CGameInterface.cpp 6.8 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. ClickableL::ClickableL()
  31. {
  32. pressedL=false;
  33. }
  34. void ClickableL::clickLeft(tribool down)
  35. {
  36. if (down)
  37. pressedL=true;
  38. else
  39. pressedL=false;
  40. }
  41. void ClickableL::activate()
  42. {
  43. LOCPLINT->lclickable.push_back(this);
  44. }
  45. void ClickableL::deactivate()
  46. {
  47. LOCPLINT->lclickable.erase
  48. (std::find(LOCPLINT->lclickable.begin(),LOCPLINT->lclickable.end(),this));
  49. }
  50. ClickableR::ClickableR()
  51. {
  52. pressedR=false;
  53. }
  54. void ClickableR::activate()
  55. {
  56. LOCPLINT->rclickable.push_back(this);
  57. }
  58. void ClickableR::deactivate()
  59. {
  60. LOCPLINT->rclickable.erase(std::find(LOCPLINT->rclickable.begin(),LOCPLINT->rclickable.end(),this));
  61. }
  62. void Hoverable::activate()
  63. {
  64. LOCPLINT->hoverable.push_back(this);
  65. }
  66. void Hoverable::deactivate()
  67. {
  68. LOCPLINT->hoverable.erase(std::find(LOCPLINT->hoverable.begin(),LOCPLINT->hoverable.end(),this));
  69. }
  70. void Hoverable::hover(bool on)
  71. {
  72. hovered=on;
  73. }
  74. void KeyInterested::activate()
  75. {
  76. LOCPLINT->keyinterested.push_back(this);
  77. }
  78. void KeyInterested::deactivate()
  79. {
  80. LOCPLINT->
  81. keyinterested.erase(std::find(LOCPLINT->keyinterested.begin(),LOCPLINT->keyinterested.end(),this));
  82. }
  83. CPlayerInterface::CPlayerInterface(int Player, int serial)
  84. {
  85. playerID=Player;
  86. serialID=serial;
  87. CGI->localPlayer = playerID;
  88. human=true;
  89. }
  90. void CPlayerInterface::init()
  91. {
  92. CGI->localPlayer = serialID;
  93. adventureInt = new CAdvMapInt(playerID);
  94. }
  95. void CPlayerInterface::yourTurn()
  96. {
  97. CGI->localPlayer = serialID;
  98. unsigned char & animVal = LOCPLINT->adventureInt->anim; //for animations handling
  99. adventureInt->show();
  100. //show rest of things
  101. //initializing framerate keeper
  102. FPSmanager * mainLoopFramerateKeeper = new FPSmanager;
  103. SDL_initFramerate(mainLoopFramerateKeeper);
  104. SDL_setFramerate(mainLoopFramerateKeeper, 24);
  105. SDL_Event sEvent;
  106. //framerate keeper initialized
  107. for(;;) // main loop
  108. {
  109. CGI->screenh->updateScreen();
  110. LOCPLINT->adventureInt->updateScreen = false;
  111. if(SDL_PollEvent(&sEvent)) //wait for event...
  112. {
  113. handleEvent(&sEvent);
  114. }
  115. ++LOCPLINT->adventureInt->animValHitCount; //for animations
  116. if(LOCPLINT->adventureInt->animValHitCount == 2)
  117. {
  118. LOCPLINT->adventureInt->animValHitCount = 0;
  119. ++animVal;
  120. LOCPLINT->adventureInt->updateScreen = true;
  121. }
  122. if(LOCPLINT->adventureInt->scrollingLeft)
  123. {
  124. if(LOCPLINT->adventureInt->position.x>-Woff)
  125. {
  126. LOCPLINT->adventureInt->position.x--;
  127. LOCPLINT->adventureInt->updateScreen = true;
  128. }
  129. }
  130. if(LOCPLINT->adventureInt->scrollingRight)
  131. {
  132. if(LOCPLINT->adventureInt->position.x<CGI->ac->map.width-19+4)
  133. {
  134. LOCPLINT->adventureInt->position.x++;
  135. LOCPLINT->adventureInt->updateScreen = true;
  136. }
  137. }
  138. if(LOCPLINT->adventureInt->scrollingUp)
  139. {
  140. if(LOCPLINT->adventureInt->position.y>-Hoff)
  141. {
  142. LOCPLINT->adventureInt->position.y--;
  143. LOCPLINT->adventureInt->updateScreen = true;
  144. }
  145. }
  146. if(LOCPLINT->adventureInt->scrollingDown)
  147. {
  148. if(LOCPLINT->adventureInt->position.y<CGI->ac->map.height-18+4)
  149. {
  150. LOCPLINT->adventureInt->position.y++;
  151. LOCPLINT->adventureInt->updateScreen = true;
  152. }
  153. }
  154. if(LOCPLINT->adventureInt->updateScreen)
  155. {
  156. adventureInt->update();
  157. LOCPLINT->adventureInt->updateScreen=false;
  158. }
  159. SDL_Delay(5); //give time for other apps
  160. SDL_framerateDelay(mainLoopFramerateKeeper);
  161. }
  162. }
  163. void CPlayerInterface::handleEvent(SDL_Event *sEvent)
  164. {
  165. current = sEvent;
  166. if(sEvent->type == SDL_MOUSEMOTION)
  167. {
  168. CGI->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
  169. }
  170. if(sEvent->type==SDL_QUIT)
  171. exit(0);
  172. else if (sEvent->type==SDL_KEYDOWN)
  173. {
  174. switch (sEvent->key.keysym.sym)
  175. {
  176. case SDLK_LEFT:
  177. {
  178. LOCPLINT->adventureInt->scrollingLeft = true;
  179. break;
  180. }
  181. case (SDLK_RIGHT):
  182. {
  183. LOCPLINT->adventureInt->scrollingRight = true;
  184. break;
  185. }
  186. case (SDLK_UP):
  187. {
  188. LOCPLINT->adventureInt->scrollingUp = true;
  189. break;
  190. }
  191. case (SDLK_DOWN):
  192. {
  193. LOCPLINT->adventureInt->scrollingDown = true;
  194. break;
  195. }
  196. case (SDLK_q):
  197. {
  198. exit(0);
  199. break;
  200. }
  201. case (SDLK_u):
  202. {
  203. adventureInt->underground.clickLeft(true);
  204. }
  205. }
  206. } //keydown end
  207. else if(sEvent->type==SDL_KEYUP)
  208. {
  209. switch (sEvent->key.keysym.sym)
  210. {
  211. case SDLK_LEFT:
  212. {
  213. LOCPLINT->adventureInt->scrollingLeft = false;
  214. break;
  215. }
  216. case (SDLK_RIGHT):
  217. {
  218. LOCPLINT->adventureInt->scrollingRight = false;
  219. break;
  220. }
  221. case (SDLK_UP):
  222. {
  223. LOCPLINT->adventureInt->scrollingUp = false;
  224. break;
  225. }
  226. case (SDLK_DOWN):
  227. {
  228. LOCPLINT->adventureInt->scrollingDown = false;
  229. break;
  230. }
  231. case (SDLK_u):
  232. {
  233. adventureInt->underground.clickLeft(false);
  234. }
  235. }
  236. }//keyup end
  237. else if(sEvent->type==SDL_MOUSEMOTION)
  238. {
  239. for (int i=0; i<hoverable.size();i++)
  240. {
  241. if (isItIn(&hoverable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  242. {
  243. if (!hoverable[i]->hovered)
  244. hoverable[i]->hover(true);
  245. }
  246. else if (hoverable[i]->hovered)
  247. {
  248. hoverable[i]->hover(false);
  249. }
  250. }
  251. if(sEvent->motion.x<15)
  252. {
  253. LOCPLINT->adventureInt->scrollingLeft = true;
  254. }
  255. else
  256. {
  257. LOCPLINT->adventureInt->scrollingLeft = false;
  258. }
  259. if(sEvent->motion.x>ekran->w-15)
  260. {
  261. LOCPLINT->adventureInt->scrollingRight = true;
  262. }
  263. else
  264. {
  265. LOCPLINT->adventureInt->scrollingRight = false;
  266. }
  267. if(sEvent->motion.y<15)
  268. {
  269. LOCPLINT->adventureInt->scrollingUp = true;
  270. }
  271. else
  272. {
  273. LOCPLINT->adventureInt->scrollingUp = false;
  274. }
  275. if(sEvent->motion.y>ekran->h-15)
  276. {
  277. LOCPLINT->adventureInt->scrollingDown = true;
  278. }
  279. else
  280. {
  281. LOCPLINT->adventureInt->scrollingDown = false;
  282. }
  283. }
  284. else if ((sEvent->type==SDL_MOUSEBUTTONDOWN) && (sEvent->button.button == SDL_BUTTON_LEFT))
  285. {
  286. for(int i=0; i<lclickable.size();i++)
  287. {
  288. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  289. {
  290. lclickable[i]->clickLeft(true);
  291. }
  292. }
  293. }
  294. else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
  295. {
  296. for(int i=0; i<lclickable.size();i++)
  297. {
  298. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  299. {
  300. lclickable[i]->clickLeft(false);
  301. }
  302. else
  303. lclickable[i]->clickLeft(boost::logic::indeterminate);
  304. }
  305. }
  306. current = NULL;
  307. } //event end