/*
* 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 "eventlistener.h"
#include "position.h"
#include "gui/widgets/windowcontainer.h"
#include
#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 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 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