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vcmi/client/widgets/CGarrisonInt.h

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/*
* CGarrisonInt.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../windows/CWindowObject.h"
class CGarrisonInt;
class CButton;
class CArmedInstance;
class CAnimImage;
class CCreatureSet;
class CGarrisonSlot;
class CStackInstance;
class CLabel;
/// A single garrison slot which holds one creature of a specific amount
class CGarrisonSlot : public CIntObject
{
SlotID ID; //for identification
CGarrisonInt *owner;
const CStackInstance * myStack; //nullptr if slot is empty
const CCreature * creature;
/// Type of Garrison for slot (up or down)
enum EGarrisonType
{
UP=0, ///< 0 - up garrison (Garrisoned)
DOWN, ///< 1 - down garrison (Visiting)
} upg; ///< Flag indicating if it is the up or down garrison
std::shared_ptr<CAnimImage> creatureImage;
std::shared_ptr<CAnimImage> selectionImage; // image for selection, not always visible
std::shared_ptr<CLabel> stackCount;
bool viewInfo();
bool highlightOrDropArtifact();
bool split();
bool mustForceReselection() const;
void setHighlight(bool on);
std::function<void()> getDismiss() const;
public:
virtual void hover (bool on) override; //call-in
const CArmedInstance * getObj() const;
bool our() const;
SlotID getSlot() const { return ID; }
bool ally() const;
void clickRight(tribool down, bool previousState) override;
void clickLeft(tribool down, bool previousState) override;
void update();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * creature_ = nullptr);
void splitIntoParts(EGarrisonType type, int amount);
bool handleSplittingShortcuts(); /// Returns true when some shortcut is pressed, false otherwise
friend class CGarrisonInt;
};
/// Class which manages slots of upper and lower garrison, splitting of units
class CGarrisonInt :public CIntObject
{
/// Chosen slot. Should be changed only via selectSlot.
CGarrisonSlot * highlighted;
bool inSplittingMode;
std::vector<std::shared_ptr<CGarrisonSlot>> availableSlots; ///< Slots of upper and lower garrison
void createSlots();
bool checkSelected(const CGarrisonSlot * selected, TQuantity min = 0) const;
public:
int interx; ///< Space between slots
Point garOffset; ///< Offset between garrisons (not used if only one hero)
std::vector<std::shared_ptr<CButton>> splitButtons; ///< May be empty if no buttons
SlotID p2; ///< TODO: comment me
bool pb,
smallIcons, ///< true - 32x32 imgs, false - 58x64
removableUnits, ///< player Can remove units from up
twoRows, ///< slots Will be placed in 2 rows
owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
const CGarrisonSlot * getSelection() const;
void setSplittingMode(bool on);
bool getSplittingMode();
bool hasEmptySlot(CGarrisonSlot::EGarrisonType type) const;
SlotID getEmptySlot(CGarrisonSlot::EGarrisonType type) const;
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const CArmedInstance * armedObjs[2]; ///< [0] is upper, [1] is down
void setArmy(const CArmedInstance * army, bool bottomGarrison);
void addSplitBtn(std::shared_ptr<CButton> button);
void recreateSlots();
void splitClick(); ///< handles click on split button
void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
void moveStackToAnotherArmy(const CGarrisonSlot * selected);
void bulkMoveArmy(const CGarrisonSlot * selected);
void bulkMergeStacks(const CGarrisonSlot * selected); // Gather all creatures of selected type to the selected slot from other hero/garrison slots
void bulkSplitStack(const CGarrisonSlot * selected); // Used to separate one-creature troops from main stack
void bulkSmartSplitStack(const CGarrisonSlot * selected);
/// Constructor
/// @param x, y Position
/// @param inx Distance between slots;
/// @param garsOffset
/// @param s1, s2 Top and bottom armies
/// @param _removableUnits You can take units from top
/// @param smallImgs Units images size 64x58 or 32x32
/// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
CGarrisonInt(int x, int y, int inx,
const Point & garsOffset,
const CArmedInstance * s1, const CArmedInstance * s2 = nullptr,
bool _removableUnits = true,
bool smallImgs = false,
bool _twoRows = false);
};
class CGarrisonHolder
{
public:
virtual void updateGarrisons() = 0;
};