restore some game functionallity

* i'm gradually restoring game functionality with the new modules design, though still a lot to do
* you can reload all scripts and modules using Ctrl+R shortcut while playing (finally! this is the reason of all this rework)
* a bunch of fixes, but new regression too :P
* fix performance issue that could lead freezes in the client in older machines
* completely new game module with new design
* fix crashs in map render
* remove uigame.cpp (now every game input is via lua)
* enable DEBUG macro by default, with it you are able to view any possible lua leak while running
This commit is contained in:
Eduardo Bart
2012-03-18 10:34:39 -03:00
parent 26629cf77c
commit c0611bfe2a
99 changed files with 938 additions and 388 deletions

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@@ -1,14 +1,14 @@
GameSidePanel < UIMiniWindowContainer
image-source: /core_styles/styles/images/sidepanel.png
image-source: images/sidepanel.png
image-border: 4
GameBottomPanel < Panel
image-source: /core_styles/styles/images/bottompanel.png
image-source: images/bottompanel.png
image-border: 4
GameMapPanel < UIMap
padding: 4
image-source: /core_styles/styles/images/mappanel.png
image-source: images/mappanel.png
image-border: 4
UIGame
@@ -16,7 +16,7 @@ UIGame
anchors.fill: parent
anchors.top: topMenu.bottom
InterfacePanel
GameSidePanel
id: gameRightPanel
width: 190
layout: verticalBox

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@@ -1,75 +0,0 @@
function UIItem:onDragEnter(mousePos)
if self:isVirtual() then return false end
local item = self:getItem()
if not item then return false end
self:setBorderWidth(1)
self.parsed = false
self.currentDragThing = item
Mouse.setTargetCursor()
return true
end
function UIItem:onDragLeave(droppedWidget, mousePos)
if self:isVirtual() then return false end
if not self.parsed then
self.currentDragThing = nil
end
Mouse.restoreCursor()
self:setBorderWidth(0)
return true
end
function UIItem:onDrop(widget, mousePos)
if self:isVirtual() then return false end
if not widget or not widget.currentDragThing then return true end
local pos = self.position
local count = widget.currentDragThing:getCount()
if widget.currentDragThing:isStackable() and count > 1 then
widget.parsed = true
local moveWindow = displayUI('/game/movewindow.otui')
local spinbox = moveWindow:getChildById('spinbox')
spinbox:setMaximum(count)
spinbox:setMinimum(1)
spinbox:setCurrentIndex(count)
local okButton = moveWindow:getChildById('buttonOk')
okButton.onClick = function() g_game.move(widget.currentDragThing, pos, spinbox:getCurrentIndex()) okButton:getParent():destroy() widget.currentDragThing = nil end
moveWindow.onEnter = okButton.onClick
else
g_game.move(widget.currentDragThing, pos, 1)
end
self:setBorderWidth(0)
return true
end
function UIItem:onHoverChange(hovered)
if self:isVirtual() then return end
local draggingWidget = g_ui.getDraggingWidget()
if draggingWidget and self ~= draggingWidget then
local gotMap = draggingWidget:getClassName() == 'UIMap'
local gotItem = draggingWidget:getClassName() == 'UIItem' and not draggingWidget:isVirtual()
if hovered and (gotItem or gotMap) then
self:setBorderWidth(1)
else
self:setBorderWidth(0)
end
end
end
function UIItem:onMouseRelease(mousePosition, mouseButton)
if self:isVirtual() then return false end
local item = self:getItem()
if not item or not self:containsPoint(mousePosition) then return false end
return g_game.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item)
end

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@@ -1,36 +0,0 @@
UIMiniWindow = extends(UIWindow)
function UIMiniWindow.create()
local miniwindow = UIMiniWindow.internalCreate()
return miniwindow
end
function UIMiniWindow:onDragEnter(mousePos)
local parent = self:getParent()
if not parent then return false end
if parent:getClassName() == 'UIMiniWindowContainer' then
local containerParent = parent:getParent()
parent:removeChild(self)
containerParent:addChild(self)
end
local oldPos = self:getPosition()
self.movingReference = { x = mousePos.x - oldPos.x, y = mousePos.y - oldPos.y }
self:setPosition(oldPos)
return true
end
function UIMiniWindow:onDragLeave(droppedWidget, mousePos)
-- TODO: drop on other interfaces
end
function UIMiniWindow:onFocusChange(focused)
-- miniwindows only raises when its outside MiniWindowContainers
if not focused then return end
local parent = self:getParent()
if parent and parent:getClassName() ~= 'UIMiniWindowContainer' then
self:raise()
end
end

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@@ -1,12 +0,0 @@
UIMiniWindowContainer = extends(UIWidget)
function UIMiniWindowContainer.create()
local container = UIMiniWindowContainer.internalCreate()
container:setFocusable(false)
container:setPhantom(true)
return container
end
function UIMiniWindowContainer:getClassName()
return 'UIMiniWindowContainer'
end