmedInstance *sel, bool centerView = true);
|
|
void selectionChanged();
|
|
void centerOn(int3 on, bool fade = false);
|
|
void centerOn(const CGObjectInstance *obj, bool fade = false);
|
|
int3 verifyPos(int3 ver);
|
|
void handleRightClick(std::string text, tribool down);
|
|
void keyPressed(const SDL_KeyboardEvent & key) override;
|
|
void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
|
|
bool isActive();
|
|
|
|
bool isHeroSleeping(const CGHeroInstance *hero);
|
|
void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
|
|
int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
|
|
|
|
void setPlayer(PlayerColor Player);
|
|
void startHotSeatWait(PlayerColor Player);
|
|
void startTurn();
|
|
void endingTurn();
|
|
void aiTurnStarted();
|
|
|
|
void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
|
|
void quickCombatLock(); //should be called when quick battle started
|
|
void quickCombatUnlock();
|
|
void tileLClicked(const int3 &mapPos);
|
|
void tileHovered(const int3 &mapPos);
|
|
void tileRClicked(const int3 &mapPos);
|
|
void enterCastingMode(const CSpell * sp);
|
|
void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
|
|
const CGHeroInstance * curHero() const;
|
|
const CGTownInstance * curTown() const;
|
|
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
|
|
//button updates
|
|
void updateSleepWake(const CGHeroInstance *h);
|
|
void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
|
|
void updateSpellbook(const CGHeroInstance *h);
|
|
void updateNextHero(const CGHeroInstance *h);
|
|
|
|
/// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL
|
|
void changeMode(EAdvMapMode newMode, float newScale = 0.36f);
|
|
|
|
void handleMapScrollingUpdate();
|
|
void handleSwipeUpdate();
|
|
|
|
};
|
|
|
|
extern std::shared_ptr<CAdvMapInt> adventureInt;
|