CGameInterface.cpp 6.6 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. curimg=0;
  11. type=-1;
  12. abs=false;
  13. active=false;
  14. ourObj=NULL;
  15. state=0;
  16. }
  17. void CButtonBase::show()
  18. {
  19. if (abs)
  20. {
  21. blitAt(imgs[curimg][state],pos.x,pos.y);
  22. updateRect(&pos);
  23. }
  24. else
  25. {
  26. blitAt(imgs[curimg][state],pos.x+ourObj->pos.x,pos.y+ourObj->pos.y);
  27. updateRect(&genRect(pos.h,pos.w,pos.x+ourObj->pos.x,pos.y+ourObj->pos.y));
  28. }
  29. }
  30. void ClickableL::clickLeft(tribool down)
  31. {
  32. if (down)
  33. pressedL=true;
  34. else
  35. pressedL=false;
  36. }
  37. void ClickableL::activate()
  38. {
  39. LOCPLINT->lclickable.push_back(this);
  40. }
  41. void ClickableL::deactivate()
  42. {
  43. LOCPLINT->lclickable.erase
  44. (std::find(LOCPLINT->lclickable.begin(),LOCPLINT->lclickable.end(),this));
  45. }
  46. void ClickableR::activate()
  47. {
  48. LOCPLINT->rclickable.push_back(this);
  49. }
  50. void ClickableR::deactivate()
  51. {
  52. LOCPLINT->rclickable.erase(std::find(LOCPLINT->rclickable.begin(),LOCPLINT->rclickable.end(),this));
  53. }
  54. void Hoverable::activate()
  55. {
  56. LOCPLINT->hoverable.push_back(this);
  57. }
  58. void Hoverable::deactivate()
  59. {
  60. LOCPLINT->hoverable.erase(std::find(LOCPLINT->hoverable.begin(),LOCPLINT->hoverable.end(),this));
  61. }
  62. void Hoverable::hover(bool on)
  63. {
  64. hovered=on;
  65. }
  66. void KeyInterested::activate()
  67. {
  68. LOCPLINT->keyinterested.push_back(this);
  69. }
  70. void KeyInterested::deactivate()
  71. {
  72. LOCPLINT->
  73. keyinterested.erase(std::find(LOCPLINT->keyinterested.begin(),LOCPLINT->keyinterested.end(),this));
  74. }
  75. CPlayerInterface::CPlayerInterface(int Player, int serial)
  76. {
  77. playerID=Player;
  78. serialID=serial;
  79. CGI->localPlayer = playerID;
  80. human=true;
  81. }
  82. void CPlayerInterface::init()
  83. {
  84. CGI->localPlayer = serialID;
  85. adventureInt = new CAdvMapInt(playerID);
  86. }
  87. void CPlayerInterface::yourTurn()
  88. {
  89. CGI->localPlayer = serialID;
  90. unsigned char & animVal = LOCPLINT->adventureInt->anim; //for animations handling
  91. adventureInt->show();
  92. //show rest of things
  93. //initializing framerate keeper
  94. FPSmanager * mainLoopFramerateKeeper = new FPSmanager;
  95. SDL_initFramerate(mainLoopFramerateKeeper);
  96. SDL_setFramerate(mainLoopFramerateKeeper, 24);
  97. SDL_Event sEvent;
  98. //framerate keeper initialized
  99. for(;;) // main loop
  100. {
  101. LOCPLINT->adventureInt->updateScreen = false;
  102. if(SDL_PollEvent(&sEvent)) //wait for event...
  103. {
  104. handleEvent(&sEvent);
  105. }
  106. ++LOCPLINT->adventureInt->animValHitCount; //for animations
  107. if(LOCPLINT->adventureInt->animValHitCount == 2)
  108. {
  109. LOCPLINT->adventureInt->animValHitCount = 0;
  110. ++animVal;
  111. LOCPLINT->adventureInt->updateScreen = true;
  112. }
  113. if(LOCPLINT->adventureInt->scrollingLeft)
  114. {
  115. if(LOCPLINT->adventureInt->position.x>-Woff)
  116. {
  117. LOCPLINT->adventureInt->position.x--;
  118. LOCPLINT->adventureInt->updateScreen = true;
  119. }
  120. }
  121. if(LOCPLINT->adventureInt->scrollingRight)
  122. {
  123. if(LOCPLINT->adventureInt->position.x<CGI->ac->map.width-19+4)
  124. {
  125. LOCPLINT->adventureInt->position.x++;
  126. LOCPLINT->adventureInt->updateScreen = true;
  127. }
  128. }
  129. if(LOCPLINT->adventureInt->scrollingUp)
  130. {
  131. if(LOCPLINT->adventureInt->position.y>-Hoff)
  132. {
  133. LOCPLINT->adventureInt->position.y--;
  134. LOCPLINT->adventureInt->updateScreen = true;
  135. }
  136. }
  137. if(LOCPLINT->adventureInt->scrollingDown)
  138. {
  139. if(LOCPLINT->adventureInt->position.y<CGI->ac->map.height-18+4)
  140. {
  141. LOCPLINT->adventureInt->position.y++;
  142. LOCPLINT->adventureInt->updateScreen = true;
  143. }
  144. }
  145. if(LOCPLINT->adventureInt->updateScreen)
  146. {
  147. adventureInt->update();
  148. LOCPLINT->adventureInt->updateScreen=false;
  149. }
  150. SDL_Delay(5); //give time for other apps
  151. SDL_framerateDelay(mainLoopFramerateKeeper);
  152. }
  153. }
  154. void CPlayerInterface::handleEvent(SDL_Event *sEvent)
  155. {
  156. current = sEvent;
  157. if(sEvent->type==SDL_QUIT)
  158. exit(0);
  159. else if (sEvent->type==SDL_KEYDOWN)
  160. {
  161. switch (sEvent->key.keysym.sym)
  162. {
  163. case SDLK_LEFT:
  164. {
  165. LOCPLINT->adventureInt->scrollingLeft = true;
  166. break;
  167. }
  168. case (SDLK_RIGHT):
  169. {
  170. LOCPLINT->adventureInt->scrollingRight = true;
  171. break;
  172. }
  173. case (SDLK_UP):
  174. {
  175. LOCPLINT->adventureInt->scrollingUp = true;
  176. break;
  177. }
  178. case (SDLK_DOWN):
  179. {
  180. LOCPLINT->adventureInt->scrollingDown = true;
  181. break;
  182. }
  183. case (SDLK_q):
  184. {
  185. exit(0);
  186. break;
  187. }
  188. case (SDLK_u):
  189. {
  190. adventureInt->underground.clickLeft(true);
  191. }
  192. }
  193. } //keydown end
  194. else if(sEvent->type==SDL_KEYUP)
  195. {
  196. switch (sEvent->key.keysym.sym)
  197. {
  198. case SDLK_LEFT:
  199. {
  200. LOCPLINT->adventureInt->scrollingLeft = false;
  201. break;
  202. }
  203. case (SDLK_RIGHT):
  204. {
  205. LOCPLINT->adventureInt->scrollingRight = false;
  206. break;
  207. }
  208. case (SDLK_UP):
  209. {
  210. LOCPLINT->adventureInt->scrollingUp = false;
  211. break;
  212. }
  213. case (SDLK_DOWN):
  214. {
  215. LOCPLINT->adventureInt->scrollingDown = false;
  216. break;
  217. }
  218. case (SDLK_u):
  219. {
  220. adventureInt->underground.clickLeft(false);
  221. }
  222. }
  223. }//keyup end
  224. else if(sEvent->type==SDL_MOUSEMOTION)
  225. {
  226. for (int i=0; i<hoverable.size();i++)
  227. {
  228. if (isItIn(&hoverable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  229. {
  230. if (!hoverable[i]->hovered)
  231. hoverable[i]->hover(true);
  232. }
  233. else if (hoverable[i]->hovered)
  234. {
  235. hoverable[i]->hover(false);
  236. }
  237. }
  238. if(sEvent->motion.x<15)
  239. {
  240. LOCPLINT->adventureInt->scrollingLeft = true;
  241. }
  242. else
  243. {
  244. LOCPLINT->adventureInt->scrollingLeft = false;
  245. }
  246. if(sEvent->motion.x>ekran->w-15)
  247. {
  248. LOCPLINT->adventureInt->scrollingRight = true;
  249. }
  250. else
  251. {
  252. LOCPLINT->adventureInt->scrollingRight = false;
  253. }
  254. if(sEvent->motion.y<15)
  255. {
  256. LOCPLINT->adventureInt->scrollingUp = true;
  257. }
  258. else
  259. {
  260. LOCPLINT->adventureInt->scrollingUp = false;
  261. }
  262. if(sEvent->motion.y>ekran->h-15)
  263. {
  264. LOCPLINT->adventureInt->scrollingDown = true;
  265. }
  266. else
  267. {
  268. LOCPLINT->adventureInt->scrollingDown = false;
  269. }
  270. }
  271. else if ((sEvent->type==SDL_MOUSEBUTTONDOWN) && (sEvent->button.button == SDL_BUTTON_LEFT))
  272. {
  273. for(int i=0; i<lclickable.size();i++)
  274. {
  275. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  276. {
  277. lclickable[i]->clickLeft(true);
  278. }
  279. }
  280. }
  281. else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
  282. {
  283. for(int i=0; i<lclickable.size();i++)
  284. {
  285. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  286. {
  287. lclickable[i]->clickLeft(false);
  288. }
  289. else
  290. lclickable[i]->clickLeft(boost::logic::indeterminate);
  291. }
  292. }
  293. current = NULL;
  294. } //event end