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vcmi/client/CKingdomInterface.h

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#ifndef __CKINGDOMINTERFACE_H__
#define __CKINGDOMINTERFACE_H__
#include "../global.h"
#include "GUIBase.h"
#include "GUIClasses.h"
#include "CMusicBase.h"
class AdventureMapButton;
class CHighlightableButtonsGroup;
class CResDataBar;
class CStatusBar;
class CSlider;
class CMinorResDataBar;
class HoverableArea;
class MoraleLuckBox;
/*
* CKingdomInterface.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 CKingdomInterface : public CGarrisonHolder
{
class CTownItem : public CWindowWithGarrison
{
class CCreaPlace: public LRClickableAreaWTextComp
{
public:
const CGTownInstance * town;
CCreaPlace(); //c-tor
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void activate();
void deactivate();
};
public:
const CGTownInstance * town;
CKingdomInterface * parent;
int numb;//position on screen (1..size)
HoverableArea *incomeArea;//hoverable text for town hall, fort, income
CHeroArea * garrHero, *visitHero;//portraits of heroes
LRClickableAreaOpenTown *hallArea, *fortArea, * townImage;//town image
std::vector < HoverableArea * > creaGrowth;
std::vector < CCreaPlace * > creaCount;
void setTown(const CGTownInstance * newTown);//change town and update info
void showAll(SDL_Surface * to);
void activate();
void deactivate();
CTownItem (int num, CKingdomInterface * Owner);//c-tor
~CTownItem();//d-tor
};
class CHeroItem : public CWindowWithGarrison
{
class CArtPlace: public LRClickableAreaWTextComp
{
public:
CHeroItem * parent;
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CArtPlace(CHeroItem * owner, const Rect &r = Rect(0, 0, 44, 44)); //c-tor
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void activate();
void deactivate();
};
public:
const CGHeroInstance * hero;
CKingdomInterface * parent;
int artGroup,numb;//current art group (0 = equiped, 1 = misc, 2 = backpack)
int backpackPos;//first visible artifact in backpack
AdventureMapButton * artLeft, * artRight;//buttons for backpack
CHeroArea * portrait;
LRClickableAreaWText * experience;
MoraleLuckBox * morale, * luck;
LRClickableAreaWText * spellPoints;
LRClickableAreaWText * speciality;
std::vector<LRClickableAreaWTextComp *> primarySkills;
std::vector<LRClickableAreaWTextComp *> secondarySkills;
std::vector<LRClickableAreaWTextComp *> artifacts;
std::vector<LRClickableAreaWTextComp *> backpack;
CHighlightableButtonsGroup * artButtons;
void setHero(const CGHeroInstance * newHero);//change hero and update info
void scrollArts(int move);//moving backpack, receiving distance
void onArtChange(int newstate);//changes artgroup
void showAll(SDL_Surface * to);
void activate();
void deactivate();
CHeroItem (int num, CKingdomInterface * Owner);//c-tor
~CHeroItem();//d-tor
};
public:
//common data
int state;//1 = towns showed, 2 = heroes;
SDL_Surface * bg;//background
CStatusBar * statusbar;//statusbar
CResDataBar *resdatabar;//resources
int size,PicCount;
//buttons
AdventureMapButton *exit;//exit button
AdventureMapButton *toTowns;//town button
AdventureMapButton *toHeroes;//hero button
CDefEssential * title; //title bar
//hero/town lists
CSlider * slider;//slider
bool showHarrisoned;//show harrisoned hero in heroes list or not, disabled by default
int heroPos,townPos;//position of lists
std::vector<CHeroItem *> heroes;//heroes list
std::vector<CTownItem *> towns;//towns list
CDefEssential * slots, *fort, *hall;
//objects list
int objSize, objPos;
CDefEssential *objPics;
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std::map<int,std::pair<int, const std::string*> > objList; //dwelling ID, count, hover text
std::vector <HoverableArea* > ObjList;//list of dwellings
AdventureMapButton* ObjUp, *ObjDown, *ObjTop, *ObjBottom;//buttons for dwellings list
//income pics
std::vector<HoverableArea*> incomes;//mines + incomes
std::vector<int> incomesVal;//values to print
CDefEssential * mines;
CKingdomInterface(); //c-tor
~CKingdomInterface(); //d-tor
void updateGarrisons();//garrison updater
void moveObjectList(int newPos);
void recreateHeroList(int pos);//recreating heroes list (on slider move)
void recreateTownList(int pos);//same for town list
void listToTowns();//changing list to town view
void listToHeroes();//changing list to heroes view
void sliderMoved(int newpos);//when we move a slider...
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void close();
void activate();
void deactivate();
};
#endif // __CCASTLEINTERFACE_H__