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vcmi/client/adventureMap/AdventureMapShortcuts.h

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/*
* AdventureMapShortcuts.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
VCMI_LIB_NAMESPACE_BEGIN
class Point;
class Rect;
VCMI_LIB_NAMESPACE_END
enum class EShortcut;
class AdventureMapInterface;
enum class EAdventureState;
struct AdventureMapShortcutState
{
EShortcut shortcut;
bool isEnabled;
std::function<void()> callback;
};
/// Class that contains list of functions for shortcuts available from adventure map
class AdventureMapShortcuts
{
AdventureMapInterface & owner;
EAdventureState state;
int mapLevel;
void showOverview();
void worldViewBack();
void worldViewScale1x();
void worldViewScale2x();
void worldViewScale4x();
void switchMapLevel();
void showQuestlog();
void toggleTrackHero();
void toggleGrid();
void toggleVisitable();
void toggleBlocked();
void toggleSleepWake();
void setHeroSleeping();
void setHeroAwake();
void moveHeroAlongPath();
void showSpellbook();
void adventureOptions();
void systemOptions();
void firstHero();
void nextHero();
void endTurn();
void showThievesGuild();
void showScenarioInfo();
void toMainMenu();
void newGame();
void quitGame();
void saveGame();
void loadGame();
void digGrail();
void viewPuzzleMap();
void restartGame();
void visitObject();
void openObject();
void showMarketplace();
void firstTown();
void nextTown();
void nextObject();
void zoom( int distance);
void moveHeroDirectional(const Point & direction);
public:
explicit AdventureMapShortcuts(AdventureMapInterface & owner);
std::vector<AdventureMapShortcutState> getShortcuts();
bool optionCanViewQuests();
bool optionCanToggleLevel();
bool optionMapLevelSurface();
bool optionHeroSleeping();
bool optionHeroAwake();
bool optionHeroSelected();
bool optionHeroCanMove();
bool optionHasNextHero();
bool optionCanVisitObject();
bool optionCanEndTurn();
bool optionSpellcasting();
bool optionInMapView();
bool optionInWorldView();
bool optionSidePanelActive();
bool optionMapScrollingActive();
bool optionMapViewActive();
void setState(EAdventureState newState);
EAdventureState getState() const;
void onMapViewMoved(const Rect & visibleArea, int mapLevel);
};