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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"
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# include "FunctionList.h"
# include <set>
# include <list>
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# include <boost/thread/mutex.hpp>
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# 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 ;
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class CGDwelling ;
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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 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 ( ) ;
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void show ( SDL_Surface * to ) ;
void showAll ( SDL_Surface * to ) ;
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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 , bool delComps ) ; //c-tor
CInfoWindow ( ) ; //c-tor
~ CInfoWindow ( ) ; //d-tor
} ;
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
} ;
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class CRClickPopup : public CIntObject //popup displayed on R-click
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{
public :
virtual void activate ( ) ;
virtual void deactivate ( ) ;
virtual void close ( ) ;
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void clickRight ( tribool down , bool previousState ) ;
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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 ) ;
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CInfoPopup ( SDL_Surface * Bitmap , int x , int y , bool Free = false ) ; //c-tor
CInfoPopup ( SDL_Surface * Bitmap = NULL , bool Free = false ) ; //default c-tor
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~ CInfoPopup ( ) { } ; //d-tor
} ;
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class SComponent : public virtual CIntObject //common popup window component
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{
public :
enum Etype
{
primskill , secskill , resource , creature , artifact , experience , secskill44 , spell , morale , luck
} 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
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void clickRight ( tribool down , bool previousState ) ; //call-in
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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
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void clickLeft ( tribool down , bool previousState ) ; //call-in
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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 ;
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class CGarrisonSlot : public CIntObject
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{
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 ( ) ;
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void clickRight ( tribool down , bool previousState ) ;
void clickLeft ( tribool down , bool previousState ) ;
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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
CGarrisonSlot * highlighted ; //chosen slot
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SDL_Surface * & sur ; //bg surface
int p2 ; //TODO: comment me
bool ignoreEvent , update , active , splitting , pb ,
smallIcons ; //true - 32x32 imgs, false - 58x64
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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
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CGarrisonInt ( int x , int y , int inx , const Point & garsOffset , SDL_Surface * & pomsur , const Point & SurOffset , const CArmedInstance * s1 , const CArmedInstance * s2 = NULL , bool smallImgs = false ) ; //c-tor
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~ 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
} ;
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class CList : public CIntObject
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{
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
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tribool pressed ; //true=up; false=down; indeterminate=none
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CList ( int Size = 5 ) ; //c-tor
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void clickLeft ( tribool down , bool previousState ) ;
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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 ;
} ;
class CHeroList
: public CList
{
public :
CDefHandler * mobile , * mana ; //mana and movement indicators
int posmobx , posporx , posmanx , posmoby , pospory , posmany ;
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std : : vector < const CGHeroInstance * > & heroes ; //points to LOCPLINT->wandering heroes
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CHeroList ( int Size ) ; //c-tor
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int getPosOfHero ( const CGHeroInstance * h ) ; //hero's position on list
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void genList ( ) ;
void select ( int which ) ; //call-in
void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) ; //call-in
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void clickLeft ( tribool down , bool previousState ) ; //call-in
void clickRight ( tribool down , bool previousState ) ; //call-in
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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 ) ;
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void show ( SDL_Surface * to ) ;
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void init ( ) ;
} ;
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
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void clickLeft ( tribool down , bool previousState ) ; //call-in
void clickRight ( tribool down , bool previousState ) ; //call-in
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void hover ( bool on ) ; //call-in
void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void draw ( SDL_Surface * to ) ;
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void show ( SDL_Surface * to ) ;
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} ;
class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
{
public :
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const CCreature * c ; //which creature's picture
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bool big ; //big => 100x130; !big => 100x120
CCreatureAnimation * anim ; //displayed animation
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CCreaturePic ( const CCreature * cre , bool Big = true ) ; //c-tor
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~ 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
} ;
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class CRecruitmentWindow : public CIntObject
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{
public :
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static const int SPACE_BETWEEN = 8 ;
static const int CREATURE_WIDTH = 102 ;
static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH ;
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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
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const CGDwelling * dwelling ;
int level ;
const CArmedInstance * dst ;
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void close ( ) ;
void Max ( ) ;
void Buy ( ) ;
void Cancel ( ) ;
void sliderMoved ( int to ) ;
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) { show ( to ) ; } ;
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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
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~ CRecruitmentWindow ( ) ; //d-tor
} ;
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class CSplitWindow : public CIntObject
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{
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 ) ;
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void clickLeft ( tribool down , bool previousState ) ; //call-in
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void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void sliderMoved ( int to ) ;
} ;
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class CCreInfoWindow : public CIntObject
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{
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)
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 ( ) ;
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void clickRight ( tribool down , bool previousState ) ; //call-in
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void dismissF ( ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
} ;
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class CLevelWindow : public CIntObject
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{
public :
int heroType ;
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 ) ;
} ;
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class CMinorResDataBar : public CIntObject
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{
public :
SDL_Surface * bg ; //background bitmap
void show ( SDL_Surface * to ) ;
CMinorResDataBar ( ) ; //c-tor
~ CMinorResDataBar ( ) ; //d-tor
} ;
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class CMarketplaceWindow : public CIntObject
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{
public :
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class CTradeableItem : public CIntObject
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{
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 ) ;
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void clickLeft ( tribool down , bool previousState ) ;
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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 ( ) ;
} ;
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class CSystemOptionsWindow : public CIntObject
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{
private :
SDL_Surface * background ; //background of window
AdventureMapButton * load , * save , * restart , * mainMenu , * quitGame , * backToMap ; //load, restart and main menu 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 activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
} ;
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class CTavernWindow : public CIntObject
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{
public :
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class HeroPortrait : public CIntObject
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{
public :
std : : string hoverName ;
vstd : : assigner < int , int > as ;
const CGHeroInstance * h ;
void activate ( ) ;
void deactivate ( ) ;
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void hover ( bool on ) ;
HeroPortrait ( int & sel , int id , int x , int y , const CGHeroInstance * H ) ;
void show ( SDL_Surface * to ) ;
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char descr [ 100 ] ; // "XXX is a level Y ZZZ with N artifacts"
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} h1 , h2 ; //recruitable heroes
SDL_Surface * bg ; //background
CStatusBar * bar ; //tavern's internal status bar
int selected ; //0 (left) or 1 (right)
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int oldSelected ; //0 (left) or 1 (right)
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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 ) ;
} ;
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class CInGameConsole : public CIntObject
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{
private :
std : : list < std : : pair < std : : string , int > > texts ; //<text to show, time of add>
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boost : : mutex texts_mx ; // protects texts
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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
} ;
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class LClickableArea : public virtual CIntObject
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{
public :
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virtual void clickLeft ( tribool down , bool previousState ) ;
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virtual void activate ( ) ;
virtual void deactivate ( ) ;
} ;
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class RClickableArea : public virtual CIntObject
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{
public :
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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 ;
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virtual void clickLeft ( tribool down , bool previousState ) ;
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} ;
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class LRClickableAreaWText : public LClickableArea , public RClickableArea
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{
public :
std : : string text , hoverText ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
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virtual void clickLeft ( tribool down , bool previousState ) ;
virtual void clickRight ( tribool down , bool previousState ) ;
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virtual void hover ( bool on ) ;
} ;
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class LRClickableAreaWTextComp : public LClickableArea , public RClickableArea
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{
public :
std : : string text , hoverText ;
int baseType ;
int bonus , type ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
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virtual void clickLeft ( tribool down , bool previousState ) ;
virtual void clickRight ( tribool down , bool previousState ) ;
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virtual void hover ( bool on ) ;
} ;
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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 clicked ;
CArtifactsOfHero * ourOwner ;
const CArtifact * ourArt ;
CArtPlace ( const CArtifact * Art ) ; //c-tor
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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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
} ;
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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 :
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struct SCommonPart
{
CArtPlace * activeArtPlace ;
} * 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
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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 scrollBackpack ( int dir ) ; //dir==-1 => to left; dir==-2 => to right
CArtifactsOfHero ( const SDL_Rect & position ) ; //c-tor
~ CArtifactsOfHero ( ) ; //d-tor
friend class CArtPlace ;
} ;
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class CGarrisonWindow : public CWindowWithGarrison
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{
public :
SDL_Surface * bg ; //background surface
AdventureMapButton * split , * quit ;
void close ( ) ;
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) { show ( to ) ; } ;
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CGarrisonWindow ( const CArmedInstance * up , const CGHeroInstance * down ) ; //c-tor
~ CGarrisonWindow ( ) ; //d-tor
} ;
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class CExchangeWindow : public CWindowWithGarrison
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{
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CStatusBar * ourBar ; //internal statusbar
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SDL_Surface * bg ; //background
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AdventureMapButton * quit , * questlogButton [ 2 ] , * splitButton [ 2 ] ;
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std : : vector < LRClickableAreaWTextComp * > secSkillAreas [ 2 ] , primSkillAreas ;
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LRClickableAreaWTextComp * morale [ 2 ] , * luck [ 2 ] ;
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public :
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const CGHeroInstance * heroInst [ 2 ] ;
CArtifactsOfHero * artifs [ 2 ] ;
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void close ( ) ;
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
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void questlog ( int whichHero ) ; //questlog button callback; whichHero: 0 - left, 1 - right
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void prepareBackground ( ) ; //prepares or redraws bg
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CExchangeWindow ( si32 hero1 , si32 hero2 ) ; //c-tor
~ CExchangeWindow ( ) ; //d-tor
} ;
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class CShipyardWindow : public CIntObject
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{
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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# endif //__GUICLASSES_H__