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							- /*
 
-  * UnitActionPanel.cpp, 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "UnitActionPanel.h"
 
- #include "BattleInterface.h"
 
- #include "BattleActionsController.h"
 
- #include "../GameEngine.h"
 
- #include "../eventsSDL/InputHandler.h"
 
- #include "../gui/WindowHandler.h"
 
- #include "../widgets/Buttons.h"
 
- #include "../widgets/GraphicalPrimitiveCanvas.h"
 
- #include "../widgets/Images.h"
 
- #include "../widgets/TextControls.h"
 
- #include "../windows/CSpellWindow.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/GameLibrary.h"
 
- #include "../../lib/battle/CPlayerBattleCallback.h"
 
- #include "../../lib/json/JsonUtils.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- UnitActionPanel::UnitActionPanel(BattleInterface & owner)
 
- 	: CIntObject(0)
 
- 	, owner(owner)
 
- {
 
- 	OBJECT_CONSTRUCTION;
 
- 	addUsedEvents(LCLICK | SHOW_POPUP | MOVE | INPUT_MODE_CHANGE);
 
- 	pos = Rect(0, 0, 52, 600);
 
- 	background = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), pos);
 
- 	rect = std::make_shared<TransparentFilledRectangle>(Rect(0, 0, pos.w + 1, pos.h + 1), ColorRGBA(0, 0, 0, 0), ColorRGBA(241, 216, 120, 255));
 
- }
 
- void UnitActionPanel::restoreAllActions()
 
- {
 
- 	owner.actionsController->resetCurrentStackPossibleActions();
 
- }
 
- void UnitActionPanel::setActions(int buttonIndex, const std::vector<PossiblePlayerBattleAction> & filteredActions)
 
- {
 
- 	for (const auto & button : buttons)
 
- 		if (button != buttons.at(buttonIndex))
 
- 			button->setSelectedSilent(false);
 
- 	owner.actionsController->setPriorityActions(filteredActions);
 
- 	if (filteredActions.front().spellcast())
 
- 		owner.actionsController->enterCreatureCastingMode();
 
- 	owner.actionsController->setPriorityActions(filteredActions);
 
- }
 
- void UnitActionPanel::testAndAddAction(const std::vector<PossiblePlayerBattleAction> & allActions, const std::vector<PossiblePlayerBattleAction::Actions> & actionFilter, const ImagePath & iconPath, const std::string & descriptionTextID)
 
- {
 
- 	std::vector<PossiblePlayerBattleAction> filteredActions;
 
- 	for (const auto & action : allActions)
 
- 		if (vstd::contains(actionFilter, action.get()))
 
- 			filteredActions.push_back(action);
 
- 	if (filteredActions.empty())
 
- 		return;
 
- 	int index = buttons.size();
 
- 	const auto & callback = [this, filteredActions, index](bool isSelected){ if (isSelected) setActions(index, filteredActions); else restoreAllActions(); };
 
- 	MetaString tooltip;
 
- 	tooltip.appendTextID(descriptionTextID);
 
- 	auto button = std::make_shared<CToggleButton>(Point(2, 7 + 50 * index), AnimationPath::builtin("battleUnitAction"), CButton::tooltip(tooltip.toString()), callback);
 
- 	button->setOverlay(std::make_shared<CPicture>(iconPath));
 
- 	button->setHighlightedBorderColor(Colors::WHITE);
 
- 	button->setAllowDeselection(true);
 
- 	buttons.push_back(button);
 
- }
 
- void UnitActionPanel::testAndAddSpell(const std::vector<PossiblePlayerBattleAction> & allActions, const SpellID & spellFilter)
 
- {
 
- 	std::vector<PossiblePlayerBattleAction> filteredActions;
 
- 	for (const auto & action : allActions)
 
- 		if (action.spellcast() && action.spell() == spellFilter)
 
- 			filteredActions.push_back(action);
 
- 	if (filteredActions.empty())
 
- 		return;
 
- 	int index = buttons.size();
 
- 	const auto & callback = [this, filteredActions, index](bool isSelected){ if (isSelected) setActions(index, filteredActions); else restoreAllActions();};
 
- 	MetaString tooltip;
 
- 	tooltip.appendTextID("core.genrltxt.26");
 
- 	tooltip.replaceName(spellFilter);
 
- 	std::string hoverText = tooltip.toString();
 
- 	std::string description = spellFilter.toSpell()->getDescriptionTranslated(0);
 
- 	auto button = std::make_shared<CToggleButton>(Point(2, 7 + 50 * index), AnimationPath::builtin("battleUnitAction"), CButton::tooltip(hoverText, description), callback);
 
- 	button->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("spellint"), spellFilter.getNum() + 1));
 
- 	button->setHighlightedBorderColor(Colors::WHITE);
 
- 	buttons.push_back(button);
 
- }
 
- void UnitActionPanel::setPossibleActions(const std::vector<PossiblePlayerBattleAction> & newActions)
 
- {
 
- 	OBJECT_CONSTRUCTION;
 
- 	buttons.clear();
 
- 	static const std::vector actionsMove = { PossiblePlayerBattleAction::MOVE_STACK };
 
- 	static const std::vector actionsInfo = { PossiblePlayerBattleAction::CREATURE_INFO, PossiblePlayerBattleAction::HERO_INFO };
 
- 	static const std::vector actionsShoot = { PossiblePlayerBattleAction::SHOOT };
 
- 	static const std::vector actionsGenie = { PossiblePlayerBattleAction::RANDOM_GENIE_SPELL };
 
- 	static const std::vector actionsAttack = { PossiblePlayerBattleAction::ATTACK, PossiblePlayerBattleAction::WALK_AND_ATTACK };
 
- 	static const std::vector actionsReturn = { PossiblePlayerBattleAction::ATTACK_AND_RETURN };
 
- 	testAndAddAction(newActions, actionsMove, ImagePath::builtin("battle/actionMove"), "vcmi.battle.action.move");
 
- 	testAndAddAction(newActions, actionsReturn, ImagePath::builtin("battle/actionReturn"), "vcmi.battle.action.return");
 
- 	testAndAddAction(newActions, actionsAttack, ImagePath::builtin("battle/actionAttack"), "vcmi.battle.action.attack");
 
- 	testAndAddAction(newActions, actionsShoot, ImagePath::builtin("battle/actionShoot"), "vcmi.battle.action.shoot");
 
- 	testAndAddAction(newActions, actionsGenie, ImagePath::builtin("battle/actionGenie"), "vcmi.battle.action.genie");
 
- 	std::vector<SpellID> spells;
 
- 	for (const auto & action : newActions)
 
- 		if (action.spellcast())
 
- 			spells.push_back(action.spell());
 
- 	for (const auto & spell : spells)
 
- 		testAndAddSpell(newActions, spell);
 
- 	// Not really a unit action, so place it at the end
 
- 	testAndAddAction(newActions, actionsInfo, ImagePath::builtin("battle/actionInfo"), "vcmi.battle.action.info");
 
- 	redraw();
 
- }
 
- void UnitActionPanel::show(Canvas & to)
 
- {
 
- 	showAll(to);
 
- 	CIntObject::show(to);
 
- }
 
 
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