/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #ifndef GUI_VIEWPORT_H #define GUI_VIEWPORT_H #include "configlistener.h" #include "position.h" #include "gui/widgets/windowcontainer.h" #include "gui/base/mouselistener.hpp" class ActorSprite; class Button; class Being; class BeingPopup; class ChatTab; class FloorItem; class Graphics; class Item; class Map; class MapItem; class PopupMenu; class ProgressBar; class TextCommand; class TextField; class TextPopup; class Window; /** Delay between two mouse calls when dragging mouse and move the player */ const int walkingMouseDelay = 500; /** * The viewport on the map. Displays the current map and handles mouse input * and the popup menu. * * TODO: This class is planned to be extended to allow floating widgets on top * of it such as NPC messages, which are positioned using map pixel * coordinates. */ class Viewport final : public WindowContainer, public gcn::MouseListener, public ConfigListener { public: /** * Constructor. */ Viewport(); A_DELETE_COPY(Viewport) /** * Destructor. */ ~Viewport(); /** * Sets the map displayed by the viewport. */ void setMap(Map *const map); /** * Draws the viewport. */ void draw(Graphics *graphics) override final; /** * Implements player to keep following mouse. */ void logic() override final; /** * Toggles whether the path debug graphics are shown. normal, * debug with all images and grid, debug with out big images * and with out grid. */ void toggleDebugPath(); void toggleCameraMode(); /** * Handles mouse press on map. */ void mousePressed(gcn::MouseEvent &event) override final; /** * Handles mouse move on map */ void mouseDragged(gcn::MouseEvent &event) override final; /** * Handles mouse button release on map. */ void mouseReleased(gcn::MouseEvent &event) override final; /** * Handles mouse move on map. */ void mouseMoved(gcn::MouseEvent &event) override final; /** * Shows a popup for an item. * TODO Find some way to get rid of Item here */ void showPopup(Window *const parent, const int x, const int y, Item *const item, const bool isInventory = true); /** * Shows a popup for an item. * TODO Find some way to get rid of Item here */ void showPopup(Window *const parent, Item *const item, const bool isInventory = true); void showPopup(const int x, const int y, Button *const button); void showPopup(const int x, const int y, const ProgressBar *const bar); void showPopup(MapItem *const item); void showItemPopup(Item *const item); void showItemPopup(const int itemId, const unsigned char color = 1); void showDropPopup(Item *const item); /** * Shows a popup for being. */ void showPopup(const int x, const int y, const Being *const being); void showPopup(const Being *const being); void showPlayerPopup(const std::string &nick); void showOutfitsPopup(const int x, const int y); void showOutfitsPopup(); void showSpellPopup(TextCommand *const cmd); void showAttackMonsterPopup(const std::string &name, const int type); void showPickupItemPopup(const std::string &name); /** * Shows the related popup menu when right click on the chat * at the specified mouse coordinates. */ void showChatPopup(const int x, const int y, ChatTab *const tab); /** * Shows the related popup menu when right click on the chat */ void showChatPopup(ChatTab *const tab); void showUndressPopup(const int x, const int y, const Being *const being, Item *const item); void showMapPopup(const int x, const int y); void showTextFieldPopup(TextField *const input); void showLinkPopup(const std::string &link); void showWindowsPopup(); void showNpcDialogPopup(const int npcId); /** * Closes the popup menu. Needed for when the player dies or switching * maps. */ void closePopupMenu(); /** * A relevant config option changed. */ void optionChanged(const std::string &name) override final; /** * Returns camera x offset in pixels. */ int getCameraX() const A_WARN_UNUSED { return mPixelViewX; } /** * Returns camera y offset in pixels. */ int getCameraY() const A_WARN_UNUSED { return mPixelViewY; } /** * Returns mouse x in pixels. */ int getMouseX() const A_WARN_UNUSED { return mMouseX; } /** * Returns mouse y in pixels. */ int getMouseY() const A_WARN_UNUSED { return mMouseY; } /** * Changes viewpoint by relative pixel coordinates. */ void scrollBy(const int x, const int y) { mPixelViewX += x; mPixelViewY += y; } int getDebugPath() const A_WARN_UNUSED { return mShowDebugPath; } void setDebugPath(const int n) { mShowDebugPath = n; } int getCameraMode() const A_WARN_UNUSED { return mCameraMode; } /** * Hides the BeingPopup. */ void hideBeingPopup(); /** * Clear all hover item\being etc */ void cleanHoverItems(); Map *getMap() const A_WARN_UNUSED { return mMap; } void moveCamera(const int dx, const int dy); int getCameraRelativeX() const A_WARN_UNUSED { return mCameraRelativeX; } int getCameraRelativeY() const A_WARN_UNUSED { return mCameraRelativeY; } void setCameraRelativeX(const int n) { mCameraRelativeX = n; } void setCameraRelativeY(const int n) { mCameraRelativeY = n; } bool isPopupMenuVisible() const A_WARN_UNUSED; void moveCameraToActor(const int actorId, const int x = 0, const int y = 0); void moveCameraToPosition(const int x, const int y); void moveCameraRelative(const int x, const int y); void returnCamera(); void clearPopup(); protected: friend class ActorManager; /// Clears any matching hovers void clearHover(const ActorSprite *const actor); static void validateSpeed(); private: /** * Finds a path from the player to the mouse, and draws it. This is for * debug purposes. */ void _drawDebugPath(Graphics *const graphics); /** * Draws the given path. */ void _drawPath(Graphics *const graphics, const Path &path, const gcn::Color &color = gcn::Color(255, 0, 0)) const; /** * Make the player go to the mouse position. */ void _followMouse(); Map *mMap; /**< The current map. */ int mScrollRadius; int mScrollLaziness; bool mShowBeingPopup; bool mSelfMouseHeal; bool mEnableLazyScrolling; int mScrollCenterOffsetX; int mScrollCenterOffsetY; bool mMouseDirectionMove; int mMouseX; /**< Current mouse position in pixels. */ int mMouseY; /**< Current mouse position in pixels. */ int mPixelViewX; /**< Current viewpoint in pixels. */ int mPixelViewY; /**< Current viewpoint in pixels. */ int mShowDebugPath; /**< Show a path from player to pointer. */ int mCameraMode; /**< Camera mode. */ bool mPlayerFollowMouse; int mLocalWalkTime; /**< Timestamp before the next walk can be sent. */ PopupMenu *mPopupMenu; /**< Popup menu. */ Being *mHoverBeing; /**< Being mouse is currently over. */ FloorItem *mHoverItem; /**< FloorItem mouse is currently over. */ MapItem *mHoverSign; /**< Map sign mouse is currently over. */ BeingPopup *mBeingPopup; /**< Being information popup. */ TextPopup *mTextPopup; /**< Map Item information popup. */ int mCameraRelativeX; int mCameraRelativeY; }; extern Viewport *viewport; /**< The viewport. */ #endif // GUI_VIEWPORT_H