1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
|
/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 VIEWPORT_H
#define VIEWPORT_H
#include "eventlistener.h"
#include "position.h"
#include "gui/widgets/windowcontainer.h"
#include <guichan/mouselistener.hpp>
#include <list>
class ActorSprite;
class Being;
class BeingPopup;
class FloorItem;
class Graphics;
class ImageSet;
class Item;
class Map;
class PopupMenu;
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 : public WindowContainer, public gcn::MouseListener,
public EventListener
{
public:
Viewport();
~Viewport();
/**
* Sets the map displayed by the viewport.
*/
void setMap(Map *map);
/**
* Draws the viewport.
*/
void draw(gcn::Graphics *graphics);
/**
* Implements player to keep following mouse.
*/
void logic();
/**
* Sets whether the path debug graphics are shown
*/
void setShowDebugPath(int debugFlags);
/**
* Handles mouse press on map.
*/
void mousePressed(gcn::MouseEvent &event);
/**
* Handles mouse move on map
*/
void mouseDragged(gcn::MouseEvent &event);
/**
* Handles mouse button release on map.
*/
void mouseReleased(gcn::MouseEvent &event);
/**
* Handles mouse move on map.
*/
void mouseMoved(gcn::MouseEvent &event);
/**
* Shows a popup for an item.
* TODO Find some way to get rid of Item here
*/
void showPopup(Window *parent, int x, int y, Item *item,
bool isInventory = true, bool canDrop = true);
/**
* Closes the popup menu. Needed for when the player dies or switching
* maps.
*/
void closePopupMenu();
/**
* Returns camera x offset in pixels.
*/
int getCameraX() const { return (int) mPixelViewX; }
/**
* Returns camera y offset in pixels.
*/
int getCameraY() const { return (int) mPixelViewY; }
/**
* Returns mouse x in pixels.
*/
int getMouseX() const { return mMouseX; }
/**
* Returns mouse y in pixels.
*/
int getMouseY() const { return mMouseY; }
/**
* Changes viewpoint by relative pixel coordinates.
*/
void scrollBy(float x, float y) { mPixelViewX += x; mPixelViewY += y; }
/**
* Returns the current map object.
*/
Map *getCurrentMap() const { return mMap; }
/**
* Hides the BeingPopup.
*/
void hideBeingPopup();
/**
* Makes the screen shake in a random direction
*/
void shakeScreen(int intensity);
/**
* Makes the screen shake in a specific direction
*/
void shakeScreen(float x, float y, float decay = 0.95f, unsigned duration = 0);
/**
* Stops all active screen shake effects
*/
void shakeScreenStop()
{ mShakeEffects.clear(); }
void event(Event::Channel channel, const Event &event);
private:
/**
* Finds a path from the player to the mouse, and draws it. This is for
* debug purposes.
*/
void _drawDebugPath(Graphics *graphics);
/**
* Draws the given path.
*/
void _drawPath(Graphics *graphics, const Path &path,
gcn::Color color = gcn::Color(255, 0, 0));
/**
* Make the player go to the mouse position.
*/
void _followMouse();
/**
* Updates the cursor type
*/
void updateCursorType();
Map *mMap; /**< The current map. */
int mScrollRadius;
int mScrollLaziness;
int mScrollCenterOffsetX;
int mScrollCenterOffsetY;
int mMouseX; /**< Current mouse position in pixels. */
int mMouseY; /**< Current mouse position in pixels. */
float mPixelViewX; /**< Current viewpoint in pixels. */
float mPixelViewY; /**< Current viewpoint in pixels. */
int mDebugFlags; /**< Flags for showing debug graphics. */
struct ShakeEffect
{
float x;
float y;
float decay;
unsigned duration;
};
typedef std::list<ShakeEffect> ShakeEffects;
ShakeEffects mShakeEffects;
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. */
BeingPopup *mBeingPopup; /**< Being information popup. */
};
extern Viewport *viewport; /**< The viewport. */
#endif
|