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vcmi/client/battle/CBattleInterfaceClasses.h

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/*
* CBattleInterfaceClasses.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 "../gui/CIntObject.h"
#include "../../lib/battle/BattleHex.h"
#include "../windows/CWindowObject.h"
struct SDL_Surface;
class CDefHandler;
class CGHeroInstance;
class CBattleInterface;
class CPicture;
class CButton;
class CToggleButton;
class CToggleGroup;
class CLabel;
struct BattleResult;
class CStack;
class CAnimImage;
class CPlayerInterface;
/// Class which shows the console at the bottom of the battle screen and manages the text of the console
class CBattleConsole : public CIntObject
{
private:
std::vector< std::string > texts; //a place where texts are stored
int lastShown; //last shown line of text
public:
std::string alterTxt; //if it's not empty, this text is displayed
std::string ingcAlter; //alternative text set by in-game console - very important!
int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
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CBattleConsole();
void showAll(SDL_Surface * to = 0) override;
bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
void alterText(const std::string &text); //place string at alterTxt
void eraseText(ui32 pos); //erases added text at position pos
void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
};
/// Hero battle animation
class CBattleHero : public CIntObject
{
void switchToNextPhase();
public:
bool flip; //false if it's attacking hero, true otherwise
CDefHandler *dh, *flag; //animation and flag
const CGHeroInstance * myHero; //this animation's hero instance
const CBattleInterface * myOwner; //battle interface to which this animation is assigned
int phase; //stage of animation
int nextPhase; //stage of animation to be set after current phase is fully displayed
int currentFrame, firstFrame, lastFrame; //frame of animation
ui8 flagAnim, animCount; //for flag animation
void show(SDL_Surface * to) override; //prints next frame of animation to to
void setPhase(int newPhase); //sets phase of hero animation
void hover(bool on) override;
void clickLeft(tribool down, bool previousState) override; //call-in
void clickRight(tribool down, bool previousState) override; //call-in
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CBattleHero(const std::string &defName, bool filpG, PlayerColor player, const CGHeroInstance *hero, const CBattleInterface *owner);
~CBattleHero();
};
class CHeroInfoWindow : public CWindowObject
{
public:
CHeroInfoWindow(const InfoAboutHero &hero, Point *position);
};
/// Class which manages the battle options window
class CBattleOptionsWindow : public CIntObject
{
private:
CPicture * background;
CButton * setToDefault, * exit;
CToggleButton * viewGrid, * movementShadow, * mouseShadow;
CToggleGroup * animSpeeds;
std::vector<CLabel*> labels;
public:
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CBattleOptionsWindow(const SDL_Rect &position, CBattleInterface *owner);
void bDefaultf(); //default button callback
void bExitf(); //exit button callback
};
/// Class which is responsible for showing the battle result window
class CBattleResultWindow : public CIntObject
{
private:
CButton *exit;
CPlayerInterface &owner;
public:
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CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CPlayerInterface &_owner);
~CBattleResultWindow();
void bExitf(); //exit button callback
void activate() override;
void show(SDL_Surface * to = 0) override;
};
/// Class which stands for a single hex field on a battlefield
class CClickableHex : public CIntObject
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
ui32 myNumber; //number of hex in commonly used format
bool accessible; //if true, this hex is accessible for units
//CStack * ourStack;
bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
CBattleInterface * myInterface; //interface that owns me
static Point getXYUnitAnim(BattleHex hexNum, const CStack * creature, CBattleInterface * cbi); //returns (x, y) of left top corner of animation
//for user interactions
void hover (bool on) override;
void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
CClickableHex();
};
/// Shows the stack queue
class CStackQueue : public CIntObject
{
class StackBox : public CIntObject
{
public:
CPicture * bg;
CAnimImage * icon;
const CStack *stack;
bool small;
void showAll(SDL_Surface * to) override;
void setStack(const CStack *nStack);
StackBox(bool small);
};
public:
static const int QUEUE_SIZE = 10;
const bool embedded;
std::vector<const CStack *> stacksSorted;
std::vector<StackBox *> stackBoxes;
SDL_Surface * bg;
CBattleInterface * owner;
CStackQueue(bool Embedded, CBattleInterface * _owner);
~CStackQueue();
void update();
void showAll(SDL_Surface *to) override;
void blitBg(SDL_Surface * to);
};