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Menu_Character.hpp
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Menu_Character.hpp
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#pragma once
#ifndef WORLDSIM_MENU_CHARACTER_HPP
#define WORLDSIM_MENU_CHARACTER_HPP
/* WorldSim: Menu_Tribes.hpp
#include "Menu_Tribes.hpp"
This menu shows a database of all Characters in the world.
The player can click a Character to get their Character Sheet.
This system seems to work with millions of Characters but obviously can get a bit unwieldy.
In future it might be better to split them by city/tribe/civ, or at least have better filtering options.
For now it works well enough though.
*/
#include "Menu_CharacterDetails.cpp"
#include <Graphics/GUI/GUI_Table.hpp>
#include <Container/Table/Table.hpp>
class Menu_Characters: public GUI_Interface
{
public:
GUI_Manager guiManager;
/* Colours / theme. */
ColourRGB <unsigned char> cNormal;
ColourRGB <unsigned char> cSelected;
ColourRGB <unsigned char> cDropPanel;
ColourRGB <unsigned char> cHighlight;
Wildcat::Font* font;
/* Button to close the menu */
GUI_Button buttonClose;
/* Button to open Character Details menu */
GUI_Button buttonCharacterDetails;
// TABLE FOR CHARACTERS
Table2 tCharacters;
GUI_Table guiTableCharacters;
int lastRowClicked;
//Tribe* selectedTribe;
Character* selectedCharacter;
Menu_CharacterDetails menuCharacterDetails;
Menu_Characters()
{
lastRowClicked=-1;
selectedCharacter=0;
}
void setFont(Wildcat::Font* _font)
{
font = _font;
guiManager.setFont(_font);
menuCharacterDetails.setFont(_font);
}
void init()
{
lastRowClicked=-1;
selectedCharacter=0;
/* Initialise theme. */
cNormal.set(220,220,220);
cSelected.set(180,180,180);
cDropPanel.set(170,170,170);
cHighlight.set(255,160,160);
buttonClose.text="X";
buttonClose.setColours(cNormal,cHighlight,0);
buttonClose.active=true;
buttonCharacterDetails.text="Character Sheet";
buttonCharacterDetails.setColours(cNormal,cHighlight,0);
buttonCharacterDetails.active=true;
guiTableCharacters.clear();
guiTableCharacters.table = &tCharacters;
guiTableCharacters.alpha=0;
guiTableCharacters.active=true;
guiTableCharacters.addColumn("First name","firstname",120);
guiTableCharacters.addColumn("Last name","lastname",120);
guiTableCharacters.addColumn("Age","age",60);
guiTableCharacters.addColumn("Sex","sex",60);
guiTableCharacters.addColumn("Race","race",100);
guiTableCharacters.addColumn("Strength","strength",100);
guiTableCharacters.addColumn("Kills","kills",60);
guiTableCharacters.addColumn("Smithing","skillMetalsmithing",120);
guiTableCharacters.addColumn("Favourite","favourite",120);
guiTableCharacters.setColours(cNormal,cSelected);
//guiTableTribes.addColumn("Food","food",120);
//guiTableTribes.addColumn("Population","population",120);
//guiTableTribes.addColumn("Coordinates","coordinates",120);
//guiTableTribes.addColumn("Territory","territory",120);
tCharacters.clear();
for (int i=0;i<world.vTribe.size();++i)
{
for (int i2=0;i2<world.vTribe(i)->vCharacter.size();++i2)
{
tCharacters.addRow(world.vTribe(i)->vCharacter(i2));
}
}
// Add Civ characters
for (int i=0;i<world.vCiv.size();++i)
{
for (int i2=0;i2<world.vCiv(i)->vCharacter.size();++i2)
{
if (world.vCiv(i)->vCharacter(i2)->isAlive)
{
tCharacters.addRow(world.vCiv(i)->vCharacter(i2));
}
}
}
guiManager.clear();
guiManager.add(&buttonClose);
guiManager.add(&buttonCharacterDetails);
guiManager.add(&guiTableCharacters);
menuCharacterDetails.init();
menuCharacterDetails.active=false;
eventResize();
menuCharacterDetails.eventResize();
}
void render()
{
if ( menuCharacterDetails.active )
{
menuCharacterDetails.render();
}
else if ( active )
{
Renderer::placeColour4a(150,150,150,200,panelX1,panelY1,panelX2,panelY2);
font8x8.drawText("Character List Menu",panelX1,panelY2-20,panelX2,panelY2-5, true, true);
guiManager.render();
}
}
bool keyboardEvent (Keyboard* _keyboard)
{
if ( menuCharacterDetails.active )
{
return menuCharacterDetails.keyboardEvent(_keyboard);
}
else if ( active )
{
return guiManager.keyboardEvent(_keyboard);
}
return false;
}
bool mouseEvent (Mouse* _mouse)
{
if ( menuCharacterDetails.active )
{
menuCharacterDetails.mouseEvent(_mouse);
}
else if ( active )
{
/* If the guiManager did something with the mouse event. */
if(guiManager.mouseEvent(_mouse)==true)
{
}
if (buttonClose.clicked==true)
{
std::cout<<"CLOSE\n";
active=false;
buttonClose.unclick();
}
if (buttonCharacterDetails.clicked==true)
{
if ( selectedCharacter != 0 )
{
std::cout<<"Character details\n";
//active=false;
//menuCharacterDetails.selectedTribe=selectedTribe;
menuCharacterDetails.init(selectedCharacter);
menuCharacterDetails.active=true;
//guiTableTribes.active=false;
Vector <Character*> vKnown = selectedCharacter->getAllKnownCharacters();
std::cout<<"Known:\n";
for (int i=0;i<vKnown.size();++i)
{
std::cout<<vKnown(i)->getFullName()<<"\n";
}
}
else
{
std::cout<<"Select a character first.\n";
}
buttonCharacterDetails.unclick();
}
if ( guiTableCharacters.lastClickedIndex != -1 )
{
lastRowClicked=guiTableCharacters.lastClickedIndex;
int totalIndex = 0;
for (int i=0;i<world.vTribe.size();++i)
{
for (int i2=0;i2<world.vTribe(i)->vCharacter.size();++i2)
{
if ( totalIndex == lastRowClicked )
{
selectedCharacter = world.vTribe(i)->vCharacter(i2);
}
++totalIndex;
}
}
for (int i=0;i<world.vCiv.size();++i)
{
for (int j=0;j<world.vCiv(i)->vCharacter.size();++j)
{
if ( totalIndex == lastRowClicked )
{
selectedCharacter = world.vCiv(i)->vCharacter(j);
}
++totalIndex;
}
}
guiTableCharacters.lastClickedIndex = -1;
}
}
return false;
}
void eventResize()
{
guiTableCharacters.setPanel(panelX1,panelY1,panelX2,panelY2-30);
buttonClose.setPanel(panelX2-40, panelY2-40, panelX2-20, panelY2-20);
buttonCharacterDetails.setPanel(panelX2-150, panelY1+40, panelX2-20, panelY1+20);
menuCharacterDetails.setPanel(panelX1,panelY1,panelX2,panelY2);
menuCharacterDetails.eventResize();
}
};
#endif