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vcmi/client/widgets/CGarrisonInt.h

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#pragma once
#include "../windows/CWindowObject.h"
/*
* CGarrisonInt.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 CGarrisonInt;
class CButton;
class CArmedInstance;
class CAnimImage;
class CCreatureSet;
class CGarrisonSlot;
class CStackInstance;
class CLabel;
/// A single garrison slot which holds one creature of a specific amount
class CGarrisonSlot : public CIntObject
{
SlotID ID; //for identification
CGarrisonInt *owner;
const CStackInstance *myStack; //nullptr if slot is empty
const CCreature *creature;
int upg; //0 - up garrison, 1 - down garrison
CAnimImage * creatureImage;
CAnimImage * selectionImage; // image for selection, not always visible
CLabel * stackCount;
void setHighlight(bool on);
public:
virtual void hover (bool on); //call-in
const CArmedInstance * getObj() const;
bool our() const;
bool ally() const;
void clickRight(tribool down, bool previousState);
void clickLeft(tribool down, bool previousState);
void update();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);
friend class CGarrisonInt;
};
/// Class which manages slots of upper and lower garrison, splitting of units
class CGarrisonInt :public CIntObject
{
/// Chosen slot. Should be changed only via selectSlot.
CGarrisonSlot *highlighted;
bool inSplittingMode;
public:
void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
const CGarrisonSlot * getSelection();
void setSplittingMode(bool on);
bool getSplittingMode();
int interx; ///< Space between slots
Point garOffset; ///< Offset between garrisons (not used if only one hero)
std::vector<CButton *> splitButtons; ///< May be empty if no buttons
SlotID p2; ///< TODO: comment me
int shiftPos; ///< 1st slot of the second row, set shiftPoint for effect
bool pb,
smallIcons, ///< true - 32x32 imgs, false - 58x64
removableUnits, ///< player Can remove units from up
twoRows, ///< slots Will be placed in 2 rows
owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
// const CCreatureSet *set1; ///< Top set of creatures
// const CCreatureSet *set2; ///< Bottom set of creatures
std::vector<CGarrisonSlot*> slotsUp, slotsDown; ///< Slots of upper and lower garrison
const CArmedInstance *armedObjs[2]; ///< [0] is upper, [1] is down
//const CArmedInstance *oup, *odown; ///< Upper and lower garrisons (heroes or towns)
void setArmy(const CArmedInstance *army, bool bottomGarrison);
void addSplitBtn(CButton * button);
void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
void createSlots();
void recreateSlots();
void splitClick(); ///< handles click on split button
void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
/// Constructor
/// @param x, y Position
/// @param inx Distance between slots;
/// @param garsOffset
/// @param pomsur, SurOffset UNUSED
/// @param s1, s2 Top and bottom armies
/// @param _removableUnits You can take units from top
/// @param smallImgs Units images size 64x58 or 32x32
/// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
CGarrisonInt(int x, int y,
int inx,
const Point &garsOffset,
SDL_Surface *pomsur, const Point &SurOffset,
const CArmedInstance *s1, const CArmedInstance *s2=nullptr,
bool _removableUnits = true,
bool smallImgs = false,
bool _twoRows=false);
};
class CGarrisonHolder
{
public:
CGarrisonHolder();
virtual void updateGarrisons()=0;
};
class CWindowWithGarrison : public virtual CGarrisonHolder
{
public:
CGarrisonInt *garr;
virtual void updateGarrisons();
};
/// Garrison window where you can take creatures out of the hero to place it on the garrison
class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
{
public:
CButton * quit;
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
};