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vcmi/client/GUIClasses.h

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#ifndef __GUICLASSES_H__
#define __GUICLASSES_H__
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#include "../global.h"
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#include "SDL_framerate.h"
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#include "GUIBase.h"
#include "FunctionList.h"
#include <set>
#include <list>
#include <boost/thread/mutex.hpp>
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
/*
* GUIClasses.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
*
*/
class CDefEssential;
class AdventureMapButton;
class CHighlightableButtonsGroup;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class CCastleInterface;
class CBattleInterface;
class CStack;
class SComponent;
class CCreature;
struct SDL_Surface;
struct CPath;
class CCreatureAnimation;
class CSelectableComponent;
class CCreatureSet;
class CGObjectInstance;
class CGDwelling;
class CSlider;
struct UpgradeInfo;
template <typename T> struct CondSh;
class CInGameConsole;
class CGarrisonInt;
class CInGameConsole;
class Component;
class CArmedInstance;
class CGTownInstance;
class StackState;
class CPlayerInterface;
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class CHeroWindow;
class CArtifact;
class CArtifactsOfHero;
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class CResDataBar;
struct SPuzzleInfo;
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
{ //window able to delete its components when closed
public:
bool delComps; //whether comps will be deleted
std::vector<AdventureMapButton *> buttons;
std::vector<SComponent*> components;
CSlider *slider;
virtual void close();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void activate();
void sliderMoved(int to);
void deactivate();
CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, bool delComps); //c-tor
CInfoWindow(); //c-tor
~CInfoWindow(); //d-tor
static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps, int player); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
};
class CSelWindow : public CInfoWindow //component selection window
{ //warning - this window deletes its components by closing!
public:
void selectionChange(unsigned to);
void madeChoice(); //looks for selected component and calls callback
CSelWindow(const std::string& text, int player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, int askID); //c-tor
CSelWindow(){}; //c-tor
//notification - this class inherits important destructor from CInfoWindow
};
class CRClickPopup : public CIntObject //popup displayed on R-click
{
public:
virtual void activate();
virtual void deactivate();
virtual void close();
void clickRight(tribool down, bool previousState);
virtual ~CRClickPopup(){}; //d-tor
};
class CRClickPopupInt : public CRClickPopup //popup displayed on R-click
{
public:
IShowActivable *inner;
bool delInner;
void show(SDL_Surface * to);
CRClickPopupInt(IShowActivable *our, bool deleteInt); //c-tor
virtual ~CRClickPopupInt(); //d-tor
};
class CInfoPopup : public CRClickPopup
{
public:
bool free; //TODO: comment me
SDL_Surface * bitmap; //popup background
void close();
void show(SDL_Surface * to);
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor
~CInfoPopup(); //d-tor
};
class SComponent : public virtual CIntObject //common popup window component
{
public:
enum Etype
{
primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck, building, hero, flag
} type; //component type
int subtype; //TODO: comment me
int val; //TODO: comment me
std::string description; //r-click
std::string subtitle; //TODO: comment me
void init(Etype Type, int Subtype, int Val);
SComponent(Etype Type, int Subtype, int Val); //c-tor
SComponent(const Component &c); //c-tor
SComponent(){}; //c-tor
virtual ~SComponent(){}; //d-tor
void clickRight(tribool down, bool previousState); //call-in
virtual SDL_Surface * getImg();
virtual void show(SDL_Surface * to);
virtual void activate();
virtual void deactivate();
};
class CCustomImgComponent : public SComponent
{
public:
SDL_Surface *bmp; //our image
bool free; //should surface be freed on delete
SDL_Surface * getImg();
CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor
~CCustomImgComponent(); //d-tor
};
class CSelectableComponent : public SComponent, public KeyShortcut
{
public:
bool selected; //if true, this component is selected
bool customB; //TODO: comment me
SDL_Surface * border, *myBitmap;
boost::function<void()> onSelect; //function called on selection change
void clickLeft(tribool down, bool previousState); //call-in
void init(SDL_Surface * Border);
CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
~CSelectableComponent(); //d-tor
virtual void show(SDL_Surface * to);
void activate();
void deactivate();
void select(bool on);
SDL_Surface * getImg(); //returns myBitmap
};
class CGarrisonInt;
class CGarrisonSlot : public CIntObject
{
public:
CGarrisonInt *owner;
const CCreature * creature; //creature in slot
int count; //number of creatures
int upg; //0 - up garrison, 1 - down garrison
bool active; //TODO: comment me
virtual void hover (bool on); //call-in
const CArmedInstance * getObj();
void clickRight(tribool down, bool previousState);
void clickLeft(tribool down, bool previousState);
void activate();
void deactivate();
void show(SDL_Surface * to);
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
~CGarrisonSlot(); //d-tor
};
class CGarrisonInt :public CIntObject
{
public:
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int interx; //space between slots
Point garOffset, //offset between garrisons (not used if only one hero)
surOffset, //offset between garrison position on the bg surface and position on the screen
shiftPoint;//how last slots will be shifted (for second row, set shiftPoint for effect)
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CGarrisonSlot *highlighted; //chosen slot
std::vector<AdventureMapButton *> splitButtons; //may be empty if no buttons
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SDL_Surface *&sur; //bg surface
int p2, //TODO: comment me
shiftPos;//1st slot of the second row, set shiftPoint for effect
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bool ignoreEvent, update, active, splitting, pb,
smallIcons; //true - 32x32 imgs, false - 58x64
bool removableUnits;
const CCreatureSet *set1; //top set of creatures
const CCreatureSet *set2; //bottom set of creatures
std::vector<CGarrisonSlot*> *sup, *sdown; //slots of upper and lower garrison
const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
void activate();
void deactivate();
void show(SDL_Surface * to);
void activeteSlots();
void deactiveteSlots();
void deleteSlots();
void createSlots();
void recreateSlots();
void splitClick(); //handles click on split button
void splitStacks(int am2); //TODO: comment me
CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *&pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=NULL, bool _removableUnits = true, bool smallImgs = false, int _shiftPos = 0, const Point &_shiftPoint =Point()); //c-tor
~CGarrisonInt(); //d-tor
};
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(const std::string & text); //prints text and refreshes statusbar
void clear();//clears statusbar and refreshes
void show(SDL_Surface * to); //shows statusbar (with current text)
std::string getCurrent(); //getter for current
};
class CList : public CIntObject
{
public:
SDL_Surface * bg; //background bitmap
CDefHandler *arrup, *arrdo; //button arrows for scrolling list
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; //size of list
tribool pressed; //true=up; false=down; indeterminate=none
CList(int Size = 5); //c-tor
void clickLeft(tribool down, bool previousState);
void activate();
void deactivate();
virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
virtual void genList()=0;
virtual void select(int which)=0;
virtual void draw(SDL_Surface * to)=0;
virtual int size() = 0; //how many elements do we have
void fixPos(); //scrolls list, so the selection will be visible
};
class CHeroList
: public CList
{
public:
CDefHandler *mobile, *mana; //mana and movement indicators
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
std::vector<const CGHeroInstance *> &heroes; //points to LOCPLINT->wandering heroes
CHeroList(int Size); //c-tor
int getPosOfHero(const CGHeroInstance* h); //hero's position on list
void genList();
void select(int which); //call-in
void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
void clickLeft(tribool down, bool previousState); //call-in
void clickRight(tribool down, bool previousState); //call-in
void hover (bool on); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
void updateMove(const CGHeroInstance* which); //draws move points bar
void draw(SDL_Surface * to);
void show(SDL_Surface * to);
void init();
int size(); //how many elements do we have
};
class CTownList
: public CList
{
public:
boost::function<void()> fun; //function called on selection change
std::vector<const CGTownInstance*> items; //towns on list
int posporx,pospory;
CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
~CTownList(); //d-tor
void genList();
void select(int which); //call-in
void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
void clickLeft(tribool down, bool previousState); //call-in
void clickRight(tribool down, bool previousState); //call-in
void hover (bool on); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void draw(SDL_Surface * to);
void show(SDL_Surface * to);
int size(); //how many elements do we have
};
class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
{
public:
const CCreature *c; //which creature's picture
bool big; //big => 100x130; !big => 100x120
CCreatureAnimation *anim; //displayed animation
CCreaturePic(const CCreature *cre, bool Big=true); //c-tor
~CCreaturePic(); //d-tor
int blitPic(SDL_Surface *to, int x, int y, bool nextFrame); //prints creature on screen
SDL_Surface * getPic(bool nextFrame); //returns frame of animation
};
class CRecruitmentWindow : public CIntObject
{
public:
static const int SPACE_BETWEEN = 8;
static const int CREATURE_WIDTH = 102;
static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
struct creinfo
{
SDL_Rect pos;
CCreaturePic *pic; //creature's animation
int ID, amount; //creature ID and available amount
std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
};
std::vector<int> amounts; //how many creatures we can afford
std::vector<creinfo> creatures; //recruitable creatures
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
CSlider *slider; //for selecting amount
AdventureMapButton *max, *buy, *cancel;
SDL_Surface *bitmap; //background
CStatusBar *bar;
int which; //which creature is active
const CGDwelling *dwelling;
int level;
const CArmedInstance *dst;
void close();
void Max();
void Buy();
void Cancel();
void sliderMoved(int to);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void activate();
void deactivate();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to){show(to);};
void cleanCres();
void initCres();
CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
~CRecruitmentWindow(); //d-tor
};
class CSplitWindow : public CIntObject
{
public:
CGarrisonInt *gar;
CSlider *slider;
CCreaturePic *anim; //creature's animation
AdventureMapButton *ok, *cancel;
SDL_Surface *bitmap; //background
int a1, a2, c; //TODO: comment me
bool which; //which creature is selected
int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions
CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack
~CSplitWindow(); //d-tor
void activate();
void split();
void close();
void deactivate();
void show(SDL_Surface * to);
void clickLeft(tribool down, bool previousState); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void sliderMoved(int to);
};
class CLevelWindow : public CIntObject
{
public:
int heroPortrait;
SDL_Surface *bitmap; //background
std::vector<CSelectableComponent *> comps; //skills to select
AdventureMapButton *ok;
boost::function<void(ui32)> cb;
void close();
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor
~CLevelWindow(); //d-tor
void activate();
void deactivate();
void selectionChanged(unsigned to);
void show(SDL_Surface * to);
};
class CMinorResDataBar : public CIntObject
{
public:
SDL_Surface *bg; //background bitmap
void show(SDL_Surface * to);
CMinorResDataBar(); //c-tor
~CMinorResDataBar(); //d-tor
};
class CMarketplaceWindow : public CIntObject
{
public:
class CTradeableItem : public CIntObject
{
public:
int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag
int id;
bool left;
CFunctionList<void()> callback;
void activate();
void deactivate();
void show(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
SDL_Surface *getSurface();
CTradeableItem(int Type, int ID, bool Left);
};
SDL_Surface *bg; //background
std::vector<CTradeableItem*> left, right;
std::vector<std::string> rSubs; //offer caption
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
r1, r2; //suggested amounts of traded resources
AdventureMapButton *ok, *max, *deal;
CSlider *slider; //for choosing amount to be exchanged
void activate();
void deactivate();
void show(SDL_Surface * to);
void setMax();
void sliderMoved(int to);
void makeDeal();
void selectionChanged(bool side); //true == left
CMarketplaceWindow(int Mode=0); //c-tor
~CMarketplaceWindow(); //d-tor
void setMode(int mode); //mode setter
void clear();
};
class CSystemOptionsWindow : public CIntObject
{
private:
SDL_Surface * background; //background of window
AdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
CHighlightableButtonsGroup * heroMoveSpeed;
CHighlightableButtonsGroup * mapScrollSpeed;
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
public:
CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
~CSystemOptionsWindow(); //d-tor
//functions bound to buttons
void bsavef(); //save game
void bquitf(); //quit game
void breturnf(); //return to game
void bmainmenuf(); //return to main menu
void pushSDLEvent(int type, int usercode);
void activate();
void deactivate();
void show(SDL_Surface * to);
};
class CTavernWindow : public CIntObject
{
public:
class HeroPortrait : public CIntObject
{
public:
std::string hoverName;
vstd::assigner<int,int> as;
const CGHeroInstance *h;
void activate();
void deactivate();
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover (bool on);
HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
void show(SDL_Surface * to);
char descr[100]; // "XXX is a level Y ZZZ with N artifacts"
} h1, h2; //recruitable heroes
SDL_Surface *bg; //background
CStatusBar *bar; //tavern's internal status bar
int selected;//0 (left) or 1 (right)
int oldSelected;//0 (left) or 1 (right)
AdventureMapButton *thiefGuild, *cancel, *recruit;
CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip); //c-tor
~CTavernWindow(); //d-tor
void recruitb();
void close();
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void thievesguildb();
void activate();
void deactivate();
void show(SDL_Surface * to);
};
class CInGameConsole : public CIntObject
{
private:
std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
boost::mutex texts_mx; // protects texts
std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
int defaultTimeout; //timeout for new texts (in ms)
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
public:
std::string enteredText;
void activate();
void deactivate();
void show(SDL_Surface * to);
void print(const std::string &txt);
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void startEnteringText();
void endEnteringText(bool printEnteredText);
void refreshEnteredText();
CInGameConsole(); //c-tor
};
class HoverableArea: public virtual CIntObject
{
public:
std::string hoverText;
virtual void hover (bool on);
virtual void activate();
virtual void deactivate();
};
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class LClickableArea: public virtual CIntObject
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{
public:
virtual void clickLeft(tribool down, bool previousState);
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virtual void activate();
virtual void deactivate();
};
class RClickableArea: public virtual CIntObject
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{
public:
virtual void clickRight(tribool down, bool previousState);
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virtual void activate();
virtual void deactivate();
};
class LClickableAreaHero : public LClickableArea
{
public:
int id;
CHeroWindow * owner;
virtual void clickLeft(tribool down, bool previousState);
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};
class LRClickableAreaWText: public LClickableArea, public RClickableArea, public HoverableArea
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{
public:
std::string text;
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virtual void activate();
virtual void deactivate();
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
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};
class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea, public HoverableArea
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{
public:
std::string text;
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int baseType;
int bonus, type;
virtual void activate();
virtual void deactivate();
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
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};
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class MoraleLuckBox : public LRClickableAreaWTextComp
{
public:
void set(bool morale, const CGHeroInstance *hero, int slot = -1); //slot -1 means only hero modifiers
};
class LRClickableAreaOpenHero: public LRClickableAreaWTextComp
{
public:
const CGHeroInstance * hero;
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
};
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
{
public:
const CGTownInstance * town;
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
};
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class CCreInfoWindow : public CIntObject
{
public:
//bool active; //TODO: comment me
int type;//0 - rclick popup; 1 - normal window
SDL_Surface *bitmap; //background
char anf; //animation counter
std::string count; //creature count in text format
boost::function<void()> dsm; //dismiss button callback
CCreaturePic *anim; //related creature's animation
CCreature *c; //related creature
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
//MoraleLuckBox *luck, *morale;
AdventureMapButton *dismiss, *upgrade, *ok;
CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //c-tor
~CCreInfoWindow(); //d-tor
void activate();
void close();
void clickRight(tribool down, bool previousState); //call-in
void dismissF();
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void deactivate();
void show(SDL_Surface * to);
};
class CArtPlace: public LRClickableAreaWTextComp
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{
private:
bool active;
public:
//bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4,
// misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso,
// lHand, rHand, neck, shoulders, head; //my types
ui16 slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
bool marked;
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CArtifactsOfHero * ourOwner;
const CArtifact * ourArt;
CArtPlace(const CArtifact * Art); //c-tor
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void select ();
void deselect ();
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void activate();
void deactivate();
void show(SDL_Surface * to);
bool fitsHere(const CArtifact * art); //returns true if given artifact can be placed here
~CArtPlace(); //d-tor
};
class CArtifactsOfHero : public CIntObject
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{
const CGHeroInstance * curHero;
std::vector<CArtPlace *> artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
int backpackPos; //unmber of first art visible in backpack (in hero's vector)
public:
struct SCommonPart
{
std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
const CArtifact * srcArtifact; // Held artifact.
const CArtifactsOfHero * srcAOH; // Following two needed to uniquely identify the source.
int srcSlotID; //
const CArtifactsOfHero * destAOH; // For swapping. (i.e. changing what is held)
int destSlotID; // Needed to determine what kind of action was last taken in setHero
const CArtifact * destArtifact; // For swapping.
} * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
AdventureMapButton * leftArtRoll, * rightArtRoll;
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void activate();
void deactivate();
void show(SDL_Surface * to);
void setHero(const CGHeroInstance * hero);
void dispose(); //free resources not needed after closing windows and reset state
void rollback();
void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
void markPossibleSlots (const CArtifact* art);
void unmarkSlots ();
void setSlotData (CArtPlace* artPlace, int slotID);
void eraseSlotData (CArtPlace* artPlace, int slotID);
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CArtifactsOfHero(const SDL_Rect & position); //c-tor
~CArtifactsOfHero(); //d-tor
friend class CArtPlace;
};
class CGarrisonWindow : public CWindowWithGarrison
{
public:
SDL_Surface *bg; //background surface
AdventureMapButton *quit;
void close();
void activate();
void deactivate();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to){show(to);};
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
~CGarrisonWindow(); //d-tor
};
class CExchangeWindow : public CWindowWithGarrison
{
CStatusBar * ourBar; //internal statusbar
SDL_Surface *bg; //background
AdventureMapButton * quit, * questlogButton[2];
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
LRClickableAreaWTextComp *morale[2], *luck[2];
LRClickableAreaWText *speciality[2];
LRClickableAreaWText *experience[2];
LRClickableAreaWText *spellPoints[2];
LRClickableAreaOpenHero *portrait[2];
public:
const CGHeroInstance * heroInst[2];
CArtifactsOfHero * artifs[2];
void close();
void activate();
void deactivate();
void show(SDL_Surface * to);
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
void prepareBackground(); //prepares or redraws bg
CExchangeWindow(si32 hero1, si32 hero2); //c-tor
~CExchangeWindow(); //d-tor
};
class CShipyardWindow : public CIntObject
{
public:
CStatusBar *bar;
SDL_Surface *bg; //background
AdventureMapButton *build, *quit;
unsigned char frame; //frame of the boat animation
void activate();
void deactivate();
void show(SDL_Surface * to);
CShipyardWindow(const std::vector<si32> &cost, int state, const boost::function<void()> &onBuy);
~CShipyardWindow();
};
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class CPuzzleWindow : public CIntObject
{
private:
SDL_Surface * background;
AdventureMapButton * quitb;
CResDataBar * resdatabar;
std::vector<std::pair<SDL_Surface *, SPuzzleInfo *> > puzzlesToPullBack;
ui8 animCount;
public:
void activate();
void deactivate();
void show(SDL_Surface * to);
CPuzzleWindow();
~CPuzzleWindow();
};
class CShopWindow : public CIntObject
{
public:
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std::map<ui16, Component> available, chosen, bought;
bool swapItem (ui16 which, bool choose);
virtual void Buy() {};
};
class CArtMerchantWindow : public CShopWindow
{
public:
void activate();
void deactivate();
void show(SDL_Surface * to);
void Buy();
CArtMerchantWindow();
~CArtMerchantWindow();
};
class CUniversityWindow : public CShopWindow
{};
class CAltarWindow : public CShopWindow
{};
class CRefugeeCampWindow : public CShopWindow
{};
class CWarMachineWindow : public CShopWindow
{};
class CFreelancersWindow : public CShopWindow
{};
class CHillFortWindow : public CIntObject //garrison dialog? shop?
{};
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class CThievesGuildWindow : public CIntObject
{
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const CGObjectInstance * owner;
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CStatusBar * statusBar;
AdventureMapButton * exitb;
SDL_Surface * background;
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CMinorResDataBar * resdatabar;
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public:
void activate();
void show(SDL_Surface * to);
void bexitf();
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CThievesGuildWindow(const CGObjectInstance * _owner);
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~CThievesGuildWindow();
};
#endif //__GUICLASSES_H__