/* * 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 . */ #ifndef VIEWPORT_H #define VIEWPORT_H #include "actorspritemanager.h" #include "configlistener.h" #include "listener.h" #include "position.h" #include "gui/widgets/windowcontainer.h" #include 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 ConfigListener, public Mana::Listener { 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 */ void toggleDebugPath(); /** * 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); /** * 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 (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(); void event(Channels channel, const Mana::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 mShowDebugPath; /**< Show a path from player to pointer. */ 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