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# ifndef __CPLAYERINTERFACE_H__
# define __CPLAYERINTERFACE_H__
# include "global.h"
# include "CGameInterface.h"
# include "SDL_framerate.h"
# include <map>
# include <list>
# ifdef __GNUC__
# define sprintf_s snprintf
# endif
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 CSlider ;
struct UpgradeInfo ;
template < typename T > struct CondSh ;
namespace boost
{
class mutex ;
class recursive_mutex ;
} ;
struct Point
{
int x , y ;
//constructors
Point ( ) { } ;
Point ( int X , int Y )
: x ( X ) , y ( Y )
{ } ;
Point ( const int3 & a )
: x ( a . x ) , y ( a . y )
{ }
Point operator + ( const Point & b )
{
return Point ( x + b . x , y + b . y ) ;
}
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Point & operator + = ( const Point & b )
{
x + = b . x ;
y + = b . y ;
return * this ;
}
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Point operator - ( const Point & b )
{
return Point ( x + b . x , y + b . y ) ;
}
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Point & operator - = ( const Point & b )
{
x - = b . x ;
y - = b . y ;
return * this ;
}
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bool operator < ( const Point & b )
{
return x < b . x & & y < b . y ;
}
} ;
struct Rect : public SDL_Rect
{
Rect ( )
{
x = y = w = h = - 1 ;
}
Rect ( int X , int Y , int W , int H )
{
x = X ;
y = Y ;
w = W ;
h = H ;
} ;
Rect ( const SDL_Rect & r )
{
x = r . x ;
y = r . y ;
w = r . w ;
h = r . h ;
} ;
bool isIn ( int qx , int qy )
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{
if ( qx > x & & qx < x + w & & qy > y & & qy < y + h )
return true ;
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return false ;
}
bool isIn ( const Point & q )
{
return isIn ( q . x , q . y ) ;
}
Point topLeft ( )
{
return Point ( x , y ) ;
}
Point bottomRight ( )
{
return Point ( x + w , y + h ) ;
}
Rect operator + ( const Rect & p )
{
return Rect ( x + p . x , y + p . y , w , h ) ;
}
Rect operator + ( const Point & p )
{
return Rect ( x + p . x , y + p . y , w , h ) ;
}
Rect & operator + = ( const Rect & p )
{
x + = p . x ;
y + = p . y ;
return * this ;
}
} ;
class IShowable
{
public :
virtual void show ( SDL_Surface * to = NULL ) = 0 ;
virtual ~ IShowable ( ) { } ;
} ;
class IStatusBar
{
public :
virtual ~ IStatusBar ( ) { } ; //d-tor
virtual void print ( const 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 ;
} ;
class IActivable
{
public :
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
virtual ~ IActivable ( ) { } ;
} ;
class IShowActivable : public IShowable , public IActivable
{
public :
virtual ~ IShowActivable ( ) { } ;
} ;
class CMainInterface : public IShowActivable
{
public :
IShowActivable * subInt ;
} ;
class CIntObject //interface object
{
public :
Rect pos ;
int ID ;
//virtual bool isIn(int x, int y)
//{
// return pos.isIn(x,y);
//}
virtual ~ CIntObject ( ) { } ;
} ;
class CSimpleWindow : public virtual CIntObject , public IShowable
{
public :
SDL_Surface * bitmap ;
CIntObject * owner ;
virtual void show ( SDL_Surface * to = NULL ) ;
CSimpleWindow ( ) : bitmap ( NULL ) , owner ( NULL ) { } ;
virtual ~ CSimpleWindow ( ) ;
} ;
class CButtonBase : public virtual CIntObject , public IShowable , public IActivable //basic buttton class
{
public :
int bitmapOffset ;
int type ; //advmapbutton=2
bool abs ;
bool active ;
bool notFreeButton ;
CIntObject * ourObj ; // "owner"
int state ;
std : : vector < std : : vector < SDL_Surface * > > imgs ;
int curimg ;
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 ~ ClickableL ( ) ; //{};
virtual void clickLeft ( boost : : logic : : tribool down ) = 0 ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
} ;
class ClickableR : public virtual CIntObject //for right-clicks
{
public :
bool pressedR ;
ClickableR ( ) ;
virtual ~ ClickableR ( ) ; //{};
virtual void clickRight ( boost : : logic : : tribool down ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class Hoverable : public virtual CIntObject
{
public :
Hoverable ( ) { hovered = false ; }
virtual ~ Hoverable ( ) ; //{};
bool hovered ;
virtual void hover ( bool on ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class KeyInterested : public virtual CIntObject
{
public :
virtual ~ KeyInterested ( ) ; //{};
virtual void keyPressed ( const SDL_KeyboardEvent & key ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class KeyShortcut : public KeyInterested , public ClickableL
{
public :
std : : set < int > assignedKeys ;
KeyShortcut ( ) { } ;
KeyShortcut ( int key ) { assignedKeys . insert ( key ) ; } ;
KeyShortcut ( std : : set < int > Keys ) : assignedKeys ( Keys ) { } ;
virtual void keyPressed ( const SDL_KeyboardEvent & key ) ;
} ;
class MotionInterested : public virtual CIntObject
{
public :
bool strongInterest ; //if true - report all mouse movements, if not - only when hovered
MotionInterested ( ) { strongInterest = false ; } ;
virtual ~ MotionInterested ( ) { } ;
virtual void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class TimeInterested : public virtual CIntObject
{
public :
virtual ~ TimeInterested ( ) { } ;
int toNextTick ;
virtual void tick ( ) = 0 ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
} ;
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 ;
virtual void close ( ) ;
virtual void show ( SDL_Surface * to = NULL ) ;
void activate ( ) ;
void deactivate ( ) ;
CInfoWindow ( std : : string text , int player , int charperline , const std : : vector < SComponent * > & comps , std : : vector < std : : pair < std : : string , CFunctionList < void ( ) > > > & Buttons ) ;
CInfoWindow ( ) ;
~ CInfoWindow ( ) ;
} ;
class CSelWindow : public CInfoWindow //component selection window
{ //uwaga - to okno usuwa swoje komponenty przy zamykaniu
public :
void selectionChange ( unsigned to ) ;
void close ( ) ;
CSelWindow ( std : : string text , int player , int charperline , std : : vector < CSelectableComponent * > & comps , std : : vector < std : : pair < std : : string , boost : : function < void ( ) > > > & Buttons ) ;
CSelWindow ( ) { } ;
} ;
class CRClickPopup : public IShowable , public ClickableR
{
public :
virtual void activate ( ) ;
virtual void deactivate ( ) ;
virtual void close ( ) = 0 ;
void clickRight ( boost : : logic : : tribool down ) ;
virtual ~ CRClickPopup ( ) { } ;
} ;
class CInfoPopup : public CRClickPopup
{
public :
bool free ;
SDL_Surface * bitmap ;
CInfoPopup ( SDL_Surface * Bitmap , int x , int y , bool Free = false ) ;
void close ( ) ;
void show ( SDL_Surface * to = NULL ) ;
CInfoPopup ( ) { free = false ; bitmap = NULL ; }
~ CInfoPopup ( ) { } ;
} ;
class SComponent : public ClickableR
{
public :
enum Etype
{
primskill , secskill , resource , creature , artifact , experience , secskill44 , spell , morale , luck
} type ;
int subtype ;
int val ;
std : : string description ; //r-click
std : : string subtitle ;
void init ( Etype Type , int Subtype , int Val ) ;
SComponent ( Etype Type , int Subtype , int Val ) ;
SComponent ( const Component & c ) ;
SComponent ( ) { } ;
virtual ~ SComponent ( ) { } ;
void clickRight ( boost : : logic : : tribool down ) ;
virtual SDL_Surface * getImg ( ) ;
virtual void show ( SDL_Surface * to = NULL ) ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
} ;
class CCustomImgComponent : public SComponent
{
public :
bool free ; //should surface be freed on delete
SDL_Surface * bmp ;
SDL_Surface * getImg ( ) ;
CCustomImgComponent ( Etype Type , int Subtype , int Val , SDL_Surface * sur , bool freeSur ) ;
~ CCustomImgComponent ( ) ;
} ;
class CSelectableComponent : public SComponent , public KeyShortcut
{
public :
bool selected ;
bool customB ;
SDL_Surface * border , * myBitmap ;
boost : : function < void ( ) > onSelect ;
void clickLeft ( boost : : logic : : tribool down ) ;
void init ( SDL_Surface * Border ) ;
CSelectableComponent ( Etype Type , int Sub , int Val , boost : : function < void ( ) > OnSelect = 0 , SDL_Surface * Border = NULL ) ;
CSelectableComponent ( const Component & c , boost : : function < void ( ) > OnSelect = 0 , SDL_Surface * Border = NULL ) ;
~ CSelectableComponent ( ) ;
virtual void show ( SDL_Surface * to = NULL ) ;
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
bool active ;
virtual void hover ( bool on ) ;
const CArmedInstance * getObj ( ) ;
void clickRight ( boost : : logic : : tribool down ) ;
void clickLeft ( boost : : logic : : 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 ) ;
~ CGarrisonSlot ( ) ;
} ;
class CGarrisonInt : public CIntObject
{
public :
int interx , intery ;
CGarrisonSlot * highlighted ;
SDL_Surface * & sur ;
int offx , offy , p2 ;
bool ignoreEvent , update , active , splitting , pb ;
const CCreatureSet * set1 ;
const CCreatureSet * set2 ;
std : : vector < CGarrisonSlot * > * sup , * sdown ;
const CArmedInstance * oup , * odown ;
void activate ( ) ;
void deactivate ( ) ;
void show ( ) ;
void activeteSlots ( ) ;
void deactiveteSlots ( ) ;
void deleteSlots ( ) ;
void createSlots ( ) ;
void recreateSlots ( ) ;
void splitClick ( ) ;
void splitStacks ( int am2 ) ;
CGarrisonInt ( int x , int y , int inx , int iny , SDL_Surface * & pomsur , int OX , int OY , const CArmedInstance * s1 , const CArmedInstance * s2 = NULL ) ;
~ CGarrisonInt ( ) ;
} ;
class CPlayerInterface : public CGameInterface
{
public :
//minor interfaces
CondSh < bool > * showingDialog ;
boost : : recursive_mutex * pim ;
bool makingTurn ;
int heroMoveSpeed ;
void setHeroMoveSpeed ( int newSpeed ) { heroMoveSpeed = newSpeed ; } //set for the member above
int mapScrollingSpeed ;
void setMapScrollingSpeed ( int newSpeed ) { mapScrollingSpeed = newSpeed ; } //set the member above
SDL_Event * current ;
CMainInterface * curint ;
CAdvMapInt * adventureInt ;
CCastleInterface * castleInt ;
CBattleInterface * battleInt ;
FPSmanager * mainFPSmng ;
IStatusBar * statusbar ;
//to commucate with engine
CCallback * cb ;
const BattleAction * curAction ;
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bool stillMoveHero ;
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std : : list < CInfoWindow * > dialogs ;
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//GUI elements
std : : list < ClickableL * > lclickable ;
std : : list < ClickableR * > rclickable ;
std : : list < Hoverable * > hoverable ;
std : : list < KeyInterested * > keyinterested ;
std : : list < MotionInterested * > motioninterested ;
std : : list < TimeInterested * > timeinterested ;
std : : vector < IShowable * > objsToBlit ;
//overloaded funcs from CGameInterface
void buildChanged ( const CGTownInstance * town , int buildingID , int what ) ; //what: 1 - built, 2 - demolished
void garrisonChanged ( const CGObjectInstance * obj ) ;
void heroArtifactSetChanged ( const CGHeroInstance * hero ) ;
void heroCreated ( const CGHeroInstance * hero ) ;
void heroGotLevel ( const CGHeroInstance * hero , int pskill , std : : vector < ui16 > & skills , boost : : function < void ( ui32 ) > & callback ) ;
void heroInGarrisonChange ( const CGTownInstance * town ) ;
void heroKilled ( const CGHeroInstance * hero ) ;
void heroMoved ( const HeroMoveDetails & details ) ;
void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , int val ) ;
void heroManaPointsChanged ( const CGHeroInstance * hero ) ;
void heroMovePointsChanged ( const CGHeroInstance * hero ) ;
void heroVisitsTown ( const CGHeroInstance * hero , const CGTownInstance * town ) ;
void receivedResource ( int type , int val ) ;
void showInfoDialog ( std : : string & text , const std : : vector < Component * > & components ) ;
void showSelDialog ( std : : string & text , const std : : vector < Component * > & components , ui32 askID ) ;
void showYesNoDialog ( std : : string & text , const std : : vector < Component * > & components , ui32 askID ) ;
void tileHidden ( const std : : set < int3 > & pos ) ;
void tileRevealed ( const std : : set < int3 > & pos ) ;
void yourTurn ( ) ;
void availableCreaturesChanged ( const CGTownInstance * town ) ;
void heroBonusChanged ( const CGHeroInstance * hero , const HeroBonus & bonus , bool gain ) ; //if gain hero received bonus, else he lost it
//for battles
void actionFinished ( const BattleAction * action ) ; //occurs AFTER action taken by active stack or by the hero
void actionStarted ( const BattleAction * action ) ; //occurs BEFORE action taken by active stack or by the hero
BattleAction activeStack ( int stackID ) ; //called when it's turn of that stack
void battleAttack ( BattleAttack * ba ) ; //stack performs attack
void battleEnd ( BattleResult * br ) ;
void battleResultQuited ( ) ;
void battleNewRound ( int round ) ; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved ( int ID , int dest , int distance ) ;
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void battleSpellCasted ( SpellCasted * sc ) ;
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void battleStacksEffectsSet ( SetStackEffect & sse ) ; //called when a specific effect is set to stacks
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void battleStacksAttacked ( std : : set < BattleStackAttacked > & bsa ) ;
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void battleStart ( CCreatureSet * army1 , CCreatureSet * army2 , int3 tile , CGHeroInstance * hero1 , CGHeroInstance * hero2 , bool 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 redrawHeroWin ( const CGHeroInstance * hero ) ;
void updateWater ( ) ;
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
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 removeObjToBlit ( IShowable * obj ) ;
void showInfoDialog ( std : : string & text , const std : : vector < SComponent * > & components ) ;
void showYesNoDialog ( std : : string & text , const std : : vector < SComponent * > & components , CFunctionList < void ( ) > onYes , CFunctionList < void ( ) > onNo , bool deactivateCur , bool DelComps ) ; //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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bool moveHero ( const CGHeroInstance * h , CPath * path ) ;
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CPlayerInterface ( int Player , int serial ) ; //c-tor
~ CPlayerInterface ( ) ; //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 ( ) ; //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 ;
boost : : logic : : tribool pressed ; //true=up; false=down; indeterminate=none
CList ( int Size = 5 ) ;
void clickLeft ( boost : : logic : : tribool down ) ;
void activate ( ) ;
void deactivate ( ) ;
virtual void mouseMoved ( const 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 ) ;
int getPosOfHero ( const CArmedInstance * h ) ;
void genList ( ) ;
void select ( int which ) ;
void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) ;
void clickLeft ( boost : : logic : : tribool down ) ;
void clickRight ( boost : : logic : : tribool down ) ;
void hover ( bool on ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ;
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void updateHList ( const CGHeroInstance * toRemove = NULL ) ; //removes specific hero from the list or recreates it
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void updateMove ( const CGHeroInstance * which ) ; //draws move points bar
void redrawAllOne ( int which ) ;
void draw ( ) ;
void init ( ) ;
} ;
class CTownList
: public CList
{
public :
boost : : function < void ( ) > fun ;
std : : vector < const CGTownInstance * > items ;
int posporx , pospory ;
CTownList ( int Size , int x , int y , std : : string arrupg , std : : string arrdog ) ;
~ CTownList ( ) ;
void genList ( ) ;
void select ( int which ) ;
void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) ;
void clickLeft ( boost : : logic : : tribool down ) ;
void clickRight ( boost : : logic : : tribool down ) ;
void hover ( bool on ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ;
void draw ( ) ;
} ;
class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
{
public :
bool big ; //big => 100x130; !big => 100x120
CCreature * c ;
CCreatureAnimation * anim ;
CCreaturePic ( CCreature * cre , bool Big = true ) ;
~ CCreaturePic ( ) ;
int blitPic ( SDL_Surface * to , int x , int y , bool nextFrame ) ;
SDL_Surface * getPic ( bool nextFrame ) ;
} ;
class CRecrutationWindow : public IShowable , public ClickableL , public ClickableR
{
public :
struct creinfo
{
SDL_Rect pos ;
CCreaturePic * pic ;
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 ;
boost : : function < void ( int , int ) > recruit ; //void (int ID, int amount) <-- call to recruit creatures
CSlider * slider ;
AdventureMapButton * max , * buy , * cancel ;
SDL_Surface * bitmap ;
CStatusBar * bar ;
int which ; //which creature is active
void close ( ) ;
void Max ( ) ;
void Buy ( ) ;
void Cancel ( ) ;
void sliderMoved ( int to ) ;
void clickLeft ( boost : : logic : : tribool down ) ;
void clickRight ( boost : : logic : : tribool down ) ;
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to = NULL ) ;
CRecrutationWindow ( const std : : vector < std : : pair < int , int > > & Creatures , const boost : : function < void ( int , int ) > & Recruit ) ; //creatures - pairs<creature_ID,amount>
~ CRecrutationWindow ( ) ;
} ;
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class CSplitWindow : public IShowable , public KeyInterested , public ClickableL
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{
public :
CGarrisonInt * gar ;
CSlider * slider ;
CCreaturePic * anim ;
AdventureMapButton * ok , * cancel ;
SDL_Surface * bitmap ;
int a1 , a2 , c ;
bool which ;
CSplitWindow ( int cid , int max , CGarrisonInt * Owner ) ;
~ CSplitWindow ( ) ;
void activate ( ) ;
void split ( ) ;
void close ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to = NULL ) ;
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void clickLeft ( boost : : logic : : tribool down ) ;
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void keyPressed ( const SDL_KeyboardEvent & key ) ;
void sliderMoved ( int to ) ;
} ;
class CCreInfoWindow : public IShowable , public KeyInterested , public ClickableR
{
public :
bool active ;
int type ; //0 - rclick popup; 1 - normal window
SDL_Surface * bitmap ;
char anf ;
std : : string count ; //creature count in text format
boost : : function < void ( ) > dsm ;
CCreaturePic * anim ;
CCreature * c ;
CInfoWindow * dependant ; //it may be dialog asking whther upgrade/dismiss stack (if opened)
std : : vector < SComponent * > upgResCost ; //cost of upgrade (if not possible then empty)
AdventureMapButton * dismiss , * upgrade , * ok ;
CCreInfoWindow ( int Cid , int Type , int creatureCount , StackState * State , boost : : function < void ( ) > Upg , boost : : function < void ( ) > Dsm , UpgradeInfo * ui ) ;
~ CCreInfoWindow ( ) ;
void activate ( ) ;
void close ( ) ;
void clickRight ( boost : : logic : : tribool down ) ;
void dismissF ( ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to = NULL ) ;
void onUpgradeYes ( ) ;
void onUpgradeNo ( ) ;
} ;
class CLevelWindow : public IShowable , public CIntObject
{
public :
int heroType ;
SDL_Surface * bitmap ;
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 ) ;
~ CLevelWindow ( ) ;
void activate ( ) ;
void deactivate ( ) ;
void selectionChanged ( unsigned to ) ;
void show ( SDL_Surface * to = NULL ) ;
} ;
class CMinorResDataBar : public IShowable , public CIntObject
{
public :
SDL_Surface * bg ;
void show ( SDL_Surface * to = NULL ) ;
CMinorResDataBar ( ) ;
~ CMinorResDataBar ( ) ;
} ;
class CMarketplaceWindow : public IShowActivable , public CIntObject
{
public :
class CTradeableItem : public ClickableL
{
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 = NULL ) ;
void clickLeft ( boost : : logic : : tribool down ) ;
SDL_Surface * getSurface ( ) ;
CTradeableItem ( int Type , int ID , bool Left ) ;
} ;
SDL_Surface * bg ;
std : : vector < CTradeableItem * > left , right ;
std : : vector < std : : string > rSubs ;
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 ;
AdventureMapButton * ok , * max , * deal ;
CSlider * slider ;
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to = NULL ) ;
void setMax ( ) ;
void sliderMoved ( int to ) ;
void makeDeal ( ) ;
void selectionChanged ( bool side ) ; //true == left
CMarketplaceWindow ( int Mode = 0 ) ;
~ CMarketplaceWindow ( ) ;
void setMode ( int mode ) ;
void clear ( ) ;
} ;
class CSystemOptionsWindow : public IShowActivable , public CIntObject
{
private :
SDL_Surface * background ; //background of window
AdventureMapButton * quitGame , * backToMap ;
CHighlightableButtonsGroup * heroMoveSpeed ;
CHighlightableButtonsGroup * mapScrollSpeed ;
public :
CSystemOptionsWindow ( const SDL_Rect & pos , CPlayerInterface * owner ) ; //c-tor
~ CSystemOptionsWindow ( ) ; //d-tor
//functions for butons
void bquitf ( ) ; //quit game
void breturnf ( ) ; //return to game
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to = NULL ) ;
} ;
class CTavernWindow : public IShowActivable , public CIntObject
{
public :
class HeroPortrait : public ClickableL , public ClickableR , public Hoverable
{
public :
std : : string hoverName ;
vstd : : assigner < int , int > as ;
const CGHeroInstance * h ;
void activate ( ) ;
void deactivate ( ) ;
void clickLeft ( boost : : logic : : tribool down ) ;
void clickRight ( boost : : logic : : tribool down ) ;
void hover ( bool on ) ;
HeroPortrait ( int & sel , int id , int x , int y , const CGHeroInstance * H ) ;
void show ( SDL_Surface * to = NULL ) ;
} h1 , h2 ;
SDL_Surface * bg ;
CStatusBar * bar ;
int selected ; //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 ( ) ;
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to = NULL ) ;
} ;
extern CPlayerInterface * LOCPLINT ;
# endif // __CPLAYERINTERFACE_H__