/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 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 VIEWPORT_H
#define VIEWPORT_H
#include "actorspritemanager.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 ImageSet;
class Item;
class ItemShortcut;
class Map;
class PopupMenu;
class ProgressBar;
class StatusPopup;
class TextCommand;
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 : public WindowContainer, public gcn::MouseListener,
public ConfigListener
{
public:
/**
* Constructor.
*/
Viewport();
/**
* Destructor.
*/
~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();
/**
* 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);
/**
* 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);
/**
* Shows a popup for an item.
* TODO Find some way to get rid of Item here
*/
void showPopup(Window *parent, Item *item, bool isInventory = true);
void showPopup(int x, int y, Button *button);
void showPopup(int x, int y, ProgressBar *bar);
void showPopup(MapItem *item);
void showItemPopup(Item *item);
void showItemPopup(int itemId, unsigned char color = 1);
void showDropPopup(Item *item);
/**
* Shows a popup for being.
*/
void showPopup(int x, int y, Being *being);
void showPopup(Being *being);
void showPlayerPopup(std::string nick);
void showOutfitsPopup(int x, int y);
void showOutfitsPopup();
void showSpellPopup(TextCommand *cmd);
void showAttackMonsterPopup(std::string name, int type);
/**
* Shows the related popup menu when right click on the chat
* at the specified mouse coordinates.
*/
void showChatPopup(int x, int y, ChatTab *tab);
/**
* Shows the related popup menu when right click on the chat
*/
void showChatPopup(ChatTab *tab);
void showUndressPopup(int x, int y, Being *being, Item *item);
void showMapPopup(int x, int y);
/**
* 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);
/**
* Returns camera x offset in pixels.
*/
int getCameraX() const
{ return mPixelViewX; }
/**
* Returns camera y offset in pixels.
*/
int getCameraY() const
{ return 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(int x, int y)
{ mPixelViewX += x; mPixelViewY += y; }
/**
* Returns the current map object.
*/
Map *getCurrentMap() const
{ return mMap; }
int getDebugPath() const
{ return mShowDebugPath; }
void setDebugPath(int n)
{ mShowDebugPath = n; }
int getCameraMode() const
{ return mCameraMode; }
/**
* Hides the BeingPopup.
*/
void hideBeingPopup();
/**
* Clear all hover item\being etc
*/
void cleanHoverItems();
Map *getMap() const
{ return mMap; }
void moveCamera(int dx, int dy);
int getCameraRelativeX() const
{ return mCameraRelativeX; }
int getCameraRelativeY() const
{ return mCameraRelativeY; }
void setCameraRelativeX(int n)
{ mCameraRelativeX = n; }
void setCameraRelativeY(int n)
{ mCameraRelativeY = n; }
bool isPopupMenuVisible();
void moveCameraToActor(int actorId, int x = 0, int y = 0);
void moveCameraToPosition(int x, int y);
void moveCameraRelative(int x, int y);
void returnCamera();
protected:
friend class ActorSpriteManager;
/// Clears any matching hovers
void clearHover(ActorSprite *actor);
void validateSpeed();
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();
Map *mMap; /**< The current map. */
int mScrollRadius;
int mScrollLaziness;
bool mShowBeingPopup;
bool mSelfMouseHeal;
bool mEnableLazyScrolling;
int mScrollCenterOffsetX;
int mScrollCenterOffsetY;
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