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vcmi/client/GUIBase.h

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#ifndef __GUIBASE_H__
#define __GUIBASE_H__
#include "../global.h"
#include "SDL.h"
#include <set>
#include <list>
#include "../timeHandler.h"
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#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
/*
* GUIBase.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;
class CInGameConsole;
class CGarrisonInt;
class CInGameConsole;
class Component;
class CArmedInstance;
class CGTownInstance;
class StackState;
class CPlayerInterface;
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;
}
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Rect& operator+=(const Point &p) //works as operator+
{
x += p.x;
y += p.y;
return *this;
}
Rect& operator-=(const Rect &p) //works as operator+
{
x -= p.x;
y -= p.y;
return *this;
}
Rect& operator-=(const Point &p) //works as operator+
{
x -= p.x;
y -= p.y;
return *this;
}
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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
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int ID; //object unique ID, rarely (if at all) used
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//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:
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
{
public:
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();
};
class CGuiHandler
{
public:
timeHandler th;
std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
//active GUI elements (listening for events
std::list<ClickableL*> lclickable;
std::list<ClickableR*> rclickable;
std::list<Hoverable*> hoverable;
std::list<KeyInterested*> keyinterested;
std::list<MotionInterested*> motioninterested;
std::list<TimeInterested*> timeinterested;
//objs to blit
std::vector<IShowable*> objsToBlit;
SDL_Event * current; //current event
void totalRedraw(); //forces total redraw (using showAll)
void simpleRedraw(); //update only top interface and draw background from buffer
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
void updateTime(); //handles timeInterested
void handleEvents(); //takes events from queue and calls interested objects
void handleEvent(SDL_Event *sEvent);
void handleMouseMotion(SDL_Event *sEvent);
};
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extern CGuiHandler GH; //global gui handler
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#endif //__GUIBASE_H__