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# pragma once
# include "global.h"
# include "CGameInterface.h"
# include "SDL.h"
# include "SDL_framerate.h"
class CDefEssential ;
class CHeroInstance ;
class CDefHandler ;
struct HeroMoveDetails ;
class CDefEssential ;
class CGHeroInstance ;
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class CAdvMapInt ;
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class CCastleInterface ;
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class IShowable
{
public :
virtual void show ( SDL_Surface * to = NULL ) = 0 ;
} ;
class IActivable
{
public :
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
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class CIntObject //interface object
{
public :
SDL_Rect pos ;
int ID ;
} ;
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class CSimpleWindow : public virtual CIntObject , public IShowable
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{
public :
SDL_Surface * bitmap ;
CIntObject * owner ;
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virtual void show ( SDL_Surface * to = NULL ) ;
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CSimpleWindow ( ) : bitmap ( NULL ) , owner ( NULL ) { } ;
virtual ~ CSimpleWindow ( ) ;
} ;
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class CButtonBase : public virtual CIntObject , public IShowable , public IActivable //basic buttton class
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{
public :
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int bitmapOffset ;
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int type ; //advmapbutton=2
bool abs ;
bool active ;
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CIntObject * ourObj ; // "owner"
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int state ;
std : : vector < std : : vector < SDL_Surface * > > imgs ;
int curimg ;
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virtual void show ( SDL_Surface * to = NULL ) ;
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virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
CButtonBase ( ) ;
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virtual ~ CButtonBase ( ) { } ;
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} ;
class ClickableL : public virtual CIntObject //for left-clicks
{
public :
bool pressedL ;
ClickableL ( ) ;
virtual void clickLeft ( tribool down ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class ClickableR : public virtual CIntObject //for right-clicks
{
public :
bool pressedR ;
ClickableR ( ) ;
virtual void clickRight ( tribool down ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class Hoverable : public virtual CIntObject
{
public :
Hoverable ( ) { hovered = false ; }
bool hovered ;
virtual void hover ( bool on ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class KeyInterested : public virtual CIntObject
{
public :
virtual void keyPressed ( SDL_KeyboardEvent & key ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
class MotionInterested : public virtual CIntObject
{
public :
virtual void mouseMoved ( SDL_MouseMotionEvent & sEvent ) = 0 ;
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
} ;
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class TimeInterested : public virtual CIntObject
{
public :
int toNextTick ;
virtual void tick ( ) = 0 ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
} ;
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template < typename T > class CSCButton : public CButtonBase , public ClickableL //prosty guzik, ktory tylko zmienia obrazek
{
public :
int3 posr ; //position in the bitmap
int state ;
T * delg ;
void ( T : : * func ) ( tribool ) ;
CSCButton ( CDefHandler * img , CIntObject * obj , void ( T : : * poin ) ( tribool ) , T * Delg = NULL ) ;
void clickLeft ( tribool down ) ;
void activate ( ) ;
void deactivate ( ) ;
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void show ( SDL_Surface * to = NULL ) ;
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} ;
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{ //okno usuwa swoje komponenty w chwili zamkniecia
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public :
CSCButton < CInfoWindow > okb ;
std : : vector < SComponent * > components ;
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virtual void okClicked ( tribool down ) ;
virtual void close ( ) ;
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CInfoWindow ( ) ;
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virtual ~ CInfoWindow ( ) ;
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} ;
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class CSelWindow : public CInfoWindow //component selection window
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{ //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac
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public :
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void selectionChange ( CSelectableComponent * to ) ;
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void okClicked ( tribool down ) ;
void close ( ) ;
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CSelWindow ( ) { } ;
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} ;
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class SComponent : public ClickableR
{
public :
enum Etype
{
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primskill , secskill , resource , creature , artifact , experience
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} type ;
int subtype ;
int val ;
std : : string description ; //r-click
std : : string subtitle ;
SComponent ( Etype Type , int Subtype , int Val ) ;
//SComponent(const & SComponent r);
void clickRight ( tribool down ) ;
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virtual SDL_Surface * getImg ( ) ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
} ;
class CSelectableComponent : public SComponent , public ClickableL
{
public :
bool selected ;
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bool customB ;
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SDL_Surface * border , * myBitmap ;
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CSelWindow * owner ;
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void clickLeft ( tribool down ) ;
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CSelectableComponent ( Etype Type , int Sub , int Val , CSelWindow * Owner = NULL , SDL_Surface * Border = NULL ) ;
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~ CSelectableComponent ( ) ;
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void activate ( ) ;
void deactivate ( ) ;
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void select ( bool on ) ;
SDL_Surface * getImg ( ) ;
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} ;
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class CPlayerInterface : public CGameInterface
{
public :
bool makingTurn ;
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SDL_Event * current ;
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CAdvMapInt * adventureInt ;
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CCastleInterface * castleInt ;
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FPSmanager * mainFPSmng ;
//TODO: town interace, battle interface, other interfaces
CCallback * cb ;
std : : vector < ClickableL * > lclickable ;
std : : vector < ClickableR * > rclickable ;
std : : vector < Hoverable * > hoverable ;
std : : vector < KeyInterested * > keyinterested ;
std : : vector < MotionInterested * > motioninterested ;
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std : : vector < TimeInterested * > timeinterested ;
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std : : vector < IShowable * > objsToBlit ;
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SDL_Surface * hInfo ;
std : : vector < std : : pair < int , int > > slotsPos ;
CDefEssential * luck22 , * luck30 , * luck42 , * luck82 ,
* morale22 , * morale30 , * morale42 , * morale82 ;
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std : : map < int , SDL_Surface * > heroWins ;
//std::map<int,SDL_Surface*> townWins;
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//overloaded funcs from Interface
void yourTurn ( ) ;
void heroMoved ( const HeroMoveDetails & details ) ;
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void tileRevealed ( int3 pos ) ;
void tileHidden ( int3 pos ) ;
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void heroKilled ( const CGHeroInstance * hero ) ;
void heroCreated ( const CGHeroInstance * hero ) ;
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void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , int val ) ;
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void receivedResource ( int type , int val ) ;
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void showSelDialog ( std : : string text , std : : vector < CSelectableComponent * > & components , int askID ) ;
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void showComp ( SComponent comp ) ;
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void openTownWindow ( const CGTownInstance * town ) ;
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SDL_Surface * infoWin ( const CGObjectInstance * specific ) ; //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
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void handleEvent ( SDL_Event * sEvent ) ;
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void handleKeyDown ( SDL_Event * sEvent ) ;
void handleKeyUp ( SDL_Event * sEvent ) ;
void handleMouseMotion ( SDL_Event * sEvent ) ;
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void init ( ICallback * CB ) ;
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int3 repairScreenPos ( int3 pos ) ;
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void showInfoDialog ( std : : string text , std : : vector < SComponent * > & components ) ;
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void removeObjToBlit ( IShowable * obj ) ;
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SDL_Surface * drawHeroInfoWin ( const CGHeroInstance * curh ) ;
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SDL_Surface * drawPrimarySkill ( const CGHeroInstance * curh , SDL_Surface * ret , int from = 0 , int to = PRIMARY_SKILLS ) ;
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SDL_Surface * drawTownInfoWin ( const CGTownInstance * curh ) ;
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CPlayerInterface ( int Player , int serial ) ;
} ;