CGameInterface.cpp 6.4 KB

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  1. #include "stdafx.h"
  2. #include "CGameInterface.h"
  3. #include "CAdvMapInterface.h"
  4. #include "CMessage.h"
  5. #include "SDL_Extensions.h"
  6. #include "SDL_framerate.h"
  7. using namespace CSDL_Ext;
  8. CButtonBase::CButtonBase()
  9. {
  10. type=-1;
  11. abs=false;
  12. active=false;
  13. ourObj=NULL;
  14. state=0;
  15. }
  16. void CButtonBase::show()
  17. {
  18. if (abs)
  19. {
  20. blitAt(imgs[state],pos.x,pos.y);
  21. updateRect(&pos);
  22. }
  23. else
  24. {
  25. blitAt(imgs[state],pos.x+ourObj->pos.x,pos.y+ourObj->pos.y);
  26. updateRect(&genRect(pos.h,pos.w,pos.x+ourObj->pos.x,pos.y+ourObj->pos.y));
  27. }
  28. }
  29. void ClickableL::activate()
  30. {
  31. LOCPLINT->lclickable.push_back(this);
  32. }
  33. void ClickableL::deactivate()
  34. {
  35. LOCPLINT->lclickable.erase
  36. (std::find(LOCPLINT->lclickable.begin(),LOCPLINT->lclickable.end(),this));
  37. }
  38. void ClickableR::activate()
  39. {
  40. LOCPLINT->rclickable.push_back(this);
  41. }
  42. void ClickableR::deactivate()
  43. {
  44. LOCPLINT->rclickable.erase(std::find(LOCPLINT->rclickable.begin(),LOCPLINT->rclickable.end(),this));
  45. }
  46. void Hoverable::activate()
  47. {
  48. LOCPLINT->hoverable.push_back(this);
  49. }
  50. void Hoverable::deactivate()
  51. {
  52. LOCPLINT->hoverable.erase(std::find(LOCPLINT->hoverable.begin(),LOCPLINT->hoverable.end(),this));
  53. }
  54. void KeyInterested::activate()
  55. {
  56. LOCPLINT->keyinterested.push_back(this);
  57. }
  58. void KeyInterested::deactivate()
  59. {
  60. LOCPLINT->
  61. keyinterested.erase(std::find(LOCPLINT->keyinterested.begin(),LOCPLINT->keyinterested.end(),this));
  62. }
  63. CPlayerInterface::CPlayerInterface(int Player, int serial)
  64. {
  65. playerID=Player;
  66. serialID=serial;
  67. CGI->localPlayer = playerID;
  68. human=true;
  69. }
  70. void CPlayerInterface::init()
  71. {
  72. CGI->localPlayer = serialID;
  73. adventureInt = new CAdvMapInt(playerID);
  74. }
  75. void CPlayerInterface::yourTurn()
  76. {
  77. CGI->localPlayer = serialID;
  78. unsigned char & animVal = LOCPLINT->adventureInt->anim; //for animations handling
  79. adventureInt->show();
  80. //show rest of things
  81. //initializing framerate keeper
  82. FPSmanager * mainLoopFramerateKeeper = new FPSmanager;
  83. SDL_initFramerate(mainLoopFramerateKeeper);
  84. SDL_setFramerate(mainLoopFramerateKeeper, 24);
  85. SDL_Event sEvent;
  86. //framerate keeper initialized
  87. for(;;) // main loop
  88. {
  89. LOCPLINT->adventureInt->updateScreen = false;
  90. if(SDL_PollEvent(&sEvent)) //wait for event...
  91. {
  92. handleEvent(&sEvent);
  93. }
  94. ++LOCPLINT->adventureInt->animValHitCount; //for animations
  95. if(LOCPLINT->adventureInt->animValHitCount == 2)
  96. {
  97. LOCPLINT->adventureInt->animValHitCount = 0;
  98. ++animVal;
  99. LOCPLINT->adventureInt->updateScreen = true;
  100. }
  101. if(LOCPLINT->adventureInt->scrollingLeft)
  102. {
  103. if(LOCPLINT->adventureInt->position.x>0)
  104. {
  105. LOCPLINT->adventureInt->position.x--;
  106. LOCPLINT->adventureInt->updateScreen = true;
  107. }
  108. }
  109. if(LOCPLINT->adventureInt->scrollingRight)
  110. {
  111. if(LOCPLINT->adventureInt->position.x<CGI->ac->map.width-19+8)
  112. {
  113. LOCPLINT->adventureInt->position.x++;
  114. LOCPLINT->adventureInt->updateScreen = true;
  115. }
  116. }
  117. if(LOCPLINT->adventureInt->scrollingUp)
  118. {
  119. if(LOCPLINT->adventureInt->position.y>0)
  120. {
  121. LOCPLINT->adventureInt->position.y--;
  122. LOCPLINT->adventureInt->updateScreen = true;
  123. }
  124. }
  125. if(LOCPLINT->adventureInt->scrollingDown)
  126. {
  127. if(LOCPLINT->adventureInt->position.y<CGI->ac->map.height-18+8)
  128. {
  129. LOCPLINT->adventureInt->position.y++;
  130. LOCPLINT->adventureInt->updateScreen = true;
  131. }
  132. }
  133. if(LOCPLINT->adventureInt->updateScreen)
  134. {
  135. adventureInt->update();
  136. LOCPLINT->adventureInt->updateScreen=false;
  137. }
  138. SDL_Delay(5); //give time for other apps
  139. SDL_framerateDelay(mainLoopFramerateKeeper);
  140. }
  141. }
  142. void CPlayerInterface::handleEvent(SDL_Event *sEvent)
  143. {
  144. if(sEvent->type==SDL_QUIT)
  145. exit(0);
  146. else if (sEvent->type==SDL_KEYDOWN)
  147. {
  148. switch (sEvent->key.keysym.sym)
  149. {
  150. case SDLK_LEFT:
  151. {
  152. LOCPLINT->adventureInt->scrollingLeft = true;
  153. break;
  154. }
  155. case (SDLK_RIGHT):
  156. {
  157. LOCPLINT->adventureInt->scrollingRight = true;
  158. break;
  159. }
  160. case (SDLK_UP):
  161. {
  162. LOCPLINT->adventureInt->scrollingUp = true;
  163. break;
  164. }
  165. case (SDLK_DOWN):
  166. {
  167. LOCPLINT->adventureInt->scrollingDown = true;
  168. break;
  169. }
  170. case (SDLK_q):
  171. {
  172. exit(0);
  173. break;
  174. }
  175. case (SDLK_u):
  176. {
  177. adventureInt->undeground.clickLeft(true);
  178. }
  179. }
  180. } //keydown end
  181. else if(sEvent->type==SDL_KEYUP)
  182. {
  183. switch (sEvent->key.keysym.sym)
  184. {
  185. case SDLK_LEFT:
  186. {
  187. LOCPLINT->adventureInt->scrollingLeft = false;
  188. break;
  189. }
  190. case (SDLK_RIGHT):
  191. {
  192. LOCPLINT->adventureInt->scrollingRight = false;
  193. break;
  194. }
  195. case (SDLK_UP):
  196. {
  197. LOCPLINT->adventureInt->scrollingUp = false;
  198. break;
  199. }
  200. case (SDLK_DOWN):
  201. {
  202. LOCPLINT->adventureInt->scrollingDown = false;
  203. break;
  204. }
  205. case (SDLK_u):
  206. {
  207. adventureInt->undeground.clickLeft(false);
  208. }
  209. }
  210. }//keyup end
  211. else if(sEvent->type==SDL_MOUSEMOTION)
  212. {
  213. for (int i=0; i<hoverable.size();i++)
  214. {
  215. if (isItIn(&hoverable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  216. {
  217. if (!hoverable[i]->hovered)
  218. hoverable[i]->hover(true);
  219. }
  220. else if (hoverable[i]->hovered)
  221. {
  222. hoverable[i]->hover(false);
  223. }
  224. }
  225. if(sEvent->motion.x<15)
  226. {
  227. LOCPLINT->adventureInt->scrollingLeft = true;
  228. }
  229. else
  230. {
  231. LOCPLINT->adventureInt->scrollingLeft = false;
  232. }
  233. if(sEvent->motion.x>ekran->w-15)
  234. {
  235. LOCPLINT->adventureInt->scrollingRight = true;
  236. }
  237. else
  238. {
  239. LOCPLINT->adventureInt->scrollingRight = false;
  240. }
  241. if(sEvent->motion.y<15)
  242. {
  243. LOCPLINT->adventureInt->scrollingUp = true;
  244. }
  245. else
  246. {
  247. LOCPLINT->adventureInt->scrollingUp = false;
  248. }
  249. if(sEvent->motion.y>ekran->h-15)
  250. {
  251. LOCPLINT->adventureInt->scrollingDown = true;
  252. }
  253. else
  254. {
  255. LOCPLINT->adventureInt->scrollingDown = false;
  256. }
  257. }
  258. else if ((sEvent->type==SDL_MOUSEBUTTONDOWN) && (sEvent->button.button == SDL_BUTTON_LEFT))
  259. {
  260. for(int i=0; i<lclickable.size();i++)
  261. {
  262. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  263. {
  264. lclickable[i]->clickLeft(true);
  265. }
  266. }
  267. }
  268. else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
  269. {
  270. for(int i=0; i<lclickable.size();i++)
  271. {
  272. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  273. {
  274. lclickable[i]->clickLeft(false);
  275. }
  276. else
  277. lclickable[i]->clickLeft(boost::logic::indeterminate);
  278. }
  279. }
  280. } //event end