/* * 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 . */ #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; updateMidVars(); } void setCameraRelativeY(const int n) { mCameraRelativeY = n; updateMidVars(); } 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; void videoResized(); 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); void updateMidVars(); 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 mMidTileX; int mMidTileY; 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