Exemple #1
0
void controller_base::play_slice(bool is_delay_enabled)
{
	display& gui = get_display();

	CKey key;
	events::pump();
	events::raise_process_event();
	events::raise_draw_event();

	slice_before_scroll();

	int mousex, mousey;
	Uint8 mouse_flags = SDL_GetMouseState(&mousex, &mousey);
	bool was_scrolling = scrolling_;
	scrolling_ = handle_scroll(key, mousex, mousey, mouse_flags);

	get_display().draw();

	// be nice when window is not visible
	// NOTE should be handled by display instead, to only disable drawing
	if (is_delay_enabled && (SDL_GetAppState(gui.video().getWindow()) & SDL_APPACTIVE) == 0) {
		get_display().delay(200);
	}

	if (!scrolling_ && was_scrolling) {
#if (defined(__APPLE__) && TARGET_OS_IPHONE) || defined(ANDROID)
	
#else
		// scrolling ended, update the cursor and the brightened hex
		get_mouse_handler_base().mouse_update(browse_);
#endif
	}
	slice_end();
}
Exemple #2
0
void controller_base::play_slice(bool is_delay_enabled)
{
	CKey key;
	events::pump();
	events::raise_process_event();
	events::raise_draw_event();

	slice_before_scroll();
	const theme::menu* const m = get_display().menu_pressed();
	if(m != NULL) {
		const SDL_Rect& menu_loc = m->location(get_display().screen_area());
		show_menu(m->items(),menu_loc.x+1,menu_loc.y + menu_loc.h + 1,false);

		return;
	}

	bool was_scrolling = scrolling_;

	std::pair<double, double> values = joystick_manager_.get_scroll_axis_pair();
	const double joystickx = values.first;
	const double joysticky = values.second;

	int mousex, mousey;
	Uint8 mouse_flags = SDL_GetMouseState(&mousex, &mousey);

	/* TODO fendrin enable after an axis choosing mechanism is implemented
	std::pair<double, double> values = joystick_manager_.get_mouse_axis_pair();
	mousex += values.first * 10;
	mousey += values.second * 10;
	SDL_WarpMouse(mousex, mousey);
	*/
	scrolling_ = handle_scroll(key, mousex, mousey, mouse_flags, joystickx, joysticky);

	map_location highlighted_hex = get_display().mouseover_hex();

	/* TODO fendrin enable when the relative cursor movement is implemented well enough
	const map_location& selected_hex = get_display().selected_hex();

	if (selected_hex != map_location::null_location) {
		if (joystick_manager_.next_highlighted_hex(highlighted_hex, selected_hex)) {
			get_mouse_handler_base().mouse_motion(0,0, true, true, highlighted_hex);
			get_display().scroll_to_tile(highlighted_hex, display::ONSCREEN_WARP, false, true);
			scrolling_ = true;
		}
	} else */

	if (joystick_manager_.update_highlighted_hex(highlighted_hex)
			&& get_display().get_map().on_board(highlighted_hex)) {
		get_mouse_handler_base().mouse_motion(0,0, true, true, highlighted_hex);
		get_display().scroll_to_tile(highlighted_hex, display::ONSCREEN_WARP, false, true);
		scrolling_ = true;
		}

	get_display().draw();

	// be nice when window is not visible
	// NOTE should be handled by display instead, to only disable drawing
	if (is_delay_enabled && (SDL_GetAppState() & SDL_APPACTIVE) == 0) {
		get_display().delay(200);
	}

	if (!scrolling_ && was_scrolling) {
		// scrolling ended, update the cursor and the brightened hex
		get_mouse_handler_base().mouse_update(browse_, highlighted_hex);
	}
	slice_end();
}
Exemple #3
0
void controller_base::play_slice(bool is_delay_enabled)
{
	display& gui = get_display();

	CKey key;
	events::pump();
	events::raise_process_event();
	events::raise_draw_event();

	slice_before_scroll();
// const theme::menu* const m = get_display().menu_pressed();
	const button_loc& loc = get_display().menu_pressed();
	const theme::menu* m = loc.first;
	if (m && (m == gui.access_troop_menu())) {
		map_location pressed_loc = gui.access_unit_press(loc.second);
		if (pressed_loc.valid() && !get_mouse_handler_base().is_moving() && !get_mouse_handler_base().is_recalling() && !get_mouse_handler_base().is_building() && !get_mouse_handler_base().is_card_playing()) {
			gui.scroll_to_tile(pressed_loc, display::WARP);
			events::mouse_handler::get_singleton()->select_hex(map_location(), false);
			// gui.select_hex(pressed_loc);
			// sound::play_UI_sound("select-unit.wav");
			resources::units->find(pressed_loc)->set_selecting();
			resources::screen->invalidate_unit();
			// now, selectedHex_ is invalid, hide context menu.
			gui.goto_main_context_menu();			
		}
	} else if (m != NULL){
		const SDL_Rect& menu_loc = m->location(get_display().screen_area());
		if (m->is_context()) {
			// Is pressed menu a father menu of context-menu?
			const std::string& item = m->items()[loc.second];
			std::vector<std::string> item2 = utils::split(item, ':');
			if (item2.size() == 1) {
				// item2.push_back(item2[0]) is wrong way, resulting item2[1] is null string.
				item2.push_back("");
			}
			size_t pos = item2[0].rfind("_m");
			if (pos == item2[0].size() - 2) {
				// cancel current menu, and display sub-menu
				gui.hide_context_menu(NULL, true);
				const std::string item1 = item2[0].substr(0, pos);
				gui.get_theme().set_current_context_menu(get_display().get_theme().context_menu(item1));
				show_context_menu(NULL, get_display());
			} else {
				// execute one menu command
				pos = item2[0].rfind("_c");
				if (pos == item2[0].size() - 2) {
					const std::string item1 = item2[0].substr(0, pos);
					// hotkey::execute_command(gui, hotkey::get_hotkey(item1).get_id(), this, -1, item2[1]);
					execute_command(hotkey::get_hotkey(item1).get_id(), -1, item2[1]);
					gui.hide_context_menu(NULL, true);
				} else {
					// hotkey::execute_command(gui, hotkey::get_hotkey(item2[0]).get_id(), this, -1, item2[1]);
					execute_command(hotkey::get_hotkey(item2[0]).get_id(), -1, item2[1]);
				}
			}
		} else {
			show_menu(m->items(), menu_loc.x+1, menu_loc.y + menu_loc.h + 1, false);
		}
		return;
	}

	int mousex, mousey;
	Uint8 mouse_flags = SDL_GetMouseState(&mousex, &mousey);
	bool was_scrolling = scrolling_;
	scrolling_ = handle_scroll(key, mousex, mousey, mouse_flags);

	get_display().draw();

	// be nice when window is not visible
	// NOTE should be handled by display instead, to only disable drawing
	if (is_delay_enabled && (SDL_GetAppState() & SDL_APPACTIVE) == 0) {
		get_display().delay(200);
	}

	if (!scrolling_ && was_scrolling) {
#if (defined(__APPLE__) && TARGET_OS_IPHONE) || defined(ANDROID)
		// swip result to scroll, don't update mouse hex.
		SDL_Event new_event;
		while(SDL_PeepEvents(&new_event, 1, SDL_GETEVENT, SDL_FINGERMOTION, SDL_FINGERMOTION) > 0) {
			posix_print("SDL_FINGERMOTION(discard), (x, y): (%u, %u), (dx, dy): (%i, %i)\n", 
				new_event.tfinger.x, new_event.tfinger.y, new_event.tfinger.dx, new_event.tfinger.dy);
		};
#else
		// scrolling ended, update the cursor and the brightened hex
		get_mouse_handler_base().mouse_update(browse_);
#endif
	}
	slice_end();
}