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# ifndef __GUICLASSES_H__
# define __GUICLASSES_H__
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# include "../global.h"
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# include "GUIBase.h"
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# include "FunctionList.h"
# include <set>
# include <list>
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# include <boost/thread/mutex.hpp>
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# ifdef max
# undef max
# endif
# ifdef min
# undef min
# endif
/*
* GUIClasses . 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
*
*/
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struct ArtifactLocation ;
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class CStackBasicDescriptor ;
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class CBonusSystemNode ;
class CArtifact ;
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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 ;
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class CCreatureAnim ;
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class CSelectableComponent ;
class CCreatureSet ;
class CGObjectInstance ;
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class CGDwelling ;
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class CSlider ;
struct UpgradeInfo ;
template < typename T > struct CondSh ;
class CInGameConsole ;
class CGarrisonInt ;
class CInGameConsole ;
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struct Component ;
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class CArmedInstance ;
class CGTownInstance ;
class StackState ;
class CPlayerInterface ;
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class CHeroWindow ;
class CArtifact ;
class CArtifactsOfHero ;
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class CResDataBar ;
struct SPuzzleInfo ;
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class CGGarrison ;
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class CStackInstance ;
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class IMarket ;
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class CTextBox ;
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class CArtifactInstance ;
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class IBonusBearer ;
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class CArtPlace ;
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extern SDL_Color tytulowy , tlo , zwykly ;
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/// text + comp. + ok button
class CInfoWindow : public CSimpleWindow
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{ //window able to delete its components when closed
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bool delComps ; //whether comps will be deleted
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public :
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typedef std : : vector < std : : pair < std : : string , CFunctionList < void ( ) > > > TButtonsInfo ;
typedef std : : vector < SComponent * > TCompsInfo ;
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int ID ; //for identification
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CTextBox * text ;
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std : : vector < AdventureMapButton * > buttons ;
std : : vector < SComponent * > components ;
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CSlider * slider ;
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void setDelComps ( bool DelComps ) ;
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virtual void close ( ) ;
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void show ( SDL_Surface * to ) ;
void showAll ( SDL_Surface * to ) ;
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void sliderMoved ( int to ) ;
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CInfoWindow ( std : : string Text , int player , const TCompsInfo & comps = TCompsInfo ( ) , const TButtonsInfo & Buttons = TButtonsInfo ( ) , bool delComps = true ) ; //c-tor
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CInfoWindow ( ) ; //c-tor
~ CInfoWindow ( ) ; //d-tor
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static void showYesNoDialog ( const std : : string & text , const std : : vector < SComponent * > * components , const CFunctionList < void ( ) > & onYes , const CFunctionList < void ( ) > & onNo , bool DelComps = true , int player = 1 ) ; //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static CInfoWindow * create ( const std : : string & text , int playerID = 1 , const std : : vector < SComponent * > * components = NULL , bool DelComps = false ) ;
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} ;
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/// component selection window
class CSelWindow : public CInfoWindow
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{ //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
} ;
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/// popup displayed on R-click
class CRClickPopup : public CIntObject
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{
public :
virtual void activate ( ) ;
virtual void deactivate ( ) ;
virtual void close ( ) ;
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void clickRight ( tribool down , bool previousState ) ;
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CRClickPopup ( ) ;
virtual ~ CRClickPopup ( ) ; //d-tor
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static void createAndPush ( const std : : string & txt , const CInfoWindow : : TCompsInfo & comps = CInfoWindow : : TCompsInfo ( ) ) ;
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static void createAndPush ( const CGObjectInstance * obj , const Point & p , EAlignment alignment = BOTTOMRIGHT ) ;
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} ;
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/// popup displayed on R-click
class CRClickPopupInt : public CRClickPopup
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{
public :
IShowActivable * inner ;
bool delInner ;
void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) ;
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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
void close ( ) ;
void show ( SDL_Surface * to ) ;
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CInfoPopup ( SDL_Surface * Bitmap , int x , int y , bool Free = false ) ; //c-tor
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CInfoPopup ( SDL_Surface * Bitmap , const Point & p , EAlignment alignment , bool Free = false ) ; //c-tor
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CInfoPopup ( SDL_Surface * Bitmap = NULL , bool Free = false ) ; //default c-tor
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void init ( int x , int y ) ;
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~ CInfoPopup ( ) ; //d-tor
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} ;
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/// common popup window component
class SComponent : public virtual CIntObject
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{
public :
enum Etype
{
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primskill , secskill , resource , creature , artifact , experience , secskill44 , spell , morale , luck , building , hero , flag
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} type ; //component type
int subtype ; //TODO: comment me
int val ; //TODO: comment me
std : : string description ; //r-click
std : : string subtitle ; //TODO: comment me
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SDL_Surface * img ; //our image
bool free ; //should surface be freed on delete
SDL_Surface * setSurface ( std : : string defName , int imgPos ) ;
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void init ( Etype Type , int Subtype , int Val ) ;
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SComponent ( Etype Type , int Subtype , int Val , SDL_Surface * sur = NULL , bool freeSur = false ) ; //c-tor
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SComponent ( const Component & c ) ; //c-tor
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SComponent ( ) ; ; //c-tor
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virtual ~ SComponent ( ) ; //d-tor
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void clickRight ( tribool down , bool previousState ) ; //call-in
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SDL_Surface * getImg ( ) ;
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virtual void show ( SDL_Surface * to ) ;
virtual void activate ( ) ;
virtual void deactivate ( ) ;
} ;
class CSelectableComponent : public SComponent , public KeyShortcut
{
public :
bool selected ; //if true, this component is selected
boost : : function < void ( ) > onSelect ; //function called on selection change
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void clickLeft ( tribool down , bool previousState ) ; //call-in
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void init ( ) ;
CSelectableComponent ( Etype Type , int Sub , int Val , boost : : function < void ( ) > OnSelect = 0 ) ; //c-tor
CSelectableComponent ( const Component & c , boost : : function < void ( ) > OnSelect = 0 ) ; //c-tor
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~ CSelectableComponent ( ) ; //d-tor
virtual void show ( SDL_Surface * to ) ;
void activate ( ) ;
void deactivate ( ) ;
void select ( bool on ) ;
} ;
class CGarrisonInt ;
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/// A single garrison slot which holds one creature of a specific amount
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class CGarrisonSlot : public CIntObject
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{
public :
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int ID ; //for identification
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CGarrisonInt * owner ;
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const CStackInstance * myStack ; //NULL if slot is empty
const CCreature * creature ;
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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 ( ) ;
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bool our ( ) ;
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void clickRight ( tribool down , bool previousState ) ;
void clickLeft ( tribool down , bool previousState ) ;
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void activate ( ) ;
void deactivate ( ) ;
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void showAll ( SDL_Surface * to ) ;
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CGarrisonSlot ( CGarrisonInt * Owner , int x , int y , int IID , int Upg = 0 , const CStackInstance * Creature = NULL ) ;
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~ CGarrisonSlot ( ) ; //d-tor
} ;
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt : public CIntObject
{
public :
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int interx ; //space between slots
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Point garOffset ; //offset between garrisons (not used if only one hero)
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CGarrisonSlot * highlighted ; //chosen slot
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std : : vector < AdventureMapButton * > splitButtons ; //may be empty if no buttons
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int p2 , //TODO: comment me
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shiftPos ; //1st slot of the second row, set shiftPoint for effect
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bool splitting , pb ,
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smallIcons , //true - 32x32 imgs, false - 58x64
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removableUnits , //player can remove units from up
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twoRows , //slots will be placed in 2 rows
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owned [ 2 ] ; //player owns up or down army [0] upper, [1] lower
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// const CCreatureSet *set1; //top set of creatures
// const CCreatureSet *set2; //bottom set of creatures
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std : : vector < CGarrisonSlot * > slotsUp , slotsDown ; //slots of upper and lower garrison
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const CArmedInstance * armedObjs [ 2 ] ; //[0] is upper, [1] is down
//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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void setArmy ( const CArmedInstance * army , bool bottomGarrison ) ;
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void addSplitBtn ( AdventureMapButton * button ) ;
void createSet ( std : : vector < CGarrisonSlot * > & ret , const CCreatureSet * set , int posX , int distance , int posY , int Upg ) ;
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void activate ( ) ;
void createSlots ( ) ;
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void deleteSlots ( ) ;
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void recreateSlots ( ) ;
void splitClick ( ) ; //handles click on split button
void splitStacks ( int am2 ) ; //TODO: comment me
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//x, y - position;
//inx - distance between slots;
//pomsur, SurOffset - UNUSED
//s1, s2 - top and bottom armies;
//removableUnits - you can take units from top;
//smallImgs - units images size 64x58 or 32x32;
//twoRows - display slots in 2 row (1st row = 4, 2nd = 3)
CGarrisonInt ( int x , int y , int inx , const Point & garsOffset , SDL_Surface * pomsur , const Point & SurOffset , const CArmedInstance * s1 , const CArmedInstance * s2 = NULL , bool _removableUnits = true , bool smallImgs = false , bool _twoRows = false ) ; //c-tor
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~ CGarrisonInt ( ) ; //d-tor
} ;
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/// Status bar which is shown at the bottom of the in-game screens
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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
} ;
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/// Label which shows text
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class CLabel
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: public virtual CIntObject
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{
public :
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EAlignment alignment ;
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EFonts font ;
SDL_Color color ;
std : : string text ;
CPicture * bg ;
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bool autoRedraw ; //whether control will redraw itself on setTxt
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Point textOffset ; //text will be blitted at pos + textOffset with appropriate alignment
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bool ignoreLeadingWhitespace ;
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virtual void setTxt ( const std : : string & Txt ) ;
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void showAll ( SDL_Surface * to ) ; //shows statusbar (with current text)
CLabel ( int x = 0 , int y = 0 , EFonts Font = FONT_SMALL , EAlignment Align = TOPLEFT , const SDL_Color & Color = zwykly , const std : : string & Text = " " ) ;
} ;
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/// a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
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class CTextBox
: public CLabel
{
public :
int maxW ; //longest line of text in px
int maxH ; //total height needed to print all lines
int sliderStyle ;
bool redrawParentOnScrolling ;
std : : vector < std : : string > lines ;
CSlider * slider ;
//CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
CTextBox ( std : : string Text , const Rect & rect , int SliderStyle , EFonts Font = FONT_SMALL , EAlignment Align = TOPLEFT , const SDL_Color & Color = zwykly ) ;
void showAll ( SDL_Surface * to ) ; //shows statusbar (with current text)
void setTxt ( const std : : string & Txt ) ;
void setBounds ( int limitW , int limitH ) ;
void recalculateLines ( const std : : string & Txt ) ;
void sliderMoved ( int to ) ;
} ;
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/// Status bar which is shown at the bottom of the in-game screens
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class CGStatusBar
: public CLabel , public IStatusBar
{
void init ( ) ;
public :
IStatusBar * oldStatusBar ;
//statusbar interface overloads
void print ( const std : : string & Text ) ; //prints text and refreshes statusbar
void clear ( ) ; //clears statusbar and refreshes
std : : string getCurrent ( ) ; //returns currently displayed text
void show ( SDL_Surface * to ) ; //shows statusbar (with current text)
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CGStatusBar ( int x , int y , EFonts Font = FONT_SMALL , EAlignment Align = CENTER , const SDL_Color & Color = zwykly , const std : : string & Text = " " ) ;
CGStatusBar ( CPicture * BG , EFonts Font = FONT_SMALL , EAlignment Align = CENTER , const SDL_Color & Color = zwykly ) ; //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
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CGStatusBar ( int x , int y , std : : string name , int maxw = - 1 ) ;
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~ CGStatusBar ( ) ;
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void calcOffset ( ) ;
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} ;
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/// UIElement which can get input focus
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class CFocusable
: public virtual CIntObject
{
public :
bool focus ; //only one focusable control can have focus at one moment
void giveFocus ( ) ; //captures focus
void moveFocus ( ) ; //moves focus to next active control (may be used for tab switching)
static std : : list < CFocusable * > focusables ; //all existing objs
static CFocusable * inputWithFocus ; //who has focus now
CFocusable ( ) ;
~ CFocusable ( ) ;
} ;
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/// Text input box where players can enter text
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class CTextInput
: public CLabel , public CFocusable
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{
public :
CFunctionList < void ( const std : : string & ) > cb ;
void setText ( const std : : string & nText , bool callCb = false ) ;
CTextInput ( const Rect & Pos , const Point & bgOffset , const std : : string & bgName , const CFunctionList < void ( const std : : string & ) > & CB ) ;
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CTextInput ( const Rect & Pos , SDL_Surface * srf = NULL ) ;
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~ CTextInput ( ) ;
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void showAll ( SDL_Surface * to ) ;
void clickLeft ( tribool down , bool previousState ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ;
} ;
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/// Listbox UI Element
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class CList : public CIntObject
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{
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
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tribool pressed ; //true=up; false=down; indeterminate=none
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CList ( int Size = 5 ) ; //c-tor
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void clickLeft ( tribool down , bool previousState ) ;
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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 ;
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virtual int size ( ) = 0 ; //how many elements do we have
void fixPos ( ) ; //scrolls list, so the selection will be visible
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} ;
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/// List of heroes which is shown at the right of the adventure map screen
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class CHeroList
: public CList
{
public :
CDefHandler * mobile , * mana ; //mana and movement indicators
int posmobx , posporx , posmanx , posmoby , pospory , posmany ;
CHeroList ( int Size ) ; //c-tor
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int getPosOfHero ( const CGHeroInstance * h ) ; //hero's position on list
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void genList ( ) ;
void select ( int which ) ; //call-in
void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) ; //call-in
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void clickLeft ( tribool down , bool previousState ) ; //call-in
void clickRight ( tribool down , bool previousState ) ; //call-in
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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 draw ( SDL_Surface * to ) ;
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void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) ;
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void init ( ) ;
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int size ( ) ; //how many elements do we have
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} ;
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/// List of towns which is shown at the right of the adventure map screen
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class CTownList
: public CList
{
public :
boost : : function < void ( ) > fun ; //function called on selection change
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
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void clickLeft ( tribool down , bool previousState ) ; //call-in
void clickRight ( tribool down , bool previousState ) ; //call-in
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void hover ( bool on ) ; //call-in
void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void draw ( SDL_Surface * to ) ;
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void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) ;
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int size ( ) ; //how many elements do we have
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} ;
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/// draws picture with creature on background, use Animated=true to get animation
class CCreaturePic : public CIntObject
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{
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private :
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CPicture * bg ; //background
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CCreatureAnim * anim ; //displayed animation
public :
CCreaturePic ( int x , int y , const CCreature * cre , bool Big = true , bool Animated = true ) ; //c-tor
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~ CCreaturePic ( ) ; //d-tor
} ;
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/// Recruitment window where you can recruit creatures
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class CRecruitmentWindow : public CIntObject
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{
public :
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static const int SPACE_BETWEEN = 18 ;
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static const int CREATURE_WIDTH = 102 ;
static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH ;
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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 ;
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CPicture * bitmap ; //background
CGStatusBar * bar ;
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int which ; //which creature is active
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const CGDwelling * dwelling ;
int level ;
const CArmedInstance * dst ;
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void close ( ) ;
void Max ( ) ;
void Buy ( ) ;
void Cancel ( ) ;
void sliderMoved ( int to ) ;
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void showAll ( SDL_Surface * to ) ;
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void initCres ( ) ;
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CRecruitmentWindow ( const CGDwelling * Dwelling , int Level , const CArmedInstance * Dst , const boost : : function < void ( int , int ) > & Recruit , int y_offset = 0 ) ; //creatures - pairs<creature_ID,amount> //c-tor
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~ CRecruitmentWindow ( ) ; //d-tor
} ;
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/// Split window where creatures can be splitted up into two single unit stacks
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class CSplitWindow : public CIntObject
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{
public :
CGarrisonInt * gar ;
CSlider * slider ;
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CCreaturePic * animLeft , * animRight ; //creature's animation
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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 ) ;
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void clickLeft ( tribool down , bool previousState ) ; //call-in
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void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void sliderMoved ( int to ) ;
} ;
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/// Raised up level windowe where you can select one out of two skills
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class CLevelWindow : public CIntObject
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{
public :
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int heroPortrait ;
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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 ) ;
} ;
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/// Resource bar like that at the bottom of the adventure map screen
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class CMinorResDataBar : public CIntObject
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{
public :
SDL_Surface * bg ; //background bitmap
void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) ;
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CMinorResDataBar ( ) ; //c-tor
~ CMinorResDataBar ( ) ; //d-tor
} ;
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/// Town portal, castle gate window
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class CObjectListWindow : public CIntObject
{
public :
boost : : function < void ( int ) > onSelect ; //called when OK button is pressed, returns id of selected item.
std : : string title , descr ; //text for title and description
CPicture * bg ; //background
CSlider * slider ;
CPicture * titleImage ; //title image (castle gate\town portal picture)
AdventureMapButton * ok , * exit ;
std : : vector < Rect > areas ; //areas for each visible item
std : : vector < int > items ; //id of all items present in list
int selected ; //currently selected item
int length ; //size of list (=9)
bool init ; //true = initialization completed
/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
CObjectListWindow ( const std : : vector < int > & _items , CPicture * titlePic , std : : string _title , std : : string _descr ,
boost : : function < void ( int ) > Callback , int initState = - 1 ) ; //c-tor
~ CObjectListWindow ( ) ; //d-tor
void elementSelected ( ) ; //call callback and exit
void moveList ( int which ) ; //called when slider moves
void clickLeft ( tribool down , bool previousState ) ; //call-in
void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void show ( SDL_Surface * to ) ;
void showAll ( SDL_Surface * to ) ;
} ;
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class CWindowWithArtifacts : public virtual CIntObject
{
public :
std : : vector < CArtifactsOfHero * > artSets ;
CWindowWithArtifacts ( ) ;
~ CWindowWithArtifacts ( ) ;
} ;
class CTradeWindow : public CWindowWithArtifacts //base for markets and altar of sacrifice
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{
public :
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enum EType
{
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RESOURCE , PLAYER , ARTIFACT_TYPE , CREATURE , CREATURE_PLACEHOLDER , ARTIFACT_PLACEHOLDER , ARTIFACT_INSTANCE
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} ;
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class CTradeableItem : public CIntObject
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{
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const CArtifactInstance * hlp ; //holds ptr to artifact instance id type artifact
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public :
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EType type ;
int id ;
int serial ;
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bool left ;
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std : : string subtitle ; //empty if default
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const CArtifactInstance * getArtInstance ( ) const ;
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void setArtInstance ( const CArtifactInstance * art ) ;
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// const CArtifact *getArt() const;
// void setArt(const CArtifact *artT) const;
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CFunctionList < void ( ) > callback ;
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bool downSelection ;
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void showAllAt ( const Point & dstPos , const std : : string & customSub , SDL_Surface * to ) ;
void clickRight ( tribool down , bool previousState ) ;
void hover ( bool on ) ;
void showAll ( SDL_Surface * to ) ;
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void clickLeft ( tribool down , bool previousState ) ;
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SDL_Surface * getSurface ( ) ;
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std : : string getName ( int number = - 1 ) const ;
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CTradeableItem ( EType Type , int ID , bool Left , int Serial ) ;
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} ;
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const IMarket * market ;
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const CGHeroInstance * hero ;
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CPicture * bg ; //background
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CArtifactsOfHero * arts ;
//all indexes: 1 = left, 0 = right
std : : vector < CTradeableItem * > items [ 2 ] ;
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CTradeableItem * hLeft , * hRight ; //highlighted items (NULL if no highlight)
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EType itemsType [ 2 ] ;
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EMarketMode mode ; //0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
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AdventureMapButton * ok , * max , * deal ;
CSlider * slider ; //for choosing amount to be exchanged
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bool readyToTrade ;
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CTradeWindow ( const IMarket * Market , const CGHeroInstance * Hero , EMarketMode Mode ) ; //c
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void showAll ( SDL_Surface * to ) ;
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void initSubs ( bool Left ) ;
void initTypes ( ) ;
void initItems ( bool Left ) ;
std : : vector < int > * getItemsIds ( bool Left ) ; //NULL if default
void getPositionsFor ( std : : vector < Rect > & poss , bool Left , EType type ) const ;
void removeItems ( const std : : set < CTradeableItem * > & toRemove ) ;
void removeItem ( CTradeableItem * t ) ;
void getEmptySlots ( std : : set < CTradeableItem * > & toRemove ) ;
void setMode ( EMarketMode Mode ) ; //mode setter
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void artifactSelected ( CArtPlace * slot ) ; //used when selling artifacts -> called when user clicked on artifact slot
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virtual void getBaseForPositions ( EType type , int & dx , int & dy , int & x , int & y , int & h , int & w , bool Right , int & leftToRightOffset ) const = 0 ;
virtual void selectionChanged ( bool side ) = 0 ; //true == left
virtual Point selectionOffset ( bool Left ) const = 0 ;
virtual std : : string selectionSubtitle ( bool Left ) const = 0 ;
virtual void garrisonChanged ( ) = 0 ;
virtual void artifactsChanged ( bool left ) = 0 ;
} ;
class CMarketplaceWindow : public CTradeWindow
{
bool printButtonFor ( EMarketMode M ) const ;
public :
int r1 , r2 ; //suggested amounts of traded resources
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bool madeTransaction ; //if player made at least one transaction
CTextBox * traderText ;
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void setMax ( ) ;
void sliderMoved ( int to ) ;
void makeDeal ( ) ;
void selectionChanged ( bool side ) ; //true == left
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CMarketplaceWindow ( const IMarket * Market , const CGHeroInstance * Hero = NULL , EMarketMode Mode = RESOURCE_RESOURCE ) ; //c-tor
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~ CMarketplaceWindow ( ) ; //d-tor
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Point selectionOffset ( bool Left ) const ;
std : : string selectionSubtitle ( bool Left ) const ;
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void garrisonChanged ( ) ; //removes creatures with count 0 from the list (apparently whole stack has been sold)
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void artifactsChanged ( bool left ) ;
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void resourceChanged ( int type , int val ) ;
void getBaseForPositions ( EType type , int & dx , int & dy , int & x , int & y , int & h , int & w , bool Right , int & leftToRightOffset ) const ;
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void updateTraderText ( ) ;
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} ;
class CAltarWindow : public CTradeWindow
{
public :
CAltarWindow ( const IMarket * Market , const CGHeroInstance * Hero , EMarketMode Mode ) ; //c-tor
void getExpValues ( ) ;
~ CAltarWindow ( ) ; //d-tor
std : : vector < int > sacrificedUnits , //[slot_nr] -> how many creatures from that slot will be sacrificed
expPerUnit ;
AdventureMapButton * sacrificeAll , * sacrificeBackpack ;
CLabel * expToLevel , * expOnAltar ;
void selectionChanged ( bool side ) ; //true == left
void SacrificeAll ( ) ;
void SacrificeBackpack ( ) ;
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void putOnAltar ( int backpackIndex ) ;
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bool putOnAltar ( CTradeableItem * altarSlot , const CArtifactInstance * art ) ;
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void makeDeal ( ) ;
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void showAll ( SDL_Surface * to ) ;
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void blockTrade ( ) ;
void sliderMoved ( int to ) ;
void getBaseForPositions ( EType type , int & dx , int & dy , int & x , int & y , int & h , int & w , bool Right , int & leftToRightOffset ) const ;
void mimicCres ( ) ;
Point selectionOffset ( bool Left ) const ;
std : : string selectionSubtitle ( bool Left ) const ;
void garrisonChanged ( ) ;
void artifactsChanged ( bool left ) ;
void calcTotalExp ( ) ;
void setExpToLevel ( ) ;
void updateRight ( CTradeableItem * toUpdate ) ;
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void artifactPicked ( ) ;
int firstFreeSlot ( ) ;
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void moveFromSlotToAltar ( int slotID , CTradeableItem * altarSlot , const CArtifactInstance * art ) ;
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} ;
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class CSystemOptionsWindow : public CIntObject
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{
private :
SDL_Surface * background ; //background of window
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AdventureMapButton * load , * save , * restart , * mainMenu , * quitGame , * backToMap ; //load and restart are not used yet
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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
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void bmainmenuf ( ) ; //return to main menu
void pushSDLEvent ( int type , int usercode ) ;
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void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
} ;
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class CTavernWindow : public CIntObject
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{
public :
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class HeroPortrait : public CIntObject
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{
public :
std : : string hoverName ;
vstd : : assigner < int , int > as ;
const CGHeroInstance * h ;
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char descr [ 100 ] ; // "XXX is a level Y ZZZ with N artifacts"
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void hover ( bool on ) ;
HeroPortrait ( int & sel , int id , int x , int y , const CGHeroInstance * H ) ;
void show ( SDL_Surface * to ) ;
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} * h1 , * h2 ; //recruitable heroes
CPicture * bg ; //background
CGStatusBar * bar ; //tavern's internal status bar
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int selected ; //0 (left) or 1 (right)
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int oldSelected ; //0 (left) or 1 (right)
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AdventureMapButton * thiefGuild , * cancel , * recruit ;
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const CGObjectInstance * tavernObj ;
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CTavernWindow ( const CGObjectInstance * TavernObj ) ; //c-tor
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~ CTavernWindow ( ) ; //d-tor
void recruitb ( ) ;
void close ( ) ;
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void thievesguildb ( ) ;
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void show ( SDL_Surface * to ) ;
} ;
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class CInGameConsole : public CIntObject
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{
private :
std : : list < std : : pair < std : : string , int > > texts ; //<text to show, time of add>
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boost : : mutex texts_mx ; // protects texts
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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
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 ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void startEnteringText ( ) ;
void endEnteringText ( bool printEnteredText ) ;
void refreshEnteredText ( ) ;
CInGameConsole ( ) ; //c-tor
} ;
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/// Shows a text by moving the mouse cursor over the object
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class HoverableArea : public virtual CIntObject
{
public :
std : : string hoverText ;
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virtual void hover ( bool on ) ;
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HoverableArea ( ) ;
virtual ~ HoverableArea ( ) ;
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} ;
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/// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
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class LRClickableAreaWText : public HoverableArea
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{
public :
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std : : string text ;
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LRClickableAreaWText ( ) ;
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LRClickableAreaWText ( const Rect & Pos , const std : : string & HoverText = " " , const std : : string & ClickText = " " ) ;
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virtual ~ LRClickableAreaWText ( ) ;
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void init ( ) ;
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virtual void clickLeft ( tribool down , bool previousState ) ;
virtual void clickRight ( tribool down , bool previousState ) ;
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} ;
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/// Can interact on left and right mouse clicks
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class LRClickableAreaWTextComp : public LRClickableAreaWText
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{
public :
int baseType ;
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int bonusValue , type ;
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virtual void clickLeft ( tribool down , bool previousState ) ;
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virtual void clickRight ( tribool down , bool previousState ) ;
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LRClickableAreaWTextComp ( const Rect & Pos = Rect ( 0 , 0 , 0 , 0 ) , int BaseType = - 1 ) ;
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SComponent * createComponent ( ) const ;
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} ;
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class MoraleLuckBox : public LRClickableAreaWTextComp
{
public :
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bool morale ; //true if morale, false if luck
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void set ( const IBonusBearer * node ) ;
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void showAll ( SDL_Surface * to ) ;
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MoraleLuckBox ( bool Morale , const Rect & r ) ;
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~ MoraleLuckBox ( ) ;
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} ;
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/// Opens hero window by left-clicking on it
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class CHeroArea : public CIntObject
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{
public :
const CGHeroInstance * hero ;
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CHeroArea ( int x , int y , const CGHeroInstance * _hero ) ;
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void hover ( bool on ) ;
void showAll ( SDL_Surface * to ) ;
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} ;
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/// Opens town screen by left-clicking on it
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class LRClickableAreaOpenTown : public LRClickableAreaWTextComp
{
public :
const CGTownInstance * town ;
void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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LRClickableAreaOpenTown ( ) ;
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} ;
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/// Creature info window
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class CCreInfoWindow : public CIntObject
{
public :
//bool active; //TODO: comment me
int type ; //0 - rclick popup; 1 - normal window
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CPicture * bitmap ; //background
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std : : string count ; //creature count in text format
boost : : function < void ( ) > dsm ; //dismiss button callback
CCreaturePic * anim ; //related creature's animation
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const CCreature * c ; //related creature
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std : : vector < SComponent * > upgResCost ; //cost of upgrade (if not possible then empty)
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MoraleLuckBox * luck , * morale ;
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AdventureMapButton * dismiss , * upgrade , * ok ;
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CCreInfoWindow ( const CStackInstance & st , int Type = 0 , boost : : function < void ( ) > Upg = 0 , boost : : function < void ( ) > Dsm = 0 , UpgradeInfo * ui = NULL ) ; //c-tor
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CCreInfoWindow ( const CStack & st , int Type = 0 ) ; //c-tor
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CCreInfoWindow ( int Cid , int Type , int creatureCount ) ; //c-tor
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void init ( const CCreature * cre , const CBonusSystemNode * stackNode , const CGHeroInstance * heroOwner , int creatureCount ) ;
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void printLine ( int nr , const std : : string & text , int baseVal , int val = - 1 , bool range = false ) ;
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~ CCreInfoWindow ( ) ; //d-tor
void activate ( ) ;
void close ( ) ;
void clickRight ( tribool down , bool previousState ) ; //call-in
void dismissF ( ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
} ;
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/// Artifacts can be placed there. Gets shown at the hero window
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class CArtPlace : public LRClickableAreaWTextComp
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{
public :
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int slotID ; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
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bool picked ;
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bool marked ;
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bool locked ;
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CArtifactsOfHero * ourOwner ;
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const CArtifactInstance * ourArt ;
CArtPlace ( const CArtifactInstance * Art ) ; //c-tor
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CArtPlace ( Point position , const CArtifactInstance * Art = NULL ) ; //c-tor
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void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
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void select ( ) ;
void deselect ( ) ;
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void activate ( ) ;
void deactivate ( ) ;
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void showAll ( SDL_Surface * to ) ;
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bool fitsHere ( const CArtifactInstance * art ) const ; //returns true if given artifact can be placed here
void setMeAsDest ( bool backpackAsVoid = true ) ;
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void setArtifact ( const CArtifactInstance * art ) ;
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~ CArtPlace ( ) ; //d-tor
} ;
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/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
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class CArtifactsOfHero : public CIntObject
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{
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const CGHeroInstance * curHero ;
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std : : vector < CArtPlace * > artWorn ; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std : : vector < CArtPlace * > backpack ; //hero's visible backpack (only 5 elements!)
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int backpackPos ; //number of first art visible in backpack (in hero's vector)
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public :
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struct SCommonPart
{
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struct Artpos
{
int slotID ;
const CArtifactsOfHero * AOH ;
const CArtifactInstance * art ;
Artpos ( ) ;
void clear ( ) ;
void setTo ( const CArtPlace * place , bool dontTakeBackpack ) ;
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bool valid ( ) ;
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bool operator = = ( const ArtifactLocation & al ) const ;
} src , dst ;
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std : : set < CArtifactsOfHero * > participants ; // Needed to mark slots.
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void reset ( ) ;
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} * commonInfo ; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
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bool updateState ; // Whether the commonInfo should be updated on setHero or not.
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AdventureMapButton * leftArtRoll , * rightArtRoll ;
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bool allowedAssembling ;
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std : : multiset < const CArtifactInstance * > artifactsOnAltar ; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be ommited in backpack slots
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boost : : function < void ( CArtPlace * ) > highlightModeCallback ; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
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void realizeCurrentTransaction ( ) ; //calls callback with parameters stored in commonInfo
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void artifactMoved ( const ArtifactLocation & src , const ArtifactLocation & dst ) ;
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void artifactRemoved ( const ArtifactLocation & al ) ;
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void artifactAssembled ( const ArtifactLocation & al ) ;
void artifactDisassembled ( const ArtifactLocation & al ) ;
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CArtPlace * getArtPlace ( int slot ) ;
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void setHero ( const CGHeroInstance * hero ) ;
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const CGHeroInstance * getHero ( ) const ;
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void dispose ( ) ; //free resources not needed after closing windows and reset state
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void scrollBackpack ( int dir ) ; //dir==-1 => to left; dir==1 => to right
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void safeRedraw ( ) ;
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void markPossibleSlots ( const CArtifactInstance * art ) ;
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void unmarkSlots ( bool withRedraw = true ) ; //unmarks slots in all visible AOHs
void unmarkLocalSlots ( bool withRedraw = true ) ; //unmarks slots in that particular AOH
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void setSlotData ( CArtPlace * artPlace , int slotID ) ;
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void updateWornSlots ( bool redrawParent = true ) ;
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void updateSlot ( int i ) ;
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void eraseSlotData ( CArtPlace * artPlace , int slotID ) ;
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CArtifactsOfHero ( const Point & position , bool createCommonPart = false ) ;
//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
CArtifactsOfHero ( std : : vector < CArtPlace * > ArtWorn , std : : vector < CArtPlace * > Backpack ,
AdventureMapButton * leftScroll , AdventureMapButton * rightScroll , bool createCommonPart = false ) ;
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~ CArtifactsOfHero ( ) ; //d-tor
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void updateParentWindow ( ) ;
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friend class CArtPlace ;
} ;
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/// Garrison window where you can take creatures out of the hero to place it on the garrison
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class CGarrisonWindow : public CWindowWithGarrison
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{
public :
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CPicture * bg ; //background surface
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AdventureMapButton * quit ;
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void close ( ) ;
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void showAll ( SDL_Surface * to ) ;
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CGarrisonWindow ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits ) ; //c-tor
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~ CGarrisonWindow ( ) ; //d-tor
} ;
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class CExchangeWindow : public CWindowWithGarrison , public CWindowWithArtifacts
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{
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CStatusBar * ourBar ; //internal statusbar
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SDL_Surface * bg ; //background
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AdventureMapButton * quit , * questlogButton [ 2 ] ;
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std : : vector < LRClickableAreaWTextComp * > secSkillAreas [ 2 ] , primSkillAreas ;
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MoraleLuckBox * morale [ 2 ] , * luck [ 2 ] ;
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LRClickableAreaWText * speciality [ 2 ] ;
LRClickableAreaWText * experience [ 2 ] ;
LRClickableAreaWText * spellPoints [ 2 ] ;
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CHeroArea * portrait [ 2 ] ;
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public :
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const CGHeroInstance * heroInst [ 2 ] ;
CArtifactsOfHero * artifs [ 2 ] ;
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void close ( ) ;
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
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void questlog ( int whichHero ) ; //questlog button callback; whichHero: 0 - left, 1 - right
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void prepareBackground ( ) ; //prepares or redraws bg
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CExchangeWindow ( si32 hero1 , si32 hero2 ) ; //c-tor
~ CExchangeWindow ( ) ; //d-tor
} ;
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/// Here you can buy ships
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class CShipyardWindow : public CIntObject
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{
public :
CStatusBar * bar ;
SDL_Surface * bg ; //background
AdventureMapButton * build , * quit ;
unsigned char frame ; //frame of the boat animation
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int boat ; //which boat graphic should be used
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void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
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CShipyardWindow ( const std : : vector < si32 > & cost , int state , int boatType , const boost : : function < void ( ) > & onBuy ) ;
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~ CShipyardWindow ( ) ;
} ;
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/// Puzzle screen which gets uncovered when you visit obilisks
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class CPuzzleWindow : public CIntObject
{
private :
SDL_Surface * background ;
AdventureMapButton * quitb ;
CResDataBar * resdatabar ;
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std : : vector < std : : pair < SDL_Surface * , const SPuzzleInfo * > > puzzlesToPullBack ;
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ui8 animCount ;
public :
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
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CPuzzleWindow ( const int3 & grailPos , float discoveredRatio ) ;
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~ CPuzzleWindow ( ) ;
} ;
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/// Creature transformer window
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class CTransformerWindow : public CIntObject
{
public :
class CItem : public CIntObject
{
public :
int id ; //position of creature in hero army
bool left ; //position of the item
int size ; //size of creature stack
CTransformerWindow * parent ;
void move ( ) ;
void showAll ( SDL_Surface * to ) ;
void clickLeft ( tribool down , bool previousState ) ;
CItem ( CTransformerWindow * _parent , int _size , int _id ) ;
~ CItem ( ) ;
} ;
const CArmedInstance * army ; //object with army for transforming (hero or town)
const CGHeroInstance * hero ; //only if we have hero in town
const CGTownInstance * town ; //market, town garrison is used if hero == NULL
CPicture * bg ; //background
std : : vector < CItem * > items ;
AdventureMapButton * all , * convert , * cancel ;
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CGStatusBar * bar ;
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void showAll ( SDL_Surface * to ) ;
void makeDeal ( ) ;
void addAll ( ) ;
CTransformerWindow ( const CGHeroInstance * _hero , const CGTownInstance * _town ) ; //c-tor
~ CTransformerWindow ( ) ; //d-tor
} ;
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class CUniversityWindow : public CIntObject
{
class CItem : public CPicture
{
public :
int ID ; //id of selected skill
CUniversityWindow * parent ;
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void showAll ( SDL_Surface * to ) ;
void clickLeft ( tribool down , bool previousState ) ;
void clickRight ( tribool down , bool previousState ) ;
void hover ( bool on ) ;
int state ( ) ; //0=can't learn, 1=learned, 2=can learn
CItem ( CUniversityWindow * _parent , int _ID , int X , int Y ) ;
} ;
public :
const CGHeroInstance * hero ;
const IMarket * market ;
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CPicture * green , * yellow , * red ; //colored bars near skills
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CPicture * bg ; //background
std : : vector < CItem * > items ;
AdventureMapButton * cancel ;
CGStatusBar * bar ;
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CUniversityWindow ( const CGHeroInstance * _hero , const IMarket * _market ) ; //c-tor
~ CUniversityWindow ( ) ; //d-tor
} ;
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/// Confirmation window for University
class CUnivConfirmWindow : public CIntObject
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{
public :
CUniversityWindow * parent ;
CPicture * bg ;
CGStatusBar * bar ;
AdventureMapButton * confirm , * cancel ;
CUnivConfirmWindow ( CUniversityWindow * PARENT , int SKILL , bool available ) ; //c-tor
void makeDeal ( int skill ) ;
} ;
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/// Hill fort is the building where you can upgrade units
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class CHillFortWindow : public CWindowWithGarrison
{
public :
int slotsCount ; //=7;
CGStatusBar * bar ;
CDefEssential * resources ;
CPicture * bg ; //background surface
CHeroArea * heroPic ; //clickable hero image
AdventureMapButton * quit , //closes window
* upgradeAll , //upgrade all creatures
* upgrade [ 7 ] ; //upgrade single creature
const CGObjectInstance * fort ;
const CGHeroInstance * hero ;
std : : vector < int > currState ; //current state of slot - to avoid calls to getState or updating buttons
std : : vector < std : : map < int , int > > costs ; // costs [slot ID] [resource ID] = resource count for upgrade
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std : : vector < int > totalSumm ; // totalSum[resource ID] = value
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CHillFortWindow ( const CGHeroInstance * visitor , const CGObjectInstance * object ) ; //c-tor
~ CHillFortWindow ( ) ; //d-tor
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void activate ( ) ;
void showAll ( SDL_Surface * to ) ;
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std : : string getDefForSlot ( int slot ) ; //return def name for this slot
std : : string getTextForSlot ( int slot ) ; //return hover text for this slot
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void makeDeal ( int slot ) ; //-1 for upgrading all creatures
int getState ( int slot ) ; //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
void updateGarrisons ( ) ; //update buttons after garrison changes
} ;
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class CThievesGuildWindow : public CIntObject
{
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const CGObjectInstance * owner ;
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CGStatusBar * statusBar ;
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AdventureMapButton * exitb ;
SDL_Surface * background ;
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CMinorResDataBar * resdatabar ;
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public :
void activate ( ) ;
void show ( SDL_Surface * to ) ;
void bexitf ( ) ;
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CThievesGuildWindow ( const CGObjectInstance * _owner ) ;
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~ CThievesGuildWindow ( ) ;
} ;
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# endif //__GUICLASSES_H__