/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2016 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
#ifdef DYECMD
#include "dyetool/gui/viewport.h"
#else
#include "position.h"
#include "enums/simpletypes/beingid.h"
#include "gui/widgets/windowcontainer.h"
#include "listeners/mouselistener.h"
class ActorSprite;
class Being;
class FloorItem;
class Graphics;
class Map;
class MapItem;
/**
* 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 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 *const graphics) override final A_NONNULL(2);
void safeDraw(Graphics *const graphics) override final A_NONNULL(2);
/**
* 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 toggleMapDrawType();
void toggleCameraMode();
/**
* Handles mouse press on map.
*/
void mousePressed(MouseEvent &event) override final;
/**
* Handles mouse move on map
*/
void mouseDragged(MouseEvent &event) override final;
/**
* Handles mouse button release on map.
*/
void mouseReleased(MouseEvent &event) override final;
/**
* Handles mouse move on map.
*/
void mouseMoved(MouseEvent &event) override final;
/**
* 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; }
/**
* Changes viewpoint by relative pixel coordinates.
*/
void scrollBy(const int x, const int y)
{ mPixelViewX += x; mPixelViewY += y; }
/**
* 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; }
void moveCameraToActor(const BeingId 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 getMouseTile(int &destX, int &destY) const;
int mMouseX; /**< Current mouse position in pixels. */
int mMouseY; /**< Current mouse position in pixels. */
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) A_NONNULL(2);
/**
* Draws the given path.
*/
void drawPath(Graphics *const graphics,
const Path &path,
const Color &color = Color(255, 0, 0))
const A_NONNULL(2);
bool leftMouseAction();
bool openContextMenu(const MouseEvent &event);
void walkByMouse(const MouseEvent &event);
void getMouseTile(const int x,
const int y,
int &destX,
int &destY) const;
/**
* Make the player go to the mouse position.
*/
void followMouse();
Map *mMap; /**< The current map. */
Being *mHoverBeing; /**< Being mouse is currently over. */
FloorItem *mHoverItem; /**< FloorItem mouse is currently over. */
MapItem *mHoverSign; /**< Map sign mouse is currently over. */
int mScrollRadius;
int mScrollLaziness;
int mScrollCenterOffsetX;
int mScrollCenterOffsetY;
int mMousePressX;
int mMousePressY;
int mPixelViewX; /**< Current viewpoint in pixels. */
int mPixelViewY; /**< Current viewpoint in pixels. */
int mLocalWalkTime; /**< Timestamp before the next walk can be sent. */
int mCameraRelativeX;
int mCameraRelativeY;
bool mShowBeingPopup;
bool mSelfMouseHeal;
bool mEnableLazyScrolling;
bool mMouseDirectionMove;
bool mLongMouseClick;
bool mMouseClicked;
bool mPlayerFollowMouse;
};
extern Viewport *viewport; /**< The viewport. */
#endif // DYECMD
#endif // GUI_VIEWPORT_H