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/**
* @file control.h
*
* Interface of the character and main control panels
*/
#pragma once
#include <cstddef>
#include <cstdint>
#include <SDL.h>
#ifdef USE_SDL1
#include "utils/sdl2_to_1_2_backports.h"
#endif
#include "DiabloUI/ui_flags.hpp"
#include "engine.h"
#include "engine/point.hpp"
#include "engine/rectangle.hpp"
#include "engine/render/text_render.hpp"
#include "panels/ui_panels.hpp"
#include "spelldat.h"
#include "spells.h"
#include "utils/attributes.h"
#include "utils/stdcompat/optional.hpp"
#include "utils/stdcompat/string_view.hpp"
#include "utils/string_or_view.hpp"
#include "utils/ui_fwd.h"
namespace devilution {
constexpr Size SidePanelSize { 320, 352 };
extern bool dropGoldFlag;
extern bool chrbtn[4];
extern bool lvlbtndown;
extern int dropGoldValue;
extern bool chrbtnactive;
extern UiFlags InfoColor;
extern int sbooktab;
extern int8_t initialDropGoldIndex;
extern bool talkflag;
extern bool sbookflag;
extern bool chrflag;
extern StringOrView InfoString;
extern bool panelflag;
extern int initialDropGoldValue;
extern bool panbtndown;
extern bool spselflag;
const Rectangle &GetMainPanel();
const Rectangle &GetLeftPanel();
const Rectangle &GetRightPanel();
bool IsLeftPanelOpen();
bool IsRightPanelOpen();
extern std::optional<OwnedSurface> pBtmBuff;
extern OptionalOwnedClxSpriteList pGBoxBuff;
extern SDL_Rect PanBtnPos[8];
void CalculatePanelAreas();
bool IsChatAvailable();
/**
* @brief Moves the mouse to the first attribute "+" button.
*/
void FocusOnCharInfo();
/**
* @brief Check if the UI can cover the game area entierly
*/
inline bool CanPanelsCoverView()
{
const Rectangle &mainPanel = GetMainPanel();
return GetScreenWidth() <= mainPanel.size.width && GetScreenHeight() <= SidePanelSize.height + mainPanel.size.height;
}
void DrawSpellList(const Surface &out);
void SetSpell();
void SetSpeedSpell(size_t slot);
void ToggleSpell(size_t slot);
void AddPanelString(string_view str);
void AddPanelString(std::string &&str);
void DrawPanelBox(const Surface &out, SDL_Rect srcRect, Point targetPosition);
Point GetPanelPosition(UiPanels panel, Point offset = { 0, 0 });
/**
* Draws the top dome of the life flask (that part that protrudes out of the control panel).
* The empty flask cel is drawn from the top of the flask to the fill level (there is always a 2 pixel "air gap") and
* the filled flask cel is drawn from that level to the top of the control panel if required.
*/
void DrawLifeFlaskUpper(const Surface &out);
/**
* Controls the drawing of the area of the life flask within the control panel.
* First sets the fill amount then draws the empty flask cel portion then the filled
* flask portion.
*/
void DrawLifeFlaskLower(const Surface &out);
/**
* Draws the top dome of the mana flask (that part that protrudes out of the control panel).
* The empty flask cel is drawn from the top of the flask to the fill level (there is always a 2 pixel "air gap") and
* the filled flask cel is drawn from that level to the top of the control panel if required.
*/
void DrawManaFlaskUpper(const Surface &out);
/**
* Controls the drawing of the area of the mana flask within the control panel.
*/
void DrawManaFlaskLower(const Surface &out);
/**
* Controls drawing of current / max values (health, mana) within the control panel.
*/
void DrawFlaskValues(const Surface &out, Point pos, int currValue, int maxValue);
/**
* @brief calls on the active player object to update HP/Mana percentage variables
*
* This is used to ensure that DrawFlask routines display an accurate representation of the players health/mana
*
* @see Player::UpdateHitPointPercentage() and Player::UpdateManaPercentage()
*/
void control_update_life_mana();
/**
* @brief draws the current right mouse button spell.
* @param out screen buffer representing the main UI panel
*/
void DrawSpell(const Surface &out);
void InitControlPan();
void DrawCtrlPan(const Surface &out);
/**
* Draws the control panel buttons in their current state. If the button is in the default
* state draw it from the panel cel(extract its sub-rect). Else draw it from the buttons cel.
*/
void DrawCtrlBtns(const Surface &out);
/**
* Clears panel button flags.
*/
void ClearPanBtn();
/**
* Checks if the mouse cursor is within any of the panel buttons and flag it if so.
*/
void DoPanBtn();
void control_check_btn_press();
void DoAutoMap();
/**
* Checks the mouse cursor position within the control panel and sets information
* strings if needed.
*/
void CheckPanelInfo();
/**
* Check if the mouse is within a control panel button that's flagged.
* Takes apropiate action if so.
*/
void CheckBtnUp();
void FreeControlPan();
/**
* Sets a string to be drawn in the info box and then draws it.
*/
void DrawInfoBox(const Surface &out);
void CheckLvlBtn();
void ReleaseLvlBtn();
void DrawLevelUpIcon(const Surface &out);
void CheckChrBtns();
void ReleaseChrBtns(bool addAllStatPoints);
void DrawDurIcon(const Surface &out);
void RedBack(const Surface &out);
void DrawSpellBook(const Surface &out);
void DrawGoldSplit(const Surface &out, int amount);
void control_drop_gold(SDL_Keycode vkey);
void DrawTalkPan(const Surface &out);
bool control_check_talk_btn();
void control_release_talk_btn();
void control_type_message();
void control_reset_talk();
bool IsTalkActive();
void control_new_text(string_view text);
bool control_presskeys(SDL_Keycode vkey);
void DiabloHotkeyMsg(uint32_t dwMsg);
void CloseGoldDrop();
void GoldDropNewText(string_view text);
extern Rectangle ChrBtnsRect[4];
} // namespace devilution