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 Hoverable::hover(bool on)
  55. {
  56. hovered=on;
  57. }
  58. void KeyInterested::activate()
  59. {
  60. LOCPLINT->keyinterested.push_back(this);
  61. }
  62. void KeyInterested::deactivate()
  63. {
  64. LOCPLINT->
  65. keyinterested.erase(std::find(LOCPLINT->keyinterested.begin(),LOCPLINT->keyinterested.end(),this));
  66. }
  67. CPlayerInterface::CPlayerInterface(int Player, int serial)
  68. {
  69. playerID=Player;
  70. serialID=serial;
  71. CGI->localPlayer = playerID;
  72. human=true;
  73. }
  74. void CPlayerInterface::init()
  75. {
  76. CGI->localPlayer = serialID;
  77. adventureInt = new CAdvMapInt(playerID);
  78. }
  79. void CPlayerInterface::yourTurn()
  80. {
  81. CGI->localPlayer = serialID;
  82. unsigned char & animVal = LOCPLINT->adventureInt->anim; //for animations handling
  83. adventureInt->show();
  84. //show rest of things
  85. //initializing framerate keeper
  86. FPSmanager * mainLoopFramerateKeeper = new FPSmanager;
  87. SDL_initFramerate(mainLoopFramerateKeeper);
  88. SDL_setFramerate(mainLoopFramerateKeeper, 24);
  89. SDL_Event sEvent;
  90. //framerate keeper initialized
  91. for(;;) // main loop
  92. {
  93. LOCPLINT->adventureInt->updateScreen = false;
  94. if(SDL_PollEvent(&sEvent)) //wait for event...
  95. {
  96. handleEvent(&sEvent);
  97. }
  98. ++LOCPLINT->adventureInt->animValHitCount; //for animations
  99. if(LOCPLINT->adventureInt->animValHitCount == 2)
  100. {
  101. LOCPLINT->adventureInt->animValHitCount = 0;
  102. ++animVal;
  103. LOCPLINT->adventureInt->updateScreen = true;
  104. }
  105. if(LOCPLINT->adventureInt->scrollingLeft)
  106. {
  107. if(LOCPLINT->adventureInt->position.x>0)
  108. {
  109. LOCPLINT->adventureInt->position.x--;
  110. LOCPLINT->adventureInt->updateScreen = true;
  111. }
  112. }
  113. if(LOCPLINT->adventureInt->scrollingRight)
  114. {
  115. if(LOCPLINT->adventureInt->position.x<CGI->ac->map.width-19+8)
  116. {
  117. LOCPLINT->adventureInt->position.x++;
  118. LOCPLINT->adventureInt->updateScreen = true;
  119. }
  120. }
  121. if(LOCPLINT->adventureInt->scrollingUp)
  122. {
  123. if(LOCPLINT->adventureInt->position.y>0)
  124. {
  125. LOCPLINT->adventureInt->position.y--;
  126. LOCPLINT->adventureInt->updateScreen = true;
  127. }
  128. }
  129. if(LOCPLINT->adventureInt->scrollingDown)
  130. {
  131. if(LOCPLINT->adventureInt->position.y<CGI->ac->map.height-18+8)
  132. {
  133. LOCPLINT->adventureInt->position.y++;
  134. LOCPLINT->adventureInt->updateScreen = true;
  135. }
  136. }
  137. if(LOCPLINT->adventureInt->updateScreen)
  138. {
  139. adventureInt->update();
  140. LOCPLINT->adventureInt->updateScreen=false;
  141. }
  142. SDL_Delay(5); //give time for other apps
  143. SDL_framerateDelay(mainLoopFramerateKeeper);
  144. }
  145. }
  146. void CPlayerInterface::handleEvent(SDL_Event *sEvent)
  147. {
  148. if(sEvent->type==SDL_QUIT)
  149. exit(0);
  150. else if (sEvent->type==SDL_KEYDOWN)
  151. {
  152. switch (sEvent->key.keysym.sym)
  153. {
  154. case SDLK_LEFT:
  155. {
  156. LOCPLINT->adventureInt->scrollingLeft = true;
  157. break;
  158. }
  159. case (SDLK_RIGHT):
  160. {
  161. LOCPLINT->adventureInt->scrollingRight = true;
  162. break;
  163. }
  164. case (SDLK_UP):
  165. {
  166. LOCPLINT->adventureInt->scrollingUp = true;
  167. break;
  168. }
  169. case (SDLK_DOWN):
  170. {
  171. LOCPLINT->adventureInt->scrollingDown = true;
  172. break;
  173. }
  174. case (SDLK_q):
  175. {
  176. exit(0);
  177. break;
  178. }
  179. case (SDLK_u):
  180. {
  181. adventureInt->undeground.clickLeft(true);
  182. }
  183. }
  184. } //keydown end
  185. else if(sEvent->type==SDL_KEYUP)
  186. {
  187. switch (sEvent->key.keysym.sym)
  188. {
  189. case SDLK_LEFT:
  190. {
  191. LOCPLINT->adventureInt->scrollingLeft = false;
  192. break;
  193. }
  194. case (SDLK_RIGHT):
  195. {
  196. LOCPLINT->adventureInt->scrollingRight = false;
  197. break;
  198. }
  199. case (SDLK_UP):
  200. {
  201. LOCPLINT->adventureInt->scrollingUp = false;
  202. break;
  203. }
  204. case (SDLK_DOWN):
  205. {
  206. LOCPLINT->adventureInt->scrollingDown = false;
  207. break;
  208. }
  209. case (SDLK_u):
  210. {
  211. adventureInt->undeground.clickLeft(false);
  212. }
  213. }
  214. }//keyup end
  215. else if(sEvent->type==SDL_MOUSEMOTION)
  216. {
  217. for (int i=0; i<hoverable.size();i++)
  218. {
  219. if (isItIn(&hoverable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  220. {
  221. if (!hoverable[i]->hovered)
  222. hoverable[i]->hover(true);
  223. }
  224. else if (hoverable[i]->hovered)
  225. {
  226. hoverable[i]->hover(false);
  227. }
  228. }
  229. if(sEvent->motion.x<15)
  230. {
  231. LOCPLINT->adventureInt->scrollingLeft = true;
  232. }
  233. else
  234. {
  235. LOCPLINT->adventureInt->scrollingLeft = false;
  236. }
  237. if(sEvent->motion.x>ekran->w-15)
  238. {
  239. LOCPLINT->adventureInt->scrollingRight = true;
  240. }
  241. else
  242. {
  243. LOCPLINT->adventureInt->scrollingRight = false;
  244. }
  245. if(sEvent->motion.y<15)
  246. {
  247. LOCPLINT->adventureInt->scrollingUp = true;
  248. }
  249. else
  250. {
  251. LOCPLINT->adventureInt->scrollingUp = false;
  252. }
  253. if(sEvent->motion.y>ekran->h-15)
  254. {
  255. LOCPLINT->adventureInt->scrollingDown = true;
  256. }
  257. else
  258. {
  259. LOCPLINT->adventureInt->scrollingDown = false;
  260. }
  261. }
  262. else if ((sEvent->type==SDL_MOUSEBUTTONDOWN) && (sEvent->button.button == SDL_BUTTON_LEFT))
  263. {
  264. for(int i=0; i<lclickable.size();i++)
  265. {
  266. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  267. {
  268. lclickable[i]->clickLeft(true);
  269. }
  270. }
  271. }
  272. else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
  273. {
  274. for(int i=0; i<lclickable.size();i++)
  275. {
  276. if (isItIn(&lclickable[i]->pos,sEvent->motion.x,sEvent->motion.y))
  277. {
  278. lclickable[i]->clickLeft(false);
  279. }
  280. else
  281. lclickable[i]->clickLeft(boost::logic::indeterminate);
  282. }
  283. }
  284. } //event end