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Menu_Settlements.hpp
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#pragma once
#ifndef WORLDSIM_MENU_SETTLEMENTS_HPP
#define WORLDSIM_MENU_SETTLEMENTS_HPP
/* WorldSim: Menu_Settlements.hpp
This menu shows a database of all settlements in the world.
The player can click a civ to get more detailed information of that particular settlement.
*/
#include "Menu_SettlementDetails.cpp"
#include <Graphics/GUI/GUI_Table.hpp>
#include <Container/Table/Table.hpp>
class Menu_Settlements: public GUI_Interface
{
public:
GUI_Manager guiManager;
/* Colours / theme. */
ColourRGB <unsigned char> cNormal;
ColourRGB <unsigned char> cSelected;
ColourRGB <unsigned char> cDropPanel;
ColourRGB <unsigned char> cHighlight;
Wildcat::Font* font;
GUI_Button buttonClose;
/* Menu for investigating an individual civ */
GUI_Button buttonSettlementDetails;
// TABLE FOR CIVS
Table2 tSettlements;
GUI_Table guiTableSettlements;
int lastRowClicked;
Settlement* selectedSettlement;
Menu_SettlementDetails menuSettlementDetails;
Menu_Settlements()
{
lastRowClicked=-1;
selectedSettlement=0;
}
void setFont(Wildcat::Font* _font)
{
font = _font;
guiManager.setFont(_font);
menuSettlementDetails.setFont(_font);
}
void init()
{
lastRowClicked=-1;
selectedSettlement=0;
active = false;
/* Initialise theme. */
cNormal.set(220,220,220);
cSelected.set(180,180,180);
cDropPanel.set(170,170,170);
cHighlight.set(255,160,160);
buttonClose.text="X";
buttonClose.setColours(cNormal,cHighlight,0);
buttonClose.active=true;
buttonSettlementDetails.text="Details";
buttonSettlementDetails.setColours(cNormal,cHighlight,0);
buttonSettlementDetails.active=true;
buttonSettlementDetails.clicked=false;
guiTableSettlements.clear();
guiTableSettlements.table = &tSettlements;
guiTableSettlements.alpha=0;
guiTableSettlements.active=true;
guiTableSettlements.addColumn("Name","name",240);
guiTableSettlements.addColumn("Race","race",120);
guiTableSettlements.addColumn("Population","population",120);
guiTableSettlements.addColumn("Civilization","civilization",120);
//guiTableSettlements.addColumn("Coordinates","coordinates",120);
//guiTableSettlements.addColumn("Territory","territory",120);
tSettlements.clear();
for (int i=0;i<world.vCiv.size();++i)
{
for (int j=0;j<world.vCiv(i)->vSettlement.size();++j)
{
tSettlements.addRow(world.vCiv(i)->vSettlement(j));
}
}
guiManager.add(&buttonClose);
guiManager.add(&buttonSettlementDetails);
guiManager.add(&guiTableSettlements);
menuSettlementDetails.init();
menuSettlementDetails.active=false;
eventResize();
menuSettlementDetails.eventResize();
}
void render()
{
int nSettlements = 0;
for (int i=0;i<world.vCiv.size();++i)
{
for (int j=0;j<world.vCiv(i)->vSettlement.size();++j)
{
++nSettlements;
break;
}
}
if (nSettlements==0)
{
active=false;
return;
}
if ( menuSettlementDetails.active )
{
menuSettlementDetails.render();
}
else if ( active )
{
Renderer::placeColour4a(150,150,150,200,panelX1,panelY1,panelX2,panelY2);
font8x8.drawText("SETTLEMENT LIST MENU",panelX1,panelY2-20,panelX2,panelY2-5, true, true);
guiManager.render();
}
}
bool keyboardEvent (Keyboard* _keyboard)
{
if ( menuSettlementDetails.active )
{
return menuSettlementDetails.keyboardEvent(_keyboard);
}
else if ( active )
{
return guiManager.keyboardEvent(_keyboard);
}
return false;
}
bool mouseEvent (Mouse* _mouse)
{
if ( menuSettlementDetails.active )
{
menuSettlementDetails.mouseEvent(_mouse);
}
else if ( active )
{
/* If the guiManager did something with the mouse event. */
if(guiManager.mouseEvent(_mouse)==true)
{
}
if (buttonClose.clicked==true)
{
active=false;
buttonClose.unclick();
}
if (buttonSettlementDetails.clicked==true)
{
if ( selectedSettlement != 0 )
{
std::cout<<"Settlement details\n";
active=false;
menuSettlementDetails.selectedSettlement=selectedSettlement;
menuSettlementDetails.init(selectedSettlement);
menuSettlementDetails.active=true;
guiTableSettlements.active=false;
}
else
{
std::cout<<"Select a civ first.\n";
}
buttonSettlementDetails.unclick();
}
if (guiTableSettlements.lastClickedIndex != -1)
{
lastRowClicked = guiTableSettlements.lastClickedIndex;
int index = 0;
bool found = false; // Added flag to indicate when the settlement is found
for (int i = 0; i < world.vCiv.size() && !found; ++i)
{
for (int j = 0; j < world.vCiv(i)->vSettlement.size() && !found; ++j)
{
if (index == lastRowClicked)
{
selectedSettlement = world.vCiv(i)->vSettlement(j);
worldViewer.setCenterTile(selectedSettlement->worldX, selectedSettlement->worldY);
found = true; // Set the flag to true when the settlement is found
break; // Break out of the inner loop
}
++index;
}
// No need for an explicit break here; the condition in the for-loop handles it
}
guiTableSettlements.lastClickedIndex = -1;
}
}
return false;
}
void eventResize()
{
guiTableSettlements.setPanel(panelX1,panelY1,panelX2,panelY2-30);
buttonClose.setPanel(panelX2-40, panelY2-40, panelX2-20, panelY2-20);
buttonSettlementDetails.setPanel(panelX2-100, panelY1+40, panelX2-20, panelY1+20);
menuSettlementDetails.setPanel(panelX1,panelY1,panelX2,panelY2);
menuSettlementDetails.eventResize();
}
};
#endif