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Message #16977
Re: [Merge] lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands
> Un nu de Weddervörhersaag: Een bannig dichter Hagel vun Vörslagens ;)
:D
> How do you like the one I implemented now?
Almost awesome. :)
Some nits though:
The tooltips for the lists hide the line were the soldier’s strength is shown.
If you could change the values to the ones in the diff-comments and add the
space it would look perfect.
See the screenshot:
https://fosuta.org/pics/attack3.png
And don't forget to remove or comment out this line in fieldaction.cc:
static const char* const pic_attack = "images/wui/buildings/menu_attack.png";
Diff comments:
>
> === modified file 'src/wui/attack_box.cc'
> --- src/wui/attack_box.cc 2019-02-23 11:00:49 +0000
> +++ src/wui/attack_box.cc 2019-05-10 15:14:32 +0000
> @@ -128,48 +180,225 @@
> void AttackBox::init() {
> assert(node_coordinates_);
>
> - uint32_t max_attackers = get_max_attackers();
> -
> - UI::Box& linebox = *new UI::Box(this, 0, 0, UI::Box::Horizontal);
> - add(&linebox);
> - add_text(linebox, _("Soldiers:"));
> - linebox.add_space(8);
> -
> - less_soldiers_ =
> - add_button(linebox, "0", &AttackBox::send_less_soldiers, _("Send less soldiers"));
> + std::vector<Widelands::Soldier*> all_attackers = get_max_attackers();
> + const size_t max_attackers = all_attackers.size();
> +
> + UI::Box& mainbox = *new UI::Box(this, 0, 0, UI::Box::Vertical);
> + add(&mainbox);
> +
> + UI::Box& linebox = *new UI::Box(&mainbox, 0, 0, UI::Box::Horizontal);
> + mainbox.add(&linebox);
> +
> + less_soldiers_ = add_button(linebox, "0", &AttackBox::send_less_soldiers,
> + _("Send less soldiers. Hold down Ctrl to send no soldiers"));
>
> // Spliter of soldiers
> UI::Box& columnbox = *new UI::Box(&linebox, 0, 0, UI::Box::Vertical);
> linebox.add(&columnbox);
>
> - const std::string attack_string =
> - (boost::format(_("%1% / %2%")) % (max_attackers > 0 ? 1 : 0) % max_attackers).str();
> -
> - soldiers_text_.reset(
> - &add_text(columnbox, attack_string, UI::Align::kCenter, UI_FONT_SIZE_ULTRASMALL));
> + soldiers_text_.reset(&add_text(columnbox, slider_heading(max_attackers > 0 ? 1 : 0, max_attackers),
> + UI::Align::kCenter, UI_FONT_SIZE_ULTRASMALL));
>
> soldiers_slider_ = add_slider(
> - columnbox, 100, 10, 0, max_attackers, max_attackers > 0 ? 1 : 0, _("Number of soldiers"));
> -
> - soldiers_slider_->changed.connect(boost::bind(&AttackBox::update_attack, this));
> - more_soldiers_ = add_button(linebox, std::to_string(max_attackers),
> - &AttackBox::send_more_soldiers, _("Send more soldiers"));
> + columnbox, 250, 20, 0, max_attackers, max_attackers > 0 ? 1 : 0, _("Number of soldiers"));
columnbox, 242, 20, 0, max_attackers, max_attackers > 0 ? 1 : 0, _("Number of soldiers"));
> + soldiers_slider_->changed.connect([this]() { update_attack(false); });
> +
> + more_soldiers_ = add_button(linebox, std::to_string(max_attackers), &AttackBox::send_more_soldiers,
> + _("Send more soldiers. Hold down Ctrl to send as many soldiers as possible"));
> +
+ linebox.add_space(8);
> + attack_button_.reset(new UI::Button(&linebox, "attack", 8, 8, 34, 34, UI::ButtonStyle::kWuiPrimary,
> + g_gr->images().get("images/wui/buildings/menu_attack.png"), _("Start attack")));
> + linebox.add(attack_button_.get());
> +
> + boost::format tooltip_format("%s<br><p><font size=%d bold=0>%s<br>%s</font></p>");
> + remaining_soldiers_.reset(new ListOfSoldiers(&mainbox, this, 0, 0, 30, 30,
> + (tooltip_format
> + % _("Add this soldier to the list of attackers") %
> + UI_FONT_SIZE_MESSAGE
> + % _("Hold down Ctrl to add all soldiers to the list")
> + % _("Hold down Shift to add all soldiers up to the one you're pointing at"))
> + .str()));
> + attacking_soldiers_.reset(new ListOfSoldiers(&mainbox, this, 0, 0, 30, 30,
> + (tooltip_format
> + % _("Remove this soldier from the list of attackers") %
> + UI_FONT_SIZE_MESSAGE
> + % _("Hold down Ctrl to remove all soldiers from the list")
> + % _("Hold down Shift to remove all soldiers up to the one you're pointing at"))
> + .str()));
> + attacking_soldiers_->set_complement(remaining_soldiers_.get());
> + remaining_soldiers_->set_complement(attacking_soldiers_.get());
> + for (const auto& s : all_attackers) {
> + remaining_soldiers_->add(s);
> + }
> +
> + add_text(mainbox, _("Attackers:"));
> + mainbox.add(attacking_soldiers_.get(), UI::Box::Resizing::kFullSize);
> + add_text(mainbox, _("Not attacking:"));
> + mainbox.add(remaining_soldiers_.get(), UI::Box::Resizing::kFullSize);
> +
> + current_soldier_stats_.reset(new UI::Textarea(&mainbox, "", UI::Align::kCenter));
> + mainbox.add(current_soldier_stats_.get(), UI::Box::Resizing::kFullSize, UI::Align::kCenter);
>
> soldiers_slider_->set_enabled(max_attackers > 0);
> more_soldiers_->set_enabled(max_attackers > 0);
> - less_soldiers_->set_enabled(max_attackers > 0);
> }
>
> void AttackBox::send_less_soldiers() {
> assert(soldiers_slider_.get());
> - soldiers_slider_->set_value(soldiers_slider_->get_value() - 1);
> + soldiers_slider_->set_value((SDL_GetModState() & KMOD_CTRL) ? 0 : soldiers_slider_->get_value() - 1);
> }
>
> void AttackBox::send_more_soldiers() {
> - soldiers_slider_->set_value(soldiers_slider_->get_value() + 1);
> -}
> -
> -uint32_t AttackBox::soldiers() const {
> - assert(soldiers_slider_.get());
> - return soldiers_slider_->get_value();
> -}
> + soldiers_slider_->set_value((SDL_GetModState() & KMOD_CTRL) ? soldiers_slider_->get_max_value() :
> + soldiers_slider_->get_value() + 1);
> +}
> +
> +size_t AttackBox::count_soldiers() const {
> + return attacking_soldiers_->count_soldiers();
> +}
> +
> +std::vector<Widelands::Serial> AttackBox::soldiers() const {
> + std::vector<Widelands::Serial> result;
> + for (const auto& s : attacking_soldiers_->get_soldiers()) {
> + result.push_back(s->serial());
> + }
> + return result;
> +}
> +
> +constexpr int kSoldierIconWidth = 30;
constexpr int kSoldierIconWidth = 32;
> +constexpr int kSoldierIconHeight = 29;
constexpr int kSoldierIconHeight = 30;
> +
> +AttackBox::ListOfSoldiers::ListOfSoldiers(UI::Panel* const parent,
> + AttackBox* parent_box,
> + int32_t const x,
> + int32_t const y,
> + int const w,
> + int const h,
> + const std::string& tooltip,
> + bool restrict_rows)
> + : UI::Panel(parent, x, y, w, h, tooltip),
> + restricted_row_number_(restrict_rows),
> + attack_box_(parent_box) {
> + update_desired_size();
> +}
> +
> +bool AttackBox::ListOfSoldiers::handle_mousepress(uint8_t btn, int32_t x, int32_t y) {
> + if (btn != SDL_BUTTON_LEFT || !other_) {
> + return UI::Panel::handle_mousepress(btn, x, y);
> + }
> + if (SDL_GetModState() & KMOD_CTRL) {
> + for (const auto& s : get_soldiers()) {
> + remove(s);
> + other_->add(s);
> + }
> + } else {
> + const Widelands::Soldier* soldier = soldier_at(x, y);
> + if (!soldier) {
> + return UI::Panel::handle_mousepress(btn, x, y);
> + }
> + if (SDL_GetModState() & KMOD_SHIFT) {
> + for (const auto& s : get_soldiers()) {
> + remove(s);
> + other_->add(s);
> + if (s == soldier) {
> + break;
> + }
> + }
> + } else {
> + remove(soldier);
> + other_->add(soldier);
> + }
> + }
> + attack_box_->update_attack(true);
> + return true;
> +}
> +
> +void AttackBox::ListOfSoldiers::handle_mousein(bool) {
> + attack_box_->set_soldier_info_text();
> +}
> +
> +bool AttackBox::ListOfSoldiers::handle_mousemove(uint8_t, int32_t x, int32_t y, int32_t, int32_t) {
> + if (const Widelands::Soldier* soldier = soldier_at(x, y)) {
> + attack_box_->set_soldier_info_text(
> + (boost::format(_("HP: %1$u/%2$u AT: %3$u/%4$u DE: %5$u/%6$u EV: %7$u/%8$u")) %
> + soldier->get_health_level() % soldier->descr().get_max_health_level() %
> + soldier->get_attack_level() % soldier->descr().get_max_attack_level() %
> + soldier->get_defense_level() % soldier->descr().get_max_defense_level() %
> + soldier->get_evade_level() % soldier->descr().get_max_evade_level())
> + .str());
> + } else {
> + attack_box_->set_soldier_info_text();
> + }
> + return true;
> +}
> +
> +Widelands::Extent AttackBox::ListOfSoldiers::size() const {
> + const size_t nr_soldiers = count_soldiers();
> + uint32_t rows = nr_soldiers / current_size_;
> + if (nr_soldiers == 0 || rows * current_size_ < nr_soldiers) {
> + ++rows;
> + }
> + if (restricted_row_number_) {
> + return Widelands::Extent(rows, current_size_);
> + } else {
> + return Widelands::Extent(current_size_, rows);
> + }
> +}
> +
> +void AttackBox::ListOfSoldiers::update_desired_size() {
> + current_size_ = std::max(1, restricted_row_number_ ? get_h() / kSoldierIconHeight : get_w() / kSoldierIconWidth);
> + const Widelands::Extent e = size();
> + set_desired_size(e.w * kSoldierIconWidth, e.h * kSoldierIconHeight);
> +}
> +
> +const Widelands::Soldier* AttackBox::ListOfSoldiers::soldier_at(int32_t x, int32_t y) const {
> + if (x < 0 || y < 0 || soldiers_.empty()) {
> + return nullptr;
> + }
> + const int32_t col = x / kSoldierIconWidth;
> + const int32_t row = y / kSoldierIconHeight;
> + assert(col >= 0);
> + assert(row >= 0);
> + if ((restricted_row_number_ ? row : col) >= current_size_) {
> + return nullptr;
> + }
> + const int index = restricted_row_number_ ? current_size_ * col + row : current_size_ * row + col;
> + assert(index >= 0);
> + return static_cast<unsigned int>(index) < soldiers_.size() ? soldiers_[index] : nullptr;
> +}
> +
> +void AttackBox::ListOfSoldiers::add(const Widelands::Soldier* s) {
> + soldiers_.push_back(s);
> + update_desired_size();
> +}
> +
> +void AttackBox::ListOfSoldiers::remove(const Widelands::Soldier* s) {
> + const auto it = std::find(soldiers_.begin(), soldiers_.end(), s);
> + assert(it != soldiers_.end());
> + soldiers_.erase(it);
> + update_desired_size();
> +}
> +
> +void AttackBox::ListOfSoldiers::draw(RenderTarget& dst) {
> + const size_t nr_soldiers = soldiers_.size();
> + int32_t column = 0;
> + int32_t row = 0;
> + for (uint32_t i = 0; i < nr_soldiers; ++i) {
> + Vector2i location(column * kSoldierIconWidth, row * kSoldierIconHeight);
> + soldiers_[i]->draw_info_icon(location, 1.0f, false, &dst);
> + if (restricted_row_number_) {
> + ++row;
> + if (row >= current_size_) {
> + row = 0;
> + ++column;
> + }
> + } else {
> + ++column;
> + if (column >= current_size_) {
> + column = 0;
> + ++row;
> + }
> + }
> + }
> +}
> +
--
https://code.launchpad.net/~widelands-dev/widelands/choose-attack-soldiers/+merge/367041
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/choose-attack-soldiers into lp:widelands.
References