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gui_tilemap.hpp
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gui_tilemap.hpp
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// This file is part of openCaesar3.
//
// openCaesar3 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 3 of the License, or
// (at your option) any later version.
//
// openCaesar3 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 openCaesar3. If not, see <http://www.gnu.org/licenses/>.
//
// Copyright 2012-2013 Gregoire Athanase, gathanase@gmail.com
#ifndef GUI_TILEMAP_HPP
#define GUI_TILEMAP_HPP
#include <list>
#include <vector>
#include <memory>
#include <picture.hpp>
#include <city.hpp>
#include <tilemap.hpp>
#include <tilemap_area.hpp>
class ScreenGame;
/* Draws the tilemap area on the screen thanks to the GfxEngine, and handle user events */
class GuiTilemap
{
public:
GuiTilemap();
~GuiTilemap();
void init(City &city, TilemapArea &mapArea, ScreenGame *screen);
TilemapArea &getMapArea();
// draws the tilemap on the screen, using a dumb back to front drawing of all pictures.
void drawTilemap();
// returns the tile at the cursor position.
Tile* getTileXY(const int x, const int y);
void handleEvent(SDL_Event &event);
// sets the current build tool (if any)
void setBuildInstance(Construction *buildInstance);
// sets the current remove tool (if any)
void setRemoveTool();
// activate/deactivate build preview (aka priorityTiles)
void setPreview(const bool isPreview);
protected:
// used to discard the build/remove preview
void discardPreview();
// used to display the future building at mouse location
void checkPreviewBuild(const int i, const int j);
// used to display the future removed building at mouse location
void checkPreviewRemove(const int i, const int j);
// returns the tile at the grid position (handles priority tiles)
Tile& getTileIJ(const int i, const int j);
// update preview tiles
void updatePreviewTiles();
void drawTile( const Tile &tile );
void drawTileEx( const Tile& tile, const int depth );
private:
City* _city; // city to display
Tilemap* _tilemap;
TilemapArea* _mapArea; // visible map area
// current map offset, for private use
int _tilemap_xoffset;
int _tilemap_yoffset;
std::vector<Tile*> _multiTiles; // used to avoid redisplay of a multi-tile.
//std::list<Tile*> _priorityTiles; // these tiles have priority over "normal" tilemap tiles!
bool _isPreview;
bool _removeTool; // true when using "clear land" tool
Construction *_buildInstance;
ScreenGame *_screenGame;
class Impl;
std::auto_ptr< Impl > _d;
};
#endif