virtual void OnClick(Point pt, int widget, int click_count) { switch (GB(widget, 0, 16)) { case WID_BO_CLASS_LIST: { int num_clicked = this->vscroll->GetPosition() + (pt.y - this->nested_array[widget]->pos_y) / this->line_height; if (num_clicked >= (int)ObjectClass::GetUIClassCount()) break; _selected_object_class = ObjectClass::GetUIClass(num_clicked); this->GetWidget<NWidgetMatrix>(WID_BO_SELECT_MATRIX)->SetCount(ObjectClass::Get(_selected_object_class)->GetUISpecCount()); this->SelectFirstAvailableObject(false); break; } case WID_BO_SELECT_IMAGE: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); int num_clicked = objclass->GetIndexFromUI(GB(widget, 16, 16)); if (num_clicked >= 0 && objclass->GetSpec(num_clicked)->IsAvailable()) this->SelectOtherObject(num_clicked); break; } case WID_BO_OBJECT_SPRITE: if (_selected_object_index != -1) { _selected_object_view = GB(widget, 16, 16); this->GetWidget<NWidgetMatrix>(WID_BO_OBJECT_MATRIX)->SetClicked(_selected_object_view); this->UpdateSelectSize(); this->SetDirty(); } break; } }
virtual void OnClick(Point pt, int widget, int click_count) { switch (GB(widget, 0, 16)) { case WID_BO_CLASS_LIST: { int num_clicked = this->vscroll->GetPosition() + (pt.y - this->nested_array[widget]->pos_y) / this->line_height; if (num_clicked >= (int)ObjectClass::GetUIClassCount()) break; this->SelectOtherClass(ObjectClass::GetUIClass(num_clicked)); this->SelectFirstAvailableObject(false); break; } case WID_BO_SELECT_IMAGE: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); int num_clicked = objclass->GetIndexFromUI(GB(widget, 16, 16)); if (num_clicked >= 0 && objclass->GetSpec(num_clicked)->IsAvailable()) this->SelectOtherObject(num_clicked); break; } case WID_BO_OBJECT_SPRITE: if (_selected_object_index != -1) { _selected_object_view = GB(widget, 16, 16); this->SelectOtherObject(_selected_object_index); // Re-select the object for a different view. } break; } }
void SonicTankClass::handleDamage(int damage, Uint32 damagerID, House* damagerOwner) { ObjectClass* damager = currentGame->getObjectManager().getObject(damagerID); if (!damager || (damager->getItemID() != Unit_SonicTank)) TrackedUnit::handleDamage(damage, damagerID, damagerOwner); }
Object* ObjectFactory::createRawObject(const std::string& className) { ObjectClass* classPtr = ObjectInterface::getObjectClass(className); if(classPtr) { return classPtr->create(); } else { rLogErr(g_log, "[ObjectFactory] Couldn`t initialize the instance of \"" << className << "\". Not registered."); return nullptr; } }
void TurretClass::HandleActionCommand(int xPos, int yPos) { if (currentGameMap->cellExists(xPos, yPos)) { ObjectClass* tempTarget = currentGameMap->getCell(xPos, yPos)->getObject(); currentGame->GetCommandManager().addCommand(Command(CMD_TURRET_ATTACKOBJECT,objectID,tempTarget->getObjectID())); } }
/** * Select the first available object. * @param change_class If true, change the class if no object in the current * class is available. */ void SelectFirstAvailableObject(bool change_class) { /* First try to select an object in the selected class. */ ObjectClass *sel_objclass = ObjectClass::Get(_selected_object_class); for (uint i = 0; i < sel_objclass->GetSpecCount(); i++) { const ObjectSpec *spec = sel_objclass->GetSpec(i); if (spec->IsAvailable()) { this->SelectOtherObject(i); return; } } if (change_class) { /* If that fails, select the first available object * from a random class. */ for (ObjectClassID j = OBJECT_CLASS_BEGIN; j < OBJECT_CLASS_MAX; j++) { ObjectClass *objclass = ObjectClass::Get(j); for (uint i = 0; i < objclass->GetSpecCount(); i++) { const ObjectSpec *spec = objclass->GetSpec(i); if (spec->IsAvailable()) { this->SelectOtherClass(j); this->SelectOtherObject(i); return; } } } } /* If all objects are unavailable, select nothing... */ if (ObjectClass::Get(_selected_object_class)->GetUISpecCount() == 0) { /* ... but make sure that the class is not empty. */ for (ObjectClassID j = OBJECT_CLASS_BEGIN; j < OBJECT_CLASS_MAX; j++) { if (ObjectClass::Get(j)->GetUISpecCount() > 0) { this->SelectOtherClass(j); break; } } } this->SelectOtherObject(-1); }
virtual void DrawWidget(const Rect &r, int widget) const { switch (GB(widget, 0, 16)) { case WID_BO_CLASS_LIST: { int y = r.top; uint pos = 0; for (uint i = 0; i < ObjectClass::GetClassCount(); i++) { ObjectClass *objclass = ObjectClass::Get((ObjectClassID)i); if (objclass->GetUISpecCount() == 0) continue; if (!this->vscroll->IsVisible(pos++)) continue; DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y + WD_MATRIX_TOP, objclass->name, ((int)i == _selected_object_class) ? TC_WHITE : TC_BLACK); y += this->line_height; } break; } case WID_BO_OBJECT_SPRITE: { const ObjectSpec *spec = ObjectClass::Get(_selected_object_class)->GetSpec(_selected_object_index); if (spec == NULL) break; /* Height of the selection matrix. * Depending on the number of views, the matrix has a 1x1, 1x2, 2x1 or 2x2 layout. To make the previews * look nice in all layouts, we use the 4x4 layout (smallest previews) as starting point. For the bigger * previews in the layouts with less views we add space homogeneously on all sides, so the 4x4 preview-rectangle * is centered in the 2x1, 1x2 resp. 1x1 buttons. */ uint matrix_height = this->GetWidget<NWidgetMatrix>(WID_BO_OBJECT_MATRIX)->current_y; DrawPixelInfo tmp_dpi; /* Set up a clipping area for the preview. */ if (FillDrawPixelInfo(&tmp_dpi, r.left, r.top, r.right - r.left + 1, r.bottom - r.top + 1)) { DrawPixelInfo *old_dpi = _cur_dpi; _cur_dpi = &tmp_dpi; if (spec->grf_prop.grffile == NULL) { extern const DrawTileSprites _objects[]; const DrawTileSprites *dts = &_objects[spec->grf_prop.local_id]; DrawOrigTileSeqInGUI((r.right - r.left) / 2 - 1, (r.bottom - r.top + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), dts, PAL_NONE); } else { DrawNewObjectTileInGUI((r.right - r.left) / 2 - 1, (r.bottom - r.top + matrix_height / 2) / 2 - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), spec, GB(widget, 16, 16)); } _cur_dpi = old_dpi; } break; } case WID_BO_SELECT_IMAGE: { ObjectClass *objclass = ObjectClass::Get(_selected_object_class); int obj_index = objclass->GetIndexFromUI(GB(widget, 16, 16)); if (obj_index < 0) break; const ObjectSpec *spec = objclass->GetSpec(obj_index); if (spec == NULL) break; if (!spec->IsAvailable()) { GfxFillRect(r.left + 1, r.top + 1, r.right - 1, r.bottom - 1, PC_BLACK, FILLRECT_CHECKER); } DrawPixelInfo tmp_dpi; /* Set up a clipping area for the preview. */ if (FillDrawPixelInfo(&tmp_dpi, r.left + 1, r.top, (r.right - 1) - (r.left + 1) + 1, r.bottom - r.top + 1)) { DrawPixelInfo *old_dpi = _cur_dpi; _cur_dpi = &tmp_dpi; if (spec->grf_prop.grffile == NULL) { extern const DrawTileSprites _objects[]; const DrawTileSprites *dts = &_objects[spec->grf_prop.local_id]; DrawOrigTileSeqInGUI((r.right - r.left) / 2 - 1, r.bottom - r.top - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), dts, PAL_NONE); } else { DrawNewObjectTileInGUI((r.right - r.left) / 2 - 1, r.bottom - r.top - OBJECT_MARGIN - ScaleGUITrad(TILE_PIXELS), spec, min(_selected_object_view, spec->views - 1)); } _cur_dpi = old_dpi; } break; } case WID_BO_INFO: { const ObjectSpec *spec = ObjectClass::Get(_selected_object_class)->GetSpec(_selected_object_index); if (spec == NULL) break; /* Get the extra message for the GUI */ if (HasBit(spec->callback_mask, CBM_OBJ_FUND_MORE_TEXT)) { uint16 callback_res = GetObjectCallback(CBID_OBJECT_FUND_MORE_TEXT, 0, 0, spec, NULL, INVALID_TILE, _selected_object_view); if (callback_res != CALLBACK_FAILED && callback_res != 0x400) { if (callback_res > 0x400) { ErrorUnknownCallbackResult(spec->grf_prop.grffile->grfid, CBID_OBJECT_FUND_MORE_TEXT, callback_res); } else { StringID message = GetGRFStringID(spec->grf_prop.grffile->grfid, 0xD000 + callback_res); if (message != STR_NULL && message != STR_UNDEFINED) { StartTextRefStackUsage(spec->grf_prop.grffile, 6); /* Use all the available space left from where we stand up to the * end of the window. We ALSO enlarge the window if needed, so we * can 'go' wild with the bottom of the window. */ int y = DrawStringMultiLine(r.left, r.right, r.top, UINT16_MAX, message, TC_ORANGE) - r.top; StopTextRefStackUsage(); if (y > this->info_height) { BuildObjectWindow *bow = const_cast<BuildObjectWindow *>(this); bow->info_height = y + 2; bow->ReInit(); } } } } } } } }
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) { switch (widget) { case WID_BO_CLASS_LIST: { for (uint i = 0; i < ObjectClass::GetClassCount(); i++) { ObjectClass *objclass = ObjectClass::Get((ObjectClassID)i); if (objclass->GetUISpecCount() == 0) continue; size->width = max(size->width, GetStringBoundingBox(objclass->name).width); } size->width += padding.width; this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; resize->height = this->line_height; size->height = 5 * this->line_height; break; } case WID_BO_OBJECT_NAME: case WID_BO_OBJECT_SIZE: /* We do not want the window to resize when selecting objects; better clip texts */ size->width = 0; break; case WID_BO_OBJECT_MATRIX: { /* Get the right amount of buttons based on the current spec. */ const ObjectSpec *spec = ObjectClass::Get(_selected_object_class)->GetSpec(_selected_object_index); if (spec != NULL) { if (spec->views >= 2) size->width += resize->width; if (spec->views >= 4) size->height += resize->height; } resize->width = 0; resize->height = 0; break; } case WID_BO_OBJECT_SPRITE: { bool two_wide = false; // Whether there will be two widgets next to each other in the matrix or not. int height[2] = {0, 0}; // The height for the different views; in this case views 1/2 and 4. /* Get the height and view information. */ for (int i = 0; i < NUM_OBJECTS; i++) { const ObjectSpec *spec = ObjectSpec::Get(i); if (!spec->IsEverAvailable()) continue; two_wide |= spec->views >= 2; height[spec->views / 4] = max<int>(ObjectSpec::Get(i)->height, height[spec->views / 4]); } /* Determine the pixel heights. */ for (size_t i = 0; i < lengthof(height); i++) { height[i] *= ScaleGUITrad(TILE_HEIGHT); height[i] += ScaleGUITrad(TILE_PIXELS) + 2 * OBJECT_MARGIN; } /* Now determine the size of the minimum widgets. When there are two columns, then * we want these columns to be slightly less wide. When there are two rows, then * determine the size of the widgets based on the maximum size for a single row * of widgets, or just the twice the widget height of the two row ones. */ size->height = max(height[0], height[1] * 2 + 2); if (two_wide) { size->width = (3 * ScaleGUITrad(TILE_PIXELS) + 2 * OBJECT_MARGIN) * 2 + 2; } else { size->width = 4 * ScaleGUITrad(TILE_PIXELS) + 2 * OBJECT_MARGIN; } /* Get the right size for the single widget based on the current spec. */ const ObjectSpec *spec = ObjectClass::Get(_selected_object_class)->GetSpec(_selected_object_index); if (spec != NULL) { if (spec->views >= 2) size->width = size->width / 2 - 1; if (spec->views >= 4) size->height = size->height / 2 - 1; } break; } case WID_BO_INFO: size->height = this->info_height; break; case WID_BO_SELECT_MATRIX: fill->height = 1; resize->height = 1; break; case WID_BO_SELECT_IMAGE: size->width = ScaleGUITrad(64) + 2; size->height = ScaleGUITrad(58) + 2; break; default: break; } }