The Battle for Wesnoth 1.21.0-dev
 
Loading...
Searching...
No Matches
mouse_events.hpp
Go to the documentation of this file.
1/*
2 Copyright (C) 2006 - 2025
3 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
4 Copyright (C) 2003 by David White <dave@whitevine.net>
5 Part of the Battle for Wesnoth Project https://www.wesnoth.org/
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY.
13
14 See the COPYING file for more details.
15*/
16
17#pragma once
18
19#include "game_display.hpp" // for game_display -> display conversion.
20#include "map/location.hpp" // for map_location
21#include "mouse_handler_base.hpp" // for mouse_handler_base
22#include "pathfind/pathfind.hpp" // for marked_route, paths
23#include "units/map.hpp" // for unit_map, etc
24
25#include <set> // for set
26#include <vector> // for vector
27#include <SDL3/SDL_events.h> // for SDL_MouseButtonEvent
28
29class battle_context; // lines 23-23
30class play_controller;
31class team;
32class unit;
33
34namespace events{
35
37public:
41 void set_side(int side_number);
42 void cycle_units(const bool browse, const bool reverse = false);
43 void cycle_back_units(const bool browse) { cycle_units(browse, true); }
44
45 int get_path_turns() const { return path_turns_; }
46
47 /**
48 * @param loc the location occupied by the enemy
49 * @returns the location from which the selected unit can attack the enemy
50 */
52 const pathfind::paths& current_paths() const { return current_paths_; }
53
54 const map_location& get_last_hex() const { return last_hex_; }
56 void set_path_turns(const int path_turns) { path_turns_ = path_turns; }
57 void set_current_paths(const pathfind::paths & new_paths);
58 void deselect_hex();
60
62
64
65 pathfind::marked_route get_route(const unit* un, map_location go_to, const team &team) const;
66
68
69 // show the attack dialog and return the choice made
70 // which can be invalid if 'cancel' was used
71 int show_attack_dialog(const map_location& attacker_loc, const map_location& defender_loc, const map_location& attacker_src);
72 // wrapper to catch bad_alloc so this should be called
73 void attack_enemy(const map_location& attacker_loc, const map_location& defender_loc, int choice);
74
75 /** Moves a unit across the board for a player. */
76 std::size_t move_unit_along_route(const std::vector<map_location> & steps, bool & interrupted);
77
78 void select_hex(const map_location& hex, const bool browse,
79 const bool highlight = true,
80 const bool fire_event = true,
81 const bool force_unhighlight = false);
82
83 void move_action(bool browse) override;
84 void teleport_action();
85
86 void touch_action(const map_location hex, bool browse) override;
87
88 void select_or_action(bool browse);
89 void select_teleport();
90
91 /**
92 * Uses SDL and @ref game_display::hex_clicked_on
93 * to fetch the hex the mouse is hovering, if applicable.
94 */
95 const map_location hovered_hex() const;
96
97 /** Unit exists on the hex, no matter if friend or foe. */
98 bool hex_hosts_unit(const map_location& hex) const;
99
100 /**
101 * Use this to disable hovering an unit from highlighting its movement
102 * range.
103 *
104 * @see enable_units_highlight()
105 */
107
108 /**
109 * When unit highlighting is disabled, call this when the mouse no
110 * longer hovers any unit to enable highlighting again.
111 *
112 * @see disable_units_highlight()
113 */
115
116protected:
117 /**
118 * Due to the way this class is constructed we can assume that the
119 * display* gui_ member actually points to a game_display (derived class)
120 */
121 game_display& gui() override { return *gui_; }
122 /** Const version */
123 const game_display& gui() const override { return *gui_; }
124
125 int drag_threshold() const override;
126 /**
127 * Use update to force an update of the mouse state.
128 */
129 void mouse_motion(int x, int y, const bool browse, bool update=false, map_location loc = map_location::null_location()) override;
130 bool mouse_button_event(const SDL_MouseButtonEvent& event, uint8_t button, map_location loc, bool click = false) override;
131 bool right_click_show_menu(int x, int y, const bool browse) override;
132// bool left_click(int x, int y, const bool browse);
134
135 void touch_motion(int x, int y, const bool browse, bool update=false, map_location loc = map_location::null_location()) override;
136
137 void save_whiteboard_attack(const map_location& attacker_loc, const map_location& defender_loc, int weapon_choice);
138
139 // fill weapon choices into bc_vector
140 // return the best weapon choice
141 int fill_weapon_choices(std::vector<battle_context>& bc_vector, const unit_map::iterator& attacker, const unit_map::iterator& defender);
142 // the real function but can throw bad_alloc
143 // choice is the attack chosen in the attack dialog
144 void attack_enemy_(const map_location& attacker_loc
145 , const map_location& defender_loc
146 , int choice);
147
150 /*
151 * These return raw pointers instead of smart pointers.
152 * Useful if you don't want to increase the unit reference count.
153 */
155 const unit* find_unit_nonowning(const map_location& hex) const;
157private:
159
160 // Some common code from mouse_motion and touch_motion.
161 /**
162 * Highlight the hexes that a unit can move to.
163 *
164 * Based on the currently selected hex, selected unit and what's being moused-over,
165 * conditionally draw any planned moves for the unit passed as an argument.
166 */
167 void show_reach_for_unit(const unit_ptr& un);
168
171
172 // previous highlighted hexes
173 // the hex of the selected unit and empty hex are "free"
179 /**
180 * If non-empty, current_paths_.destinations contains a cache of highlighted
181 * hexes, likely the movement range or attack range of a unit.
182 */
188
193
195
197};
198
199}
map_location loc
Definition move.cpp:172
Computes the statistics of a battle between an attacker and a defender unit.
Definition attack.hpp:183
map_location last_hex_
last highlighted hex
void disable_units_highlight()
Use this to disable hovering an unit from highlighting its movement range.
int fill_weapon_choices(std::vector< battle_context > &bc_vector, const unit_map::iterator &attacker, const unit_map::iterator &defender)
bool move_unit_along_current_route()
Moves a unit along the currently cached route.
bool mouse_button_event(const SDL_MouseButtonEvent &event, uint8_t button, map_location loc, bool click=false) override
void cycle_back_units(const bool browse)
void show_reach_for_unit(const unit_ptr &un)
Highlight the hexes that a unit can move to.
const game_display & gui() const override
Const version.
void set_gui(game_display *gui)
void select_or_action(bool browse)
void attack_enemy_(const map_location &attacker_loc, const map_location &defender_loc, int choice)
void save_whiteboard_attack(const map_location &attacker_loc, const map_location &defender_loc, int weapon_choice)
int show_attack_dialog(const map_location &attacker_loc, const map_location &defender_loc, const map_location &attacker_src)
void set_current_paths(const pathfind::paths &new_paths)
pathfind::marked_route get_route(const unit *un, map_location go_to, const team &team) const
const pathfind::marked_route & get_current_route() const
play_controller & pc_
unit_map::iterator selected_unit()
map_location get_selected_hex() const
static mouse_handler * singleton_
void enable_units_highlight()
When unit highlighting is disabled, call this when the mouse no longer hovers any unit to enable high...
void touch_motion(int x, int y, const bool browse, bool update=false, map_location loc=map_location::null_location()) override
void attack_enemy(const map_location &attacker_loc, const map_location &defender_loc, int choice)
map_location previous_free_hex_
void select_hex(const map_location &hex, const bool browse, const bool highlight=true, const bool fire_event=true, const bool force_unhighlight=false)
const pathfind::paths & current_paths() const
unit_map::const_iterator find_unit(const map_location &hex) const
map_location current_unit_attacks_from(const map_location &loc) const
bool right_click_show_menu(int x, int y, const bool browse) override
Called in the default right_click when the context menu is about to be shown, can be used for preproc...
pathfind::marked_route current_route_
const map_location hovered_hex() const
Uses SDL and game_display::hex_clicked_on to fetch the hex the mouse is hovering, if applicable.
bool unit_in_cycle(const unit_map::const_iterator &it)
void touch_action(const map_location hex, bool browse) override
void set_side(int side_number)
void move_action(bool browse) override
Overridden in derived class.
static mouse_handler * get_singleton()
pathfind::paths current_paths_
If non-empty, current_paths_.destinations contains a cache of highlighted hexes, likely the movement ...
bool hex_hosts_unit(const map_location &hex) const
Unit exists on the hex, no matter if friend or foe.
int drag_threshold() const override
Minimum dragging distance to fire the drag&drop.
void set_path_turns(const int path_turns)
unit * find_unit_nonowning(const map_location &hex)
game_display & gui() override
Due to the way this class is constructed we can assume that the display* gui_ member actually points ...
void cycle_units(const bool browse, const bool reverse=false)
std::size_t move_unit_along_route(const std::vector< map_location > &steps, bool &interrupted)
Moves a unit across the board for a player.
const map_location & get_last_hex() const
void mouse_motion(int x, int y, const bool browse, bool update=false, map_location loc=map_location::null_location()) override
Use update to force an update of the mouse state.
This class stores all the data for a single 'side' (in game nomenclature).
Definition team.hpp:74
This class represents a single unit of a specific type.
Definition unit.hpp:39
Handling of system events.
General purpose widgets.
This module contains various pathfinding functions and utilities.
std::shared_ptr< unit > unit_ptr
Definition ptr.hpp:26
Encapsulates the map of the game.
Definition location.hpp:46
static const map_location & null_location()
Definition location.hpp:103
Structure which holds a single route and marks for special events.
Definition pathfind.hpp:142
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Definition pathfind.hpp:73