mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* improved comment coverage in CPlayerInterface.h and CBattleInterface.h
* corrected road blitting when hero moves smoothly and road is near top edge of screen
This commit is contained in:
parent
3ea97f7893
commit
6d5ed19ad3
@ -1,8 +1,6 @@
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#ifndef __CBATTLEINTERFACE_H__
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#define __CBATTLEINTERFACE_H__
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#include "global.h"
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#include "CPlayerInterface.h"
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#include <list>
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@ -35,8 +33,8 @@ public:
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void show(SDL_Surface * to); //prints next frame of animation to to
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void activate();
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void deactivate();
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void setPhase(int newPhase);
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void clickLeft(boost::logic::tribool down);
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void setPhase(int newPhase); //sets phase of hero animation
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void clickLeft(boost::logic::tribool down); //call-in
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CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
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~CBattleHero(); //d-tor
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};
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@ -46,10 +44,10 @@ class CBattleHex : public Hoverable, public MotionInterested, public ClickableL,
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private:
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
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unsigned int myNumber;
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bool accesible;
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unsigned int myNumber; //number of hex in commonly used format
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bool accesible; //if true, this hex is accessible for units
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//CStack * ourStack;
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bool hovered, strictHovered;
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bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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CBattleInterface * myInterface; //interface that owns me
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static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
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//for user interactions
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@ -94,7 +92,7 @@ public:
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CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
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~CBattleReslutWindow(); //d-tor
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void bExitf();
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void bExitf(); //exit button callback
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void activate();
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void deactivate();
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@ -113,8 +111,8 @@ public:
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CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
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~CBattleOptionsWindow(); //d-tor
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void bDefaultf();
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void bExitf();
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void bDefaultf(); //dafault button callback
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void bExitf(); //exit button callback
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void activate();
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void deactivate();
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@ -128,7 +126,7 @@ private:
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AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
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CBattleConsole * console;
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CBattleHero * attackingHero, * defendingHero;
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CBattleHero * attackingHero, * defendingHero; //fighting heroes
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CCreatureSet * army1, * army2; //fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
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@ -178,7 +176,7 @@ private:
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int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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bool reverse; //if true, projectile will be flipped by vertical asix
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};
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std::list<SProjectileInfo> projectiles;
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std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
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void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
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void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
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bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
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@ -2892,7 +2892,11 @@ void CHeroList::draw()
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int CHeroList::getPosOfHero(const CArmedInstance* h)
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{
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return vstd::findPos(items,h,boost::bind(vstd::equal<std::pair<const CGHeroInstance*, CPath *>,const CArmedInstance *,const CGHeroInstance*>,_1,&std::pair<const CGHeroInstance*, CPath *>::first,_2));
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return vstd::findPos(
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items,h,
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boost::bind(vstd::equal<std::pair<const CGHeroInstance*, CPath *>,
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const CArmedInstance *,const CGHeroInstance*>,_1,
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&std::pair<const CGHeroInstance*, CPath *>::first,_2));
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}
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@ -60,9 +60,7 @@ struct Point
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:x(a.x),y(a.y)
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{}
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Point operator+(const Point &b)
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Point operator+(const Point &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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@ -72,7 +70,7 @@ struct Point
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y += b.y;
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return *this;
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}
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Point operator-(const Point &b)
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Point operator-(const Point &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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@ -82,7 +80,7 @@ struct Point
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y -= b.y;
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return *this;
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}
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bool operator<(const Point &b)
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bool operator<(const Point &b) const //product order
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{
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return x < b.x && y < b.y;
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}
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@ -90,59 +88,67 @@ struct Point
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struct Rect : public SDL_Rect
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{
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Rect()
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Rect()//default c-tor
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{
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x = y = w = h = -1;
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}
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Rect(int X, int Y, int W, int H)
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Rect(int X, int Y, int W, int H) //c-tor
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{
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x = X;
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y = Y;
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w = W;
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h = H;
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}
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Rect(const SDL_Rect & r)
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Rect(const SDL_Rect & r) //c-tor
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{
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x = r.x;
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y = r.y;
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w = r.w;
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h = r.h;
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}
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bool isIn(int qx, int qy) const
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bool isIn(int qx, int qy) const //determines if given point lies inside rect
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{
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if (qx > x && qx<x+w && qy>y && qy<y+h)
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return true;
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return false;
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}
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bool isIn(const Point &q) const
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bool isIn(const Point &q) const //determines if given point lies inside rect
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{
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return isIn(q.x,q.y);
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}
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Point topLeft() const
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Point topLeft() const //top left corner of this rect
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{
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return Point(x,y);
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}
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Point topRight() const
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Point topRight() const //top right corner of this rect
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{
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return Point(x+w,y);
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}
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Point bottomLeft() const
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Point bottomLeft() const //bottom left corner of this rect
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{
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return Point(x,y+h);
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}
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Point bottomRight() const
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Point bottomRight() const //bottom right corner of this rect
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{
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return Point(x+w,y+h);
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}
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Rect operator+(const Rect &p) const
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Rect operator+(const Rect &p) const //moves this rect by p's rect position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect operator+(const Point &p) const
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Rect operator+(const Point &p) const //moves this rect by p's point position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect& operator+=(const Rect &p)
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Rect& operator=(const Rect &p) //assignment operator
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{
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x = p.x;
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y = p.y;
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w = p.w;
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h = p.h;
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return *this;
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}
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Rect& operator+=(const Rect &p) //works as operator+
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{
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x += p.x;
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y += p.y;
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@ -150,7 +156,24 @@ struct Rect : public SDL_Rect
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}
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Rect operator&(const Rect &p) const //rect intersection
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{
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bool intersect = isIn(p.topLeft()) || isIn(p.bottomRight()) || isIn(p.topRight()) || isIn(p.bottomLeft());
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bool intersect = true;
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if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
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{
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intersect = false;
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}
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else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
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{
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intersect = false;
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}
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else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
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{
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intersect = false;
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}
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else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
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{
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intersect = false;
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}
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if(intersect)
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{
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@ -185,7 +208,7 @@ public:
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virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
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virtual void clear()=0;//clears statusbar and refreshes
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virtual void show()=0; //shows statusbar (with current text)
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virtual std::string getCurrent()=0;
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virtual std::string getCurrent()=0; //returns currently displayed text
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};
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class IActivable
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@ -208,47 +231,47 @@ public:
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class CIntObject //interface object
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{
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public:
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Rect pos;
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int ID;
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Rect pos; //position of object on the screen
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int ID; //object uniqe ID, rarely (if at all) used
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//virtual bool isIn(int x, int y)
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//{
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// return pos.isIn(x,y);
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//}
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virtual ~CIntObject(){};
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virtual ~CIntObject(){}; //d-tor
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};
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class CSimpleWindow : public virtual CIntObject, public IShowable
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{
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public:
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SDL_Surface * bitmap;
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CIntObject * owner;
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CIntObject * owner; //who made this window
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virtual void show(SDL_Surface * to = NULL);
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CSimpleWindow():bitmap(NULL),owner(NULL){};
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virtual ~CSimpleWindow();
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CSimpleWindow():bitmap(NULL),owner(NULL){}; //c-tor
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virtual ~CSimpleWindow(); //d-tor
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};
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class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
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{
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public:
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int bitmapOffset;
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int type; //advmapbutton=2
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bool abs;
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bool active;
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bool notFreeButton;
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int bitmapOffset; //TODO: comment me
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int type; //advmapbutton=2 //TODO: comment me
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bool abs;//TODO: comment me
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bool active; //if true, this button is active and can be pressed
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bool notFreeButton; //TODO: comment me
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CIntObject * ourObj; // "owner"
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int state;
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std::vector< std::vector<SDL_Surface*> > imgs;
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int curimg;
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int state; //TODO: comment me
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std::vector< std::vector<SDL_Surface*> > imgs; //images for this button
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int curimg; //curently displayed image from imgs
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate()=0;
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virtual void deactivate()=0;
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CButtonBase();
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virtual ~CButtonBase();
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CButtonBase(); //c-tor
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virtual ~CButtonBase(); //d-tor
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};
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class ClickableL : public virtual CIntObject //for left-clicks
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{
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public:
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bool pressedL;
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ClickableL();
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bool pressedL; //for determining if object is L-pressed
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ClickableL(); //c-tor
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virtual ~ClickableL();//{};
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virtual void clickLeft (boost::logic::tribool down)=0;
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virtual void activate();
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@ -257,8 +280,8 @@ public:
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class ClickableR : public virtual CIntObject //for right-clicks
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{
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public:
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bool pressedR;
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ClickableR();
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bool pressedR; //for determining if object is R-pressed
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ClickableR(); //c-tor
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virtual ~ClickableR();//{};
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virtual void clickRight (boost::logic::tribool down)=0;
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virtual void activate()=0;
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@ -267,9 +290,9 @@ public:
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class Hoverable : public virtual CIntObject
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{
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public:
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Hoverable(){hovered=false;}
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virtual ~Hoverable();//{};
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bool hovered;
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Hoverable(){hovered=false;} //c-tor
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virtual ~Hoverable();//{}; //d-tor
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bool hovered; //for determining if object is hovered
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virtual void hover (bool on)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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@ -287,10 +310,10 @@ class KeyShortcut : public KeyInterested, public ClickableL
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{
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public:
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std::set<int> assignedKeys;
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KeyShortcut(){};
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KeyShortcut(int key){assignedKeys.insert(key);};
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KeyShortcut(std::set<int> Keys):assignedKeys(Keys){};
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virtual void keyPressed(const SDL_KeyboardEvent & key);
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KeyShortcut(){}; //c-tor
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KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
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KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
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virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
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};
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class MotionInterested: public virtual CIntObject
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@ -306,7 +329,7 @@ public:
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class TimeInterested: public virtual CIntObject
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{
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public:
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virtual ~TimeInterested(){};
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virtual ~TimeInterested(){}; //d-tor
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int toNextTick;
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virtual void tick()=0;
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virtual void activate();
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@ -322,61 +345,62 @@ public:
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virtual void show(SDL_Surface * to = NULL);
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void activate();
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void deactivate();
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CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons);
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CInfoWindow();
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~CInfoWindow();
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CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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};
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class CSelWindow : public CInfoWindow //component selection window
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{ //uwaga - to okno usuwa swoje komponenty przy zamykaniu
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{ //warning - this window deletes its components by closing!
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public:
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void selectionChange(unsigned to);
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void close();
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CSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> &comps, std::vector<std::pair<std::string,boost::function<void()> > > &Buttons);
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CSelWindow(){};
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CSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> &comps, std::vector<std::pair<std::string,boost::function<void()> > > &Buttons); //c-tor
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CSelWindow(){}; //c-tor
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//notification - this class inherits important destructor from CInfoWindow
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};
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class CRClickPopup : public IShowable, public ClickableR
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class CRClickPopup : public IShowable, public ClickableR //popup displayed on R-click
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{
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public:
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virtual void activate();
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virtual void deactivate();
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virtual void close()=0;
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void clickRight (boost::logic::tribool down);
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virtual ~CRClickPopup(){};
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virtual ~CRClickPopup(){}; //d-tor
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free;
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SDL_Surface * bitmap;
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
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void close();
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void show(SDL_Surface * to = NULL);
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CInfoPopup(){free=false;bitmap=NULL;}
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~CInfoPopup(){};
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CInfoPopup(){free=false;bitmap=NULL;} //default c-tor
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~CInfoPopup(){}; //d-tor
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};
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class SComponent : public ClickableR
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class SComponent : public ClickableR //common popup window component
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck
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} type;
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int subtype;
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int val;
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} type; //component type
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int subtype; //TODO: comment me
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int val; //TODO: comment me
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std::string description; //r-click
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std::string subtitle;
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std::string subtitle; //TODO: comment me
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void init(Etype Type, int Subtype, int Val);
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SComponent(Etype Type, int Subtype, int Val);
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SComponent(const Component &c);
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SComponent(){};
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virtual ~SComponent(){};
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SComponent(Etype Type, int Subtype, int Val); //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 (boost::logic::tribool down);
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void clickRight (boost::logic::tribool down); //call-in
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virtual SDL_Surface * getImg();
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate();
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@ -387,43 +411,43 @@ class CCustomImgComponent : public SComponent
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{
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public:
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bool free; //should surface be freed on delete
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SDL_Surface *bmp;
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SDL_Surface *bmp; //our image
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SDL_Surface * getImg();
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CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur);
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~CCustomImgComponent();
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CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor
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~CCustomImgComponent(); //d-tor
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};
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class CSelectableComponent : public SComponent, public KeyShortcut
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{
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public:
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bool selected;
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||||
bool selected; //if true, this component is selected
|
||||
|
||||
bool customB;
|
||||
bool customB; //TODO: comment me
|
||||
SDL_Surface * border, *myBitmap;
|
||||
boost::function<void()> onSelect;
|
||||
boost::function<void()> onSelect; //function called on selection change
|
||||
|
||||
void clickLeft(boost::logic::tribool down);
|
||||
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);
|
||||
CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
|
||||
~CSelectableComponent();
|
||||
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 = NULL);
|
||||
void activate();
|
||||
void deactivate();
|
||||
void select(bool on);
|
||||
SDL_Surface * getImg();
|
||||
SDL_Surface * getImg(); //returns myBitmap
|
||||
};
|
||||
class CGarrisonInt;
|
||||
class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
|
||||
{
|
||||
public:
|
||||
CGarrisonInt *owner;
|
||||
const CCreature * creature;
|
||||
int count;
|
||||
const CCreature * creature; //creature in slot
|
||||
int count; //number of creatures
|
||||
int upg; //0 - up garrison, 1 - down garrison
|
||||
bool active;
|
||||
bool active; //TODO: comment me
|
||||
|
||||
virtual void hover (bool on);
|
||||
virtual void hover (bool on); //call-in
|
||||
const CArmedInstance * getObj();
|
||||
void clickRight (boost::logic::tribool down);
|
||||
void clickLeft(boost::logic::tribool down);
|
||||
@ -437,18 +461,18 @@ public:
|
||||
class CGarrisonInt :public CIntObject
|
||||
{
|
||||
public:
|
||||
int interx, intery;
|
||||
CGarrisonSlot *highlighted;
|
||||
int interx, intery; //intervals between slots
|
||||
CGarrisonSlot *highlighted; //choosen slot
|
||||
|
||||
SDL_Surface *&sur;
|
||||
int offx, offy, p2;
|
||||
SDL_Surface *&sur; //TODO: comment me
|
||||
int offx, offy, p2; //TODO: comment me
|
||||
bool ignoreEvent, update, active, splitting, pb;
|
||||
|
||||
const CCreatureSet *set1;
|
||||
const CCreatureSet *set2;
|
||||
const CCreatureSet *set1; //top set of creatures
|
||||
const CCreatureSet *set2; //bottom set of creatures
|
||||
|
||||
std::vector<CGarrisonSlot*> *sup, *sdown;
|
||||
const CArmedInstance *oup, *odown;
|
||||
std::vector<CGarrisonSlot*> *sup, *sdown; //TODO: comment me
|
||||
const CArmedInstance *oup, *odown; //TODO: comment me
|
||||
|
||||
void activate();
|
||||
void deactivate();
|
||||
@ -459,31 +483,31 @@ public:
|
||||
void createSlots();
|
||||
void recreateSlots();
|
||||
|
||||
void splitClick();
|
||||
void splitStacks(int am2);
|
||||
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);
|
||||
~CGarrisonInt();
|
||||
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 CPlayerInterface : public CGameInterface
|
||||
{
|
||||
public:
|
||||
//minor interfaces
|
||||
CondSh<bool> *showingDialog;
|
||||
boost::recursive_mutex *pim;
|
||||
bool makingTurn;
|
||||
int heroMoveSpeed;
|
||||
CondSh<bool> *showingDialog; //indicates if dialog box is displayed
|
||||
boost::recursive_mutex *pim; //locks read/write of this
|
||||
bool makingTurn; //indicates if player is already making his turn
|
||||
int heroMoveSpeed; //speed of player's hero movement
|
||||
void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;} //set for the member above
|
||||
int mapScrollingSpeed;
|
||||
int mapScrollingSpeed; //map scrolling speed
|
||||
void setMapScrollingSpeed(int newSpeed) {mapScrollingSpeed = newSpeed;} //set the member above
|
||||
SDL_Event * current;
|
||||
SDL_Event * current; //current event
|
||||
CMainInterface *curint;
|
||||
CAdvMapInt * adventureInt;
|
||||
CCastleInterface * castleInt;
|
||||
CBattleInterface * battleInt;
|
||||
FPSmanager * mainFPSmng;
|
||||
IStatusBar *statusbar;
|
||||
IStatusBar *statusbar; //advmap statusbar; should it be used by other windows with statusbar?
|
||||
//to commucate with engine
|
||||
CCallback * cb;
|
||||
const BattleAction *curAction;
|
||||
@ -527,7 +551,7 @@ public:
|
||||
void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
|
||||
BattleAction activeStack(int stackID); //called when it's turn of that stack
|
||||
void battleAttack(BattleAttack *ba); //stack performs attack
|
||||
void battleEnd(BattleResult *br);
|
||||
void battleEnd(BattleResult *br); //end of battle
|
||||
void battleResultQuited();
|
||||
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
void battleStackMoved(int ID, int dest, int distance);
|
||||
@ -541,7 +565,7 @@ public:
|
||||
//-------------//
|
||||
void redrawHeroWin(const CGHeroInstance * hero);
|
||||
void updateWater();
|
||||
void showComp(SComponent comp);
|
||||
void showComp(SComponent comp); //TODO: comment me
|
||||
void openTownWindow(const CGTownInstance * town); //shows townscreen
|
||||
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
|
||||
SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero
|
||||
@ -550,7 +574,7 @@ public:
|
||||
void handleKeyUp(SDL_Event *sEvent);
|
||||
void handleMouseMotion(SDL_Event *sEvent);
|
||||
void init(ICallback * CB);
|
||||
int3 repairScreenPos(int3 pos);
|
||||
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
|
||||
void removeObjToBlit(IShowable* obj);
|
||||
void showInfoDialog(std::string &text, const std::vector<SComponent*> & components);
|
||||
void showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
|
||||
@ -572,28 +596,28 @@ public:
|
||||
void print(const std::string & text); //prints text and refreshes statusbar
|
||||
void clear();//clears statusbar and refreshes
|
||||
void show(); //shows statusbar (with current text)
|
||||
std::string getCurrent();
|
||||
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;
|
||||
CDefHandler *arrup, *arrdo;
|
||||
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;
|
||||
const int SIZE; //size of list
|
||||
boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
|
||||
|
||||
CList(int Size = 5);
|
||||
CList(int Size = 5); //c-tor
|
||||
void clickLeft(boost::logic::tribool down);
|
||||
void activate();
|
||||
void deactivate();
|
||||
virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0;
|
||||
virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
|
||||
virtual void genList()=0;
|
||||
virtual void select(int which)=0;
|
||||
virtual void draw()=0;
|
||||
@ -602,22 +626,22 @@ class CHeroList
|
||||
: public CList
|
||||
{
|
||||
public:
|
||||
CDefHandler *mobile, *mana;
|
||||
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);
|
||||
int getPosOfHero(const CArmedInstance* h);
|
||||
CHeroList(int Size); //c-tor
|
||||
int getPosOfHero(const CArmedInstance* h); //hero's position on list
|
||||
void genList();
|
||||
void select(int which);
|
||||
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
|
||||
void clickLeft(boost::logic::tribool down);
|
||||
void clickRight(boost::logic::tribool down);
|
||||
void hover (bool on);
|
||||
void keyPressed (const SDL_KeyboardEvent & key);
|
||||
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);
|
||||
void redrawAllOne(int which); //not imeplemented
|
||||
void draw();
|
||||
void init();
|
||||
};
|
||||
@ -626,19 +650,19 @@ class CTownList
|
||||
: public CList
|
||||
{
|
||||
public:
|
||||
boost::function<void()> fun;
|
||||
std::vector<const CGTownInstance*> items;
|
||||
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);
|
||||
~CTownList();
|
||||
CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
|
||||
~CTownList(); //d-tor
|
||||
void genList();
|
||||
void select(int which);
|
||||
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
|
||||
void clickLeft(boost::logic::tribool down);
|
||||
void clickRight(boost::logic::tribool down);
|
||||
void hover (bool on);
|
||||
void keyPressed (const SDL_KeyboardEvent & key);
|
||||
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();
|
||||
};
|
||||
|
||||
@ -646,12 +670,12 @@ class CCreaturePic //draws picture with creature on background, use nextFrame=tr
|
||||
{
|
||||
public:
|
||||
bool big; //big => 100x130; !big => 100x120
|
||||
CCreature *c;
|
||||
CCreatureAnimation *anim;
|
||||
CCreaturePic(CCreature *cre, bool Big=true);
|
||||
~CCreaturePic();
|
||||
int blitPic(SDL_Surface *to, int x, int y, bool nextFrame);
|
||||
SDL_Surface * getPic(bool nextFrame);
|
||||
CCreature *c; //which creature's picture
|
||||
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 CRecrutationWindow : public IShowable, public ClickableL, public ClickableR
|
||||
@ -660,16 +684,16 @@ public:
|
||||
struct creinfo
|
||||
{
|
||||
SDL_Rect pos;
|
||||
CCreaturePic *pic;
|
||||
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;
|
||||
std::vector<creinfo> creatures; //recruitable creatures
|
||||
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
|
||||
CSlider *slider;
|
||||
CSlider *slider; //for selecting amount
|
||||
AdventureMapButton *max, *buy, *cancel;
|
||||
SDL_Surface *bitmap;
|
||||
SDL_Surface *bitmap; //background
|
||||
CStatusBar *bar;
|
||||
int which; //which creature is active
|
||||
|
||||
@ -683,8 +707,8 @@ public:
|
||||
void activate();
|
||||
void deactivate();
|
||||
void show(SDL_Surface * to = NULL);
|
||||
CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount>
|
||||
~CRecrutationWindow();
|
||||
CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
|
||||
~CRecrutationWindow(); //d-tor
|
||||
};
|
||||
|
||||
class CSplitWindow : public IShowable, public KeyInterested, public ClickableL
|
||||
@ -692,47 +716,47 @@ class CSplitWindow : public IShowable, public KeyInterested, public ClickableL
|
||||
public:
|
||||
CGarrisonInt *gar;
|
||||
CSlider *slider;
|
||||
CCreaturePic *anim;
|
||||
CCreaturePic *anim; //creature's animation
|
||||
AdventureMapButton *ok, *cancel;
|
||||
SDL_Surface *bitmap;
|
||||
int a1, a2, c;
|
||||
bool which;
|
||||
SDL_Surface *bitmap; //background
|
||||
int a1, a2, c; //TODO: comment me
|
||||
bool which; //TODO: comment me
|
||||
|
||||
CSplitWindow(int cid, int max, CGarrisonInt *Owner);
|
||||
~CSplitWindow();
|
||||
CSplitWindow(int cid, int max, CGarrisonInt *Owner); //c-tor
|
||||
~CSplitWindow(); //d-tor
|
||||
void activate();
|
||||
void split();
|
||||
void close();
|
||||
void deactivate();
|
||||
void show(SDL_Surface * to = NULL);
|
||||
void clickLeft(boost::logic::tribool down);
|
||||
void keyPressed (const SDL_KeyboardEvent & key);
|
||||
void clickLeft(boost::logic::tribool down); //call-in
|
||||
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
||||
void sliderMoved(int to);
|
||||
};
|
||||
|
||||
class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
|
||||
{
|
||||
public:
|
||||
bool active;
|
||||
bool active; //TODO: comment me
|
||||
int type;//0 - rclick popup; 1 - normal window
|
||||
SDL_Surface *bitmap;
|
||||
char anf;
|
||||
SDL_Surface *bitmap; //background
|
||||
char anf; //TODO: comment me
|
||||
std::string count; //creature count in text format
|
||||
|
||||
boost::function<void()> dsm;
|
||||
boost::function<void()> dsm; //TODO: comment me
|
||||
CCreaturePic *anim;
|
||||
CCreature *c;
|
||||
CInfoWindow *dependant; //it may be dialog asking whther upgrade/dismiss stack (if opened)
|
||||
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);
|
||||
~CCreInfoWindow();
|
||||
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);
|
||||
void clickRight(boost::logic::tribool down); //call-in
|
||||
void dismissF();
|
||||
void keyPressed (const SDL_KeyboardEvent & key);
|
||||
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
||||
void deactivate();
|
||||
void show(SDL_Surface * to = NULL);
|
||||
void onUpgradeYes();
|
||||
@ -743,14 +767,14 @@ class CLevelWindow : public IShowable, public CIntObject
|
||||
{
|
||||
public:
|
||||
int heroType;
|
||||
SDL_Surface *bitmap;
|
||||
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);
|
||||
~CLevelWindow();
|
||||
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);
|
||||
@ -760,10 +784,10 @@ public:
|
||||
class CMinorResDataBar : public IShowable, public CIntObject
|
||||
{
|
||||
public:
|
||||
SDL_Surface *bg;
|
||||
SDL_Surface *bg; //background bitmap
|
||||
void show(SDL_Surface * to=NULL);
|
||||
CMinorResDataBar();
|
||||
~CMinorResDataBar();
|
||||
CMinorResDataBar(); //c-tor
|
||||
~CMinorResDataBar(); //d-tor
|
||||
};
|
||||
|
||||
class CMarketplaceWindow : public IShowActivable, public CIntObject
|
||||
@ -785,13 +809,13 @@ public:
|
||||
CTradeableItem(int Type, int ID, bool Left);
|
||||
};
|
||||
|
||||
SDL_Surface *bg;
|
||||
SDL_Surface *bg; //background
|
||||
std::vector<CTradeableItem*> left, right;
|
||||
std::vector<std::string> rSubs;
|
||||
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;
|
||||
r1, r2; //TODO: comment me
|
||||
AdventureMapButton *ok, *max, *deal;
|
||||
CSlider *slider;
|
||||
|
||||
@ -802,9 +826,9 @@ public:
|
||||
void sliderMoved(int to);
|
||||
void makeDeal();
|
||||
void selectionChanged(bool side); //true == left
|
||||
CMarketplaceWindow(int Mode=0);
|
||||
~CMarketplaceWindow();
|
||||
void setMode(int mode);
|
||||
CMarketplaceWindow(int Mode=0); //c-tor
|
||||
~CMarketplaceWindow(); //d-tor
|
||||
void setMode(int mode); //mode setter
|
||||
void clear();
|
||||
};
|
||||
|
||||
@ -844,9 +868,9 @@ public:
|
||||
void hover (bool on);
|
||||
HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
|
||||
void show(SDL_Surface * to = NULL);
|
||||
} h1, h2;
|
||||
} h1, h2; //recruitable heroes
|
||||
|
||||
SDL_Surface *bg;
|
||||
SDL_Surface *bg; //background
|
||||
CStatusBar *bar;
|
||||
int selected;//0 (left) or 1 (right)
|
||||
|
||||
|
@ -651,7 +651,7 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
|
||||
}
|
||||
if(ttiles[x+bx][y+by][level].roadbitmap.size())
|
||||
{
|
||||
CSDL_Ext::blit8bppAlphaTo24bpp(ttiles[x+bx][y+by][level].roadbitmap[anim%ttiles[x+bx][y+by][level].roadbitmap.size()], &genRect(sr.h, sr.w, 0, (by==-1 ? 16 : 0)),su,&sr);
|
||||
CSDL_Ext::blit8bppAlphaTo24bpp(ttiles[x+bx][y+by][level].roadbitmap[anim%ttiles[x+bx][y+by][level].roadbitmap.size()], &genRect(sr.h, sr.w, 0, (by==-1 && moveY == 0 ? 16 : 0)),su,&sr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user