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vcmi/client/GUIClasses.h

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#ifndef __GUICLASSES_H__
#define __GUICLASSES_H__
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#include "../global.h"
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#include "SDL_framerate.h"
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#include "GUIBase.h"
#include "FunctionList.h"
#include <set>
#include <list>
#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
*
*/
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;
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
{ //window able to delete its components when closed
public:
bool delComps; //whether comps will be deleted
std::vector<AdventureMapButton *> buttons;
std::vector<SComponent*> components;
virtual void close();
virtual void show(SDL_Surface * to);
void activate();
void deactivate();
CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, bool delComps); //c-tor
CInfoWindow(); //c-tor
~CInfoWindow(); //d-tor
};
class CSelWindow : public CInfoWindow //component selection window
{ //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
};
class CRClickPopup : public IShowActivable, public ClickableR //popup displayed on R-click
{
public:
virtual void activate();
virtual void deactivate();
virtual void close();
void clickRight (boost::logic::tribool down);
virtual ~CRClickPopup(){}; //d-tor
};
class CRClickPopupInt : public CRClickPopup //popup displayed on R-click
{
public:
IShowActivable *inner;
bool delInner;
void show(SDL_Surface * to);
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);
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor
~CInfoPopup(){}; //d-tor
};
class SComponent : public ClickableR //common popup window component
{
public:
enum Etype
{
primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck
} type; //component type
int subtype; //TODO: comment me
int val; //TODO: comment me
std::string description; //r-click
std::string subtitle; //TODO: comment me
void init(Etype Type, int Subtype, int Val);
SComponent(Etype Type, int Subtype, int Val); //c-tor
SComponent(const Component &c); //c-tor
SComponent(){}; //c-tor
virtual ~SComponent(){}; //d-tor
void clickRight (boost::logic::tribool down); //call-in
virtual SDL_Surface * getImg();
virtual void show(SDL_Surface * to);
virtual void activate();
virtual void deactivate();
};
class CCustomImgComponent : public SComponent
{
public:
SDL_Surface *bmp; //our image
bool free; //should surface be freed on delete
SDL_Surface * getImg();
CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor
~CCustomImgComponent(); //d-tor
};
class CSelectableComponent : public SComponent, public KeyShortcut
{
public:
bool selected; //if true, this component is selected
bool customB; //TODO: comment me
SDL_Surface * border, *myBitmap;
boost::function<void()> onSelect; //function called on selection change
void clickLeft(boost::logic::tribool down); //call-in
void init(SDL_Surface * Border);
CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
~CSelectableComponent(); //d-tor
virtual void show(SDL_Surface * to);
void activate();
void deactivate();
void select(bool on);
SDL_Surface * getImg(); //returns myBitmap
};
class CGarrisonInt;
class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
{
public:
CGarrisonInt *owner;
const CCreature * creature; //creature in slot
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();
void clickRight (boost::logic::tribool down);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to);
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
~CGarrisonSlot(); //d-tor
};
class CGarrisonInt :public CIntObject
{
public:
int interx, intery; //intervals between slots
CGarrisonSlot *highlighted; //choosen slot
SDL_Surface *&sur; //TODO: comment me
int offx, offy, p2; //TODO: comment me
bool ignoreEvent, update, active, splitting, pb;
const CCreatureSet *set1; //top set of creatures
const CCreatureSet *set2; //bottom set of creatures
std::vector<CGarrisonSlot*> *sup, *sdown; //slots of upper and lower garrison
const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
void activate();
void deactivate();
void show(SDL_Surface * to);
void activeteSlots();
void deactiveteSlots();
void deleteSlots();
void createSlots();
void recreateSlots();
void splitClick(); //handles click on split button
void splitStacks(int am2); //TODO: comment me
CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *&pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL); //c-tor
~CGarrisonInt(); //d-tor
};
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
};
class CList
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
{
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
boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
CList(int Size = 5); //c-tor
void clickLeft(boost::logic::tribool down);
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;
};
class CHeroList
: public CList
{
public:
CDefHandler *mobile, *mana; //mana and movement indicators
std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
CHeroList(int Size); //c-tor
int getPosOfHero(const CArmedInstance* h); //hero's position on list
void genList();
void select(int which); //call-in
void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
void clickLeft(boost::logic::tribool down); //call-in
void clickRight(boost::logic::tribool down); //call-in
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 redrawAllOne(int which); //not imeplemented
void draw(SDL_Surface * to);
void init();
};
class CTownList
: public CList
{
public:
boost::function<void()> fun; //function called on selection change
std::vector<const CGTownInstance*> items; //towns on list
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
void clickLeft(boost::logic::tribool down); //call-in
void clickRight(boost::logic::tribool down); //call-in
void hover (bool on); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void draw(SDL_Surface * to);
};
class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
{
public:
CCreature *c; //which creature's picture
bool big; //big => 100x130; !big => 100x120
CCreatureAnimation *anim; //displayed animation
CCreaturePic(CCreature *cre, bool Big=true); //c-tor
~CCreaturePic(); //d-tor
int blitPic(SDL_Surface *to, int x, int y, bool nextFrame); //prints creature on screen
SDL_Surface * getPic(bool nextFrame); //returns frame of animation
};
class CRecruitmentWindow : public IShowActivable, public ClickableL, public ClickableR
{
public:
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;
SDL_Surface *bitmap; //background
CStatusBar *bar;
int which; //which creature is active
void close();
void Max();
void Buy();
void Cancel();
void sliderMoved(int to);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to);
CRecruitmentWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
~CRecruitmentWindow(); //d-tor
};
class CSplitWindow : public IShowActivable, public KeyInterested, public ClickableL
{
public:
CGarrisonInt *gar;
CSlider *slider;
CCreaturePic *anim; //creature's animation
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);
void clickLeft(boost::logic::tribool down); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void sliderMoved(int to);
};
class CCreInfoWindow : public IShowActivable, public KeyInterested, public ClickableR
{
public:
//bool active; //TODO: comment me
int type;//0 - rclick popup; 1 - normal window
SDL_Surface *bitmap; //background
char anf; //animation counter
std::string count; //creature count in text format
boost::function<void()> dsm; //dismiss button callback
CCreaturePic *anim; //related creature's animation
CCreature *c; //related creature
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
AdventureMapButton *dismiss, *upgrade, *ok;
CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //c-tor
~CCreInfoWindow(); //d-tor
void activate();
void close();
void clickRight(boost::logic::tribool down); //call-in
void dismissF();
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void deactivate();
void show(SDL_Surface * to);
};
class CLevelWindow : public IShowActivable, public CIntObject
{
public:
int heroType;
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);
};
class CMinorResDataBar : public IShowable, public CIntObject
{
public:
SDL_Surface *bg; //background bitmap
void show(SDL_Surface * to);
CMinorResDataBar(); //c-tor
~CMinorResDataBar(); //d-tor
};
class CMarketplaceWindow : public IShowActivable, public CIntObject
{
public:
class CTradeableItem : public ClickableL
{
public:
int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag
int id;
bool left;
CFunctionList<void()> callback;
void activate();
void deactivate();
void show(SDL_Surface * to);
void clickLeft(boost::logic::tribool down);
SDL_Surface *getSurface();
CTradeableItem(int Type, int ID, bool Left);
};
SDL_Surface *bg; //background
std::vector<CTradeableItem*> left, right;
std::vector<std::string> rSubs; //offer caption
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
r1, r2; //suggested amounts of traded resources
AdventureMapButton *ok, *max, *deal;
CSlider *slider; //for choosing amount to be exchanged
void activate();
void deactivate();
void show(SDL_Surface * to);
void setMax();
void sliderMoved(int to);
void makeDeal();
void selectionChanged(bool side); //true == left
CMarketplaceWindow(int Mode=0); //c-tor
~CMarketplaceWindow(); //d-tor
void setMode(int mode); //mode setter
void clear();
};
class CSystemOptionsWindow : public IShowActivable, public CIntObject
{
private:
SDL_Surface * background; //background of window
AdventureMapButton *load, *save, *restart, *mainMenu, * quitGame, * backToMap; //load, restart and main menu are not used yet
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
void activate();
void deactivate();
void show(SDL_Surface * to);
};
class CTavernWindow : public IShowActivable, public CIntObject
{
public:
class HeroPortrait : public ClickableL, public ClickableR, public Hoverable
{
public:
std::string hoverName;
vstd::assigner<int,int> as;
const CGHeroInstance *h;
void activate();
void deactivate();
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover (bool on);
HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
void show(SDL_Surface * to);
char descr[100]; // "XXX is a level Y ZZZ with N artifacts"
} h1, h2; //recruitable heroes
SDL_Surface *bg; //background
CStatusBar *bar; //tavern's internal status bar
int selected;//0 (left) or 1 (right)
int oldSelected;//0 (left) or 1 (right)
AdventureMapButton *thiefGuild, *cancel, *recruit;
CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip); //c-tor
~CTavernWindow(); //d-tor
void recruitb();
void close();
void activate();
void deactivate();
void show(SDL_Surface * to);
};
class CInGameConsole : public IShowActivable, public KeyInterested
{
private:
std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
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
};
class CGarrisonWindow : public CWindowWithGarrison, public CIntObject
{
public:
SDL_Surface *bg; //background surface
AdventureMapButton *split, *quit;
void close();
void activate();
void deactivate();
void show(SDL_Surface * to);
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down); //c-tor
~CGarrisonWindow(); //d-tor
};
#endif //__GUICLASSES_H__