27 #include <SDL2/SDL_events.h>
42 void cycle_units(
const bool browse,
const bool reverse =
false);
82 const bool highlight =
true,
84 const bool force_unhighlight =
false);
Computes the statistics of a battle between an attacker and a defender unit.
map_location last_hex_
last highlighted hex
void disable_units_highlight()
Use this to disable hovering an unit from highlighting its movement range.
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
int show_attack_dialog(const map_location &attacker_loc, const map_location &defender_loc)
void cycle_back_units(const bool browse)
map_location previous_hex_
void show_reach_for_unit(const unit_ptr &un)
Highlight the hexes that a unit can move to.
game_display & gui() override
Due to the way this class is constructed we can assume that the display* gui_ member actually points ...
void set_gui(game_display *gui)
static mouse_handler * get_singleton()
const pathfind::paths & current_paths() const
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)
const game_display & gui() const override
Const version.
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
unit_map::iterator selected_unit()
map_location get_selected_hex() const
static mouse_handler * singleton_
int fill_weapon_choices(std::vector< battle_context > &bc_vector, unit_map::iterator attacker, unit_map::iterator defender)
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)
void invalidate_reachmap()
std::set< map_location > get_adj_enemies(const map_location &loc, int side) const
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)
int get_path_turns() const
unit_map::const_iterator find_unit(const map_location &hex) const
map_location current_unit_attacks_from(const map_location &loc) const
mouse_handler(game_display *gui, play_controller &pc)
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...
map_location selected_hex_
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.
void touch_action(const map_location hex, bool browse) override
bool unit_in_cycle(unit_map::const_iterator it)
void set_side(int side_number)
void move_action(bool browse) override
Overridden in derived class.
pathfind::paths current_paths_
If non-empty, current_paths_.destinations contains a cache of highlighted hexes, likely the movement ...
const map_location & get_last_hex() const
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)
const pathfind::marked_route & get_current_route() const
bool preventing_units_highlight_
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.
void show_attack_options(const unit_map::const_iterator &u)
Causes attackable hexes to be highlighted.
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).
This class represents a single unit of a specific type.
Handling of system events.
bool fire_event(const ui_event event, const std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
This module contains various pathfinding functions and utilities.
std::shared_ptr< unit > unit_ptr
Encapsulates the map of the game.
static const map_location & null_location()
Structure which holds a single route and marks for special events.
Object which contains all the possible locations a unit can move to, with associated best routes to t...