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vcmi/CPlayerInterface.h

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#ifndef __CPLAYERINTERFACE_H__
#define __CPLAYERINTERFACE_H__
#include "global.h"
#include "CGameInterface.h"
#include "SDL_framerate.h"
#include <map>
#include <list>
#include <algorithm>
#ifdef __GNUC__
#define sprintf_s snprintf
#endif
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
/*
* CPlayerInterface.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;
class CSlider;
struct UpgradeInfo;
template <typename T> struct CondSh;
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class CInGameConsole;
class CGarrisonInt;
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) const
{
return Point(x+b.x,y+b.y);
}
Point& operator+=(const Point &b)
{
x += b.x;
y += b.y;
return *this;
}
Point operator-(const Point &b) const
{
return Point(x+b.x,y+b.y);
}
Point& operator-=(const Point &b)
{
x -= b.x;
y -= b.y;
return *this;
}
bool operator<(const Point &b) const //product order
{
return x < b.x && y < b.y;
}
};
struct Rect : public SDL_Rect
{
Rect()//default c-tor
{
x = y = w = h = -1;
}
Rect(int X, int Y, int W, int H) //c-tor
{
x = X;
y = Y;
w = W;
h = H;
}
Rect(const SDL_Rect & r) //c-tor
{
x = r.x;
y = r.y;
w = r.w;
h = r.h;
}
bool isIn(int qx, int qy) const //determines if given point lies inside rect
{
if (qx > x && qx<x+w && qy>y && qy<y+h)
return true;
return false;
}
bool isIn(const Point &q) const //determines if given point lies inside rect
{
return isIn(q.x,q.y);
}
Point topLeft() const //top left corner of this rect
{
return Point(x,y);
}
Point topRight() const //top right corner of this rect
{
return Point(x+w,y);
}
Point bottomLeft() const //bottom left corner of this rect
{
return Point(x,y+h);
}
Point bottomRight() const //bottom right corner of this rect
{
return Point(x+w,y+h);
}
Rect operator+(const Rect &p) const //moves this rect by p's rect position
{
return Rect(x+p.x,y+p.y,w,h);
}
Rect operator+(const Point &p) const //moves this rect by p's point position
{
return Rect(x+p.x,y+p.y,w,h);
}
Rect& operator=(const Rect &p) //assignment operator
{
x = p.x;
y = p.y;
w = p.w;
h = p.h;
return *this;
}
Rect& operator+=(const Rect &p) //works as operator+
{
x += p.x;
y += p.y;
return *this;
}
Rect operator&(const Rect &p) const //rect intersection
{
bool intersect = true;
if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
{
intersect = false;
}
else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
{
intersect = false;
}
else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
{
intersect = false;
}
else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
{
intersect = false;
}
if(intersect)
{
Rect ret;
ret.x = std::max(this->x, p.x);
ret.y = std::max(this->y, p.y);
Point bR; //bottomRight point of returned rect
bR.x = std::min(this->w+this->x, p.w+p.x);
bR.y = std::min(this->h+this->y, p.h+p.y);
ret.w = bR.x - ret.x;
ret.h = bR.y - ret.y;
return ret;
}
else
{
return Rect();
}
}
};
class IShowable
{
public:
virtual void show(SDL_Surface * to)=0;
virtual void showAll(SDL_Surface * to)
{
show(to);
}
virtual ~IShowable(){}; //d-tor
};
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(SDL_Surface * to)=0; //shows statusbar (with current text)
virtual std::string getCurrent()=0; //returns currently displayed text
};
class IActivable
{
public:
virtual void activate()=0;
virtual void deactivate()=0;
virtual ~IActivable(){}; //d-tor
};
class IShowActivable : public IShowable, public IActivable
{
public:
enum {WITH_GARRISON = 1};
int type; //bin flags using etype
IShowActivable();
virtual ~IShowActivable(){}; //d-tor
};
class CWindowWithGarrison : public IShowActivable
{
public:
CGarrisonInt *garr;
CWindowWithGarrison();
};
class CMainInterface : public IShowActivable
{
public:
IShowActivable *subInt;
};
class CIntObject //interface object
{
public:
Rect pos; //position of object on the screen
int ID; //object uniqe ID, rarely (if at all) used
//virtual bool isIn(int x, int y)
//{
// return pos.isIn(x,y);
//}
virtual ~CIntObject(){}; //d-tor
};
class CSimpleWindow : public IShowActivable, public virtual CIntObject
{
public:
SDL_Surface * bitmap; //background
CIntObject * owner; //who made this window
virtual void show(SDL_Surface * to);
CSimpleWindow():bitmap(NULL),owner(NULL){}; //c-tor
virtual ~CSimpleWindow(); //d-tor
void activate(){};
void deactivate(){};
};
class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
{
public:
int bitmapOffset; //TODO: comment me
int type; //advmapbutton=2 //TODO: comment me
bool abs;//TODO: comment me
bool active; //if true, this button is active and can be pressed
bool notFreeButton; //TODO: comment me
CIntObject * ourObj; // "owner"
int state; //TODO: comment me
std::vector< std::vector<SDL_Surface*> > imgs; //images for this button
int curimg; //curently displayed image from imgs
virtual void show(SDL_Surface * to);
virtual void activate()=0;
virtual void deactivate()=0;
CButtonBase(); //c-tor
virtual ~CButtonBase(); //d-tor
};
class ClickableL : public virtual CIntObject //for left-clicks
{
public:
bool pressedL; //for determining if object is L-pressed
ClickableL(); //c-tor
virtual ~ClickableL();//{};//d-tor
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; //for determining if object is R-pressed
ClickableR(); //c-tor
virtual ~ClickableR();//{};//d-tor
virtual void clickRight (boost::logic::tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class Hoverable : public virtual CIntObject
{
public:
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Hoverable() : hovered(false){} //c-tor
virtual ~Hoverable();//{}; //d-tor
bool hovered; //for determining if object is hovered
virtual void hover (bool on)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
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{
public:
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bool captureAllKeys; //if true, only this object should get info about pressed keys
KeyInterested(): captureAllKeys(false){}
virtual ~KeyInterested();//{};//d-tor
virtual void keyPressed(const SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
//class for binding keys to left mouse button clicks
//classes wanting use it should have it as one of their base classes
class KeyShortcut : public KeyInterested, public ClickableL
{
public:
std::set<int> assignedKeys;
KeyShortcut(){}; //c-tor
KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
};
class MotionInterested: public virtual CIntObject
{
public:
bool strongInterest; //if true - report all mouse movements, if not - only when hovered
MotionInterested(){strongInterest=false;};
virtual ~MotionInterested(){};//d-tor
virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class TimeInterested: public virtual CIntObject
{
public:
virtual ~TimeInterested(){}; //d-tor
int toNextTick;
virtual void tick()=0;
virtual void activate();
virtual void deactivate();
};
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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();
virtual void show(SDL_Surface * to);
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
};
class CRClickPopup : public IShowActivable, public ClickableR //popup displayed on R-click
{
public:
virtual void activate();
virtual void deactivate();
virtual void close();
void clickRight (boost::logic::tribool down);
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
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
void close();
void show(SDL_Surface * to);
CInfoPopup(){free=false;bitmap=NULL;} //default c-tor
~CInfoPopup(){}; //d-tor
};
class SComponent : public ClickableR //common popup window component
{
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
void clickRight (boost::logic::tribool down); //call-in
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
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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
void clickLeft(boost::logic::tribool down); //call-in
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;
class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
{
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();
void clickRight (boost::logic::tribool down);
void clickLeft(boost::logic::tribool down);
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:
int interx, intery; //intervals between slots
CGarrisonSlot *highlighted; //choosen slot
SDL_Surface *&sur; //TODO: comment me
int offx, offy, p2; //TODO: comment me
bool ignoreEvent, update, active, splitting, pb;
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
CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *&pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL); //c-tor
~CGarrisonInt(); //d-tor
};
class CPlayerInterface : public CGameInterface
{
public:
//minor interfaces
CondSh<bool> *showingDialog; //indicates if dialog box is displayed
boost::recursive_mutex *pim;
bool makingTurn; //if player is already making his turn
//TODO: exclude to some kind Settings struct
int heroMoveSpeed; //speed of player's hero movement
void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;} //set for the member above
int mapScrollingSpeed; //map scrolling speed
void setMapScrollingSpeed(int newSpeed) {mapScrollingSpeed = newSpeed;} //set the member above
SDL_Event * current; //current event
//CMainInterface *curint;
CAdvMapInt * adventureInt;
CCastleInterface * castleInt; //NULL if castle window isn't opened
CBattleInterface * battleInt; //NULL if no battle
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CInGameConsole * cingconsole;
FPSmanager * mainFPSmng; //to keep const framerate
IStatusBar *statusbar; //current statusbar - will be used to show hover tooltips
CCallback * cb; //to communicate with engine
const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL)
std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
void totalRedraw(); //forces total redraw (using showAll)
void popInt(IShowActivable *top); //removes given interface from the top and activates next
void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
IShowActivable *topInt(); //returns top interface
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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);
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID);
//void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
//void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
void tileHidden(const std::set<int3> &pos); //called when given tiles become hidden under fog of war
void tileRevealed(const std::set<int3> &pos); //called when fog of war disappears from given tiles
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
void requestRealized(PackageApplied *pa);
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void serialize(COSer<CSaveFile> &h, const int version); //saving
void serialize(CISer<CLoadFile> &h, const int version); //loading
//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); //end of battle
//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
void battleStackMoved(int ID, int dest, int distance, bool end);
void battleSpellCasted(SpellCasted *sc);
void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
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
//-------------//
bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
void redrawHeroWin(const CGHeroInstance * hero);
void updateWater();
void showComp(SComponent comp); //TODO: comment me
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); //returns position closest to pos we can center screen on
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void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID);
void showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
bool moveHero(const CGHeroInstance *h, CPath path);
CPlayerInterface(int Player, int serial);//c-tor
~CPlayerInterface();//d-tor
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serializeTempl(Handler &h, const int version);
};
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
};
class CList
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
{
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
boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
CList(int Size = 5); //c-tor
void clickLeft(boost::logic::tribool down);
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
std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
CHeroList(int Size); //c-tor
int getPosOfHero(const CArmedInstance* h); //hero's position on list
void genList();
void select(int which); //call-in
void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
void clickLeft(boost::logic::tribool down); //call-in
void clickRight(boost::logic::tribool down); //call-in
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 redrawAllOne(int which); //not imeplemented
void draw(SDL_Surface * to);
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
void clickLeft(boost::logic::tribool down); //call-in
void clickRight(boost::logic::tribool down); //call-in
void hover (bool on); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void draw(SDL_Surface * to);
};
class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
{
public:
CCreature *c; //which creature's picture
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bool big; //big => 100x130; !big => 100x120
CCreatureAnimation *anim; //displayed animation
CCreaturePic(CCreature *cre, bool Big=true); //c-tor
~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
};
class CRecrutationWindow : public IShowActivable, public ClickableL, public ClickableR
{
public:
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
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);
CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
~CRecrutationWindow(); //d-tor
};
class CSplitWindow : public IShowActivable, public KeyInterested, public ClickableL
{
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);
void clickLeft(boost::logic::tribool down); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void sliderMoved(int to);
};
class CCreInfoWindow : public IShowActivable, public KeyInterested, public ClickableR
{
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();
void clickRight(boost::logic::tribool down); //call-in
void dismissF();
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void deactivate();
void show(SDL_Surface * to);
};
class CLevelWindow : public IShowActivable, public CIntObject
{
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);
};
class CMinorResDataBar : public IShowable, public CIntObject
{
public:
SDL_Surface *bg; //background bitmap
void show(SDL_Surface * to);
CMinorResDataBar(); //c-tor
~CMinorResDataBar(); //d-tor
};
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);
void clickLeft(boost::logic::tribool down);
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();
};
class CSystemOptionsWindow : public IShowActivable, public CIntObject
{
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);
};
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);
} h1, h2; //recruitable heroes
SDL_Surface *bg; //background
CStatusBar *bar; //tavern's internal status 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);
};
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class CInGameConsole : public IShowActivable, public KeyInterested
{
private:
std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
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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
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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);
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
void startEnteringText();
void endEnteringText(bool printEnteredText);
void refreshEnteredText();
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CInGameConsole(); //c-tor
};
class CGarrisonWindow : public CWindowWithGarrison, public CIntObject
{
public:
SDL_Surface *bg; //background surface
AdventureMapButton *split, *quit;
void close();
void activate();
void deactivate();
void show(SDL_Surface * to);
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down); //c-tor
~CGarrisonWindow(); //d-tor
};
extern CPlayerInterface * LOCPLINT;
#endif // __CPLAYERINTERFACE_H__