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vcmi/client/CPreGame.h

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#ifndef __CPREGAME_H__
#define __CPREGAME_H__
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#include "../global.h"
#include <set>
#include <SDL.h>
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#include "../StartInfo.h"
#include "GUIBase.h"
#include "FunctionList.h"
/*
* CPreGame.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
*
*/
struct CMusicHandler;
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class CMapInfo;
class CMapHeader;
enum EState { //where are we?
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mainMenu, newGame, loadGame, campaignMain, ScenarioList, saveGame, scenarioInfo
};
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enum ESortBy{_playerAm, _size, _format, _name, _viccon, _loscon};
class mapSorter
{
public:
ESortBy sortBy;
bool operator()(const CMapHeader *a, const CMapHeader *b);;
mapSorter(ESortBy es):sortBy(es){};
};
class CTextInput : public CIntObject
{
public:
CPicture *bg;
std::string text;
CFunctionList<void(const std::string &)> cb;
void setText(const std::string &nText, bool callCb = false);
CTextInput();
CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
~CTextInput();
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void keyPressed(const SDL_KeyboardEvent & key);
};
class CMenuScreen : public CIntObject
{
public:
CPicture *bgAd;
AdventureMapButton *buttons[5];
CMenuScreen(EState which);
~CMenuScreen();
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
void moveTo(CMenuScreen *next);
};
struct FileInfo
{
std::string name; // file name with full path and extension
std::time_t date;
};
class InfoCard : public CIntObject
{
public:
CPicture *bg;
EState type;
CHighlightableButtonsGroup *difficulty;
CDefHandler *sizes, *sFlags;;
void changeSelection(const CMapInfo *to);
void showAll(SDL_Surface * to);
void clickRight(tribool down, bool previousState);
void showTeamsPopup();
InfoCard(EState Type);
~InfoCard();
};
class SelectionTab : public CIntObject
{
public:
int positions; //how many entries (games/maps) can be shown
CPicture *bg; //general bg image
CSlider *slider;
std::vector<CMapInfo> allItems;
std::vector<CMapInfo*> curItems;
size_t selectionPos;
boost::function<void(CMapInfo *)> onSelect;
ESortBy sortingBy;
bool ascending;
CDefHandler *format;
CTextInput *txt;
void getFiles(std::vector<FileInfo> &out, const std::string &dirname, const std::string &ext);
void parseMaps(std::vector<FileInfo> &files, int start = 0, int threads = 1);
void parseGames(std::vector<FileInfo> &files);
void filter(int size, bool selectFirst = false); //0 - all
void select(int position); //position: <0 - positions> position on the screen
void selectAbs(int position); //position: absolute position in curItems vector
int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none
void sliderMove(int slidPos);
void sortBy(int criteria);
void sort();
void printMaps(SDL_Surface *to);
int getLine();
void selectFName(const std::string &fname);
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void wheelScrolled(bool down, bool in);
void keyPressed(const SDL_KeyboardEvent & key);
void onDoubleClick();
SelectionTab(EState Type, const boost::function<void(CMapInfo *)> &OnSelect);
~SelectionTab();
};
class OptionsTab : public CIntObject
{
public:
enum SelType {TOWN, HERO, BONUS};
struct SelectedBox : public CIntObject //img with current town/hero/bonus
{
SelType which;
ui8 player; //serial nr
SDL_Surface *getImg() const;
const std::string *getText() const;
SelectedBox(SelType Which, ui8 Player);
void showAll(SDL_Surface * to);
void clickRight(tribool down, bool previousState);
};
struct PlayerOptionsEntry : public CIntObject
{
PlayerSettings &s;
CPicture *bg;
AdventureMapButton *btns[6]; //left and right for town, hero, bonus
AdventureMapButton *flag;
SelectedBox *town;
SelectedBox *hero;
SelectedBox *bonus;
bool fixedHero;
PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
void selectButtons(bool onlyHero = true); //hides unavailable buttons
void showAll(SDL_Surface * to);
};
EState type;
CPicture *bg;
CSlider *turnDuration;
std::set<int> usedHeroes;
std::vector<PlayerOptionsEntry *> entries;
void nextCastle(int player, int dir); //dir == -1 or +1
void nextHero(int player, int dir); //dir == -1 or +1
void nextBonus(int player, int dir); //dir == -1 or +1
void setTurnLength(int npos);
void flagPressed(int player);
void changeSelection(const CMapHeader *to);
OptionsTab(EState Type/*, StartInfo &Opts*/);
~OptionsTab();
void showAll(SDL_Surface * to);
int nextAllowedHero( int min, int max, int incl, int dir );
bool canUseThisHero( int ID );
};
class CSelectionScreen : public CIntObject
{
public:
CPicture *bg; //general bg image
AdventureMapButton *start, *back;
InfoCard *card;
SelectionTab *sel;
OptionsTab *opt;
EState type; //new/save/load#Game
const CMapInfo *current;
StartInfo sInfo;
CIntObject *curTab;
CSelectionScreen(EState Type);
~CSelectionScreen();
void toggleTab(CIntObject *tab);
void changeSelection(const CMapInfo *to);
void updateStartInfo(const CMapInfo * to);
void startGame();
void difficultyChange(int to);
};
class CScenarioInfo : public CIntObject
{
public:
AdventureMapButton *back;
InfoCard *card;
OptionsTab *opt;
CScenarioInfo(const CMapHeader *mapInfo, const StartInfo *startInfo);
~CScenarioInfo();
};
class CGPreGame : public CIntObject, public IUpdateable
{
public:
SDL_Surface *mainbg;
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CMenuScreen *scrs[4];
SDL_Surface *nHero, *rHero, *nTown, *rTown; // none/random hero/town imgs
CDefHandler *bonuses;
CDefHandler *victory, *loss;
CGPreGame();
~CGPreGame();
void update();
void run();
void openSel(EState type);
void loadGraphics();
void disposeGraphics();
};
extern CGPreGame *CGP;
#endif // __CPREGAME_H__