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vcmi/CPlayerInterface.h

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#pragma once
#include "global.h"
#include "CGameInterface.h"
#include "SDL.h"
#include "SDL_framerate.h"
class CDefEssential;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
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class CCastleInterface;
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class IShowable
{
public:
virtual void show(SDL_Surface * to = NULL)=0;
};
class IStatusBar
{
public:
virtual ~IStatusBar(){}; //d-tor
virtual void print(std::string text)=0; //prints text and refreshes statusbar
virtual void clear()=0;//clears statusbar and refreshes
virtual void show()=0; //shows statusbar (with current text)
virtual std::string getCurrent()=0;
};
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class IActivable
{
public:
virtual void activate()=0;
virtual void deactivate()=0;
};
class CIntObject //interface object
{
public:
SDL_Rect pos;
int ID;
};
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class CSimpleWindow : public virtual CIntObject, public IShowable
{
public:
SDL_Surface * bitmap;
CIntObject * owner;
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virtual void show(SDL_Surface * to = NULL);
CSimpleWindow():bitmap(NULL),owner(NULL){};
virtual ~CSimpleWindow();
};
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class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
{
public:
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int bitmapOffset;
int type; //advmapbutton=2
bool abs;
bool active;
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bool notFreeButton;
CIntObject * ourObj; // "owner"
int state;
std::vector< std::vector<SDL_Surface*> > imgs;
int curimg;
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virtual void show(SDL_Surface * to = NULL);
virtual void activate()=0;
virtual void deactivate()=0;
CButtonBase();
virtual ~CButtonBase();
};
class ClickableL : public virtual CIntObject //for left-clicks
{
public:
bool pressedL;
ClickableL();
virtual void clickLeft (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class ClickableR : public virtual CIntObject //for right-clicks
{
public:
bool pressedR;
ClickableR();
virtual void clickRight (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class Hoverable : public virtual CIntObject
{
public:
Hoverable(){hovered=false;}
bool hovered;
virtual void hover (bool on)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
{
public:
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class MotionInterested: public virtual CIntObject
{
public:
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class TimeInterested: public virtual CIntObject
{
public:
int toNextTick;
virtual void tick()=0;
virtual void activate();
virtual void deactivate();
};
template <typename T> class CSCButton: public CButtonBase, public ClickableL //prosty guzik, ktory tylko zmienia obrazek
{
public:
int3 posr; //position in the bitmap
int state;
T* delg;
void(T::*func)(tribool);
CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(tribool), T* Delg=NULL);
void clickLeft (tribool down);
void activate();
void deactivate();
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void show(SDL_Surface * to = NULL);
};
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{ //okno usuwa swoje komponenty w chwili zamkniecia
public:
CSCButton<CInfoWindow> okb;
std::vector<SComponent*> components;
virtual void okClicked(tribool down);
virtual void close();
CInfoWindow();
virtual ~CInfoWindow();
};
class CSelWindow : public CInfoWindow //component selection window
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{ //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac
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public:
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void selectionChange(CSelectableComponent * to);
void okClicked(tribool down);
void close();
CSelWindow(){};
};
class CRClickPopup : public IShowable, public ClickableR
{
public:
virtual void activate()=0;
virtual void deactivate()=0;
virtual void close()=0;
virtual ~CRClickPopup(){};
};
class CInfoPopup : public CRClickPopup
{
public:
bool free;
SDL_Surface * bitmap;
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
void clickRight (tribool down);
void activate();
void deactivate();
void close();
void show(SDL_Surface * to = NULL);
~CInfoPopup(){};
};
class SComponent : public ClickableR
{
public:
enum Etype
{
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primskill, secskill, resource, creature, artifact, experience
} type;
int subtype;
int val;
std::string description; //r-click
std::string subtitle;
SComponent(Etype Type, int Subtype, int Val);
//SComponent(const & SComponent r);
void clickRight (tribool down);
virtual SDL_Surface * getImg();
virtual void activate();
virtual void deactivate();
};
class CSelectableComponent : public SComponent, public ClickableL
{
public:
bool selected;
bool customB;
SDL_Surface * border, *myBitmap;
CSelWindow * owner;
void clickLeft(tribool down);
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CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner=NULL, SDL_Surface * Border=NULL);
~CSelectableComponent();
void activate();
void deactivate();
void select(bool on);
SDL_Surface * getImg();
};
class CGarrisonInt;
class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
{
public:
CGarrisonInt *owner;
const CCreature * creature;
int count;
int upg; //0 - up garrison, 1 - down garrison
virtual void hover (bool on);
void clickRight (tribool down);
void clickLeft(tribool down);
void activate();
void deactivate();
void show();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
};
class CGarrisonInt :public CIntObject
{
public:
int interx, intery;
CGarrisonSlot *highlighted;
SDL_Surface *sur;
int offx, offy;
bool ignoreEvent, update;
const CCreatureSet *set1;
const CCreatureSet *set2;
std::vector<CGarrisonSlot*> *sup, *sdown;
const CGObjectInstance *oup, *odown;
void activate();
void deactivate();
void show();
void activeteSlots();
void deactiveteSlots();
void deleteSlots();
void createSlots();
void recreateSlots();
CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CGObjectInstance *s1, const CGObjectInstance *s2=NULL);
~CGarrisonInt();
};
class CPlayerInterface : public CGameInterface
{
public:
bool makingTurn;
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SDL_Event * current;
IActivable *curint;
CAdvMapInt * adventureInt;
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CCastleInterface * castleInt;
FPSmanager * mainFPSmng;
IStatusBar *statusbar;
//TODO: town interace, battle interface, other interfaces
CCallback * cb;
std::vector<ClickableL*> lclickable;
std::vector<ClickableR*> rclickable;
std::vector<Hoverable*> hoverable;
std::vector<KeyInterested*> keyinterested;
std::vector<MotionInterested*> motioninterested;
std::vector<TimeInterested*> timeinterested;
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std::vector<IShowable*> objsToBlit;
SDL_Surface * hInfo, *tInfo;
std::vector<std::pair<int, int> > slotsPos;
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82,
*halls, *forts, *bigTownPic;
std::map<int,SDL_Surface*> heroWins;
std::map<int,SDL_Surface*> townWins;
//overloaded funcs from Interface
void yourTurn();
void heroMoved(const HeroMoveDetails & details);
void tileRevealed(int3 pos);
void tileHidden(int3 pos);
void heroKilled(const CGHeroInstance* hero);
void heroCreated(const CGHeroInstance* hero);
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void receivedResource(int type, int val);
void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID);
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
void garrisonChanged(const CGObjectInstance * obj);
//battles
void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void actionStarted(Action action);//occurs BEFORE every action taken by any stack or by the hero
void actionFinished(Action action);//occurs AFTER every action taken by any stack or by the hero
void activeStack(int stackID); //called when it's turn of that stack
void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner);
//-------------//
void showComp(SComponent comp);
void openTownWindow(const CGTownInstance * town); //shows townscreen
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
void handleEvent(SDL_Event * sEvent);
void handleKeyDown(SDL_Event *sEvent);
void handleKeyUp(SDL_Event *sEvent);
void handleMouseMotion(SDL_Event *sEvent);
void init(ICallback * CB);
int3 repairScreenPos(int3 pos);
void showInfoDialog(std::string text, std::vector<SComponent*> & components);
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void removeObjToBlit(IShowable* obj);
SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
CPlayerInterface(int Player, int serial);
};
class CStatusBar
: public CIntObject, public IStatusBar
{
public:
SDL_Surface * bg; //background
int middlex, middley; //middle of statusbar
std::string current; //text currently printed
CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
~CStatusBar(); //d-tor
void print(std::string text); //prints text and refreshes statusbar
void clear();//clears statusbar and refreshes
void show(); //shows statusbar (with current text)
std::string getCurrent();
};
class CList
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
{
public:
SDL_Surface * bg;
CDefHandler *arrup, *arrdo;
SDL_Surface *empty, *selection;
SDL_Rect arrupp, arrdop; //positions of arrows
int posw, posh; //position width/height
int selected, //id of selected position, <0 if none
from;
const int SIZE;
tribool pressed; //true=up; false=down; indeterminate=none
CList(int Size = 5);
void clickLeft(tribool down);
void activate();
void deactivate();
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void genList()=0;
virtual void select(int which)=0;
virtual void draw()=0;
};
class CHeroList
: public CList
{
public:
CDefHandler *mobile, *mana;
std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
CHeroList(int Size = 5);
void genList();
void select(int which);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void clickLeft(tribool down);
void clickRight(tribool down);
void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void updateHList();
void updateMove(const CGHeroInstance* which); //draws move points bar
void redrawAllOne(int which);
void draw();
void init();
};
template<typename T>
class CTownList
: public CList
{
public:
T* owner;
void(T::*fun)();
std::vector<const CGTownInstance*> items;
int posporx,pospory;
CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
~CTownList();
void genList();
void select(int which);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void clickLeft(tribool down);
void clickRight(tribool down);
void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void draw();
};