/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 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 .
*/
#ifndef GUI_VIEWPORT_H
#define GUI_VIEWPORT_H
#include "configlistener.h"
#include "position.h"
#include "gui/widgets/windowcontainer.h"
#include
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(gcn::Graphics *graphics) override;
/**
* Implements player to keep following mouse.
*/
void logic() override;
/**
* 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;
/**
* Handles mouse move on map
*/
void mouseDragged(gcn::MouseEvent &event) override;
/**
* Handles mouse button release on map.
*/
void mouseReleased(gcn::MouseEvent &event) override;
/**
* Handles mouse move on map.
*/
void mouseMoved(gcn::MouseEvent &event) override;
/**
* 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;
/**
* 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 ActorSpriteManager;
/// Clears any matching hovers
void clearHover(const ActorSprite *const actor);
void validateSpeed() const;
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