#pragma once #include "CAnimation.h" #include "FunctionList.h" #include "../lib/ResourceSet.h" #include "../lib/CConfigHandler.h" #include "../lib/GameConstants.h" #include "UIFramework/CIntObject.h" #include "UIFramework/CIntObjectClasses.h" #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 * */ struct ArtifactLocation; class CStackBasicDescriptor; class CBonusSystemNode; class CArtifact; class CDefEssential; class CAdventureMapButton; class CHighlightableButtonsGroup; class CDefHandler; struct HeroMoveDetails; class CDefEssential; class CGHeroInstance; class CAdvMapInt; class CCastleInterface; class CBattleInterface; class CStack; class CComponent; class CCreature; struct SDL_Surface; struct CPath; class CCreatureAnim; class CSelectableComponent; class CCreatureSet; class CGObjectInstance; class CGDwelling; class CSlider; struct UpgradeInfo; template struct CondSh; class CInGameConsole; class CGarrisonInt; class CInGameConsole; struct Component; class CArmedInstance; class CGTownInstance; class StackState; class CPlayerInterface; class CHeroWindow; class CArtifact; class CArtifactsOfHero; class CCreatureArtifactSet; class CResDataBar; struct SPuzzleInfo; class CGGarrison; class CStackInstance; class IMarket; class CTextBox; class CArtifactInstance; class IBonusBearer; class CArtPlace; class CAnimImage; struct InfoAboutArmy; struct InfoAboutHero; struct InfoAboutTown; /// text + comp. + ok button class CInfoWindow : public CSimpleWindow { //window able to delete its components when closed bool delComps; //whether comps will be deleted public: typedef std::vector > > TButtonsInfo; typedef std::vector TCompsInfo; int ID; //for identification CTextBox *text; std::vector buttons; std::vector components; CSlider *slider; void setDelComps(bool DelComps); virtual void close(); void show(SDL_Surface * to); void showAll(SDL_Surface * to); void sliderMoved(int to); CInfoWindow(std::string Text, int player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor CInfoWindow(); //c-tor ~CInfoWindow(); //d-tor static void showYesNoDialog( const std::string & text, const std::vector *components, const CFunctionList &onYes, const CFunctionList &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then) static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector *components = NULL, bool DelComps = false); /// create text from title and description: {title}\n\n description static std::string genText(std::string title, std::string description); }; /// component selection window class CSelWindow : public CInfoWindow { //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 &comps, const std::vector > > &Buttons, int askID); //c-tor CSelWindow(){}; //c-tor //notification - this class inherits important destructor from CInfoWindow }; /// popup displayed on R-click class CRClickPopup : public CIntObject { public: virtual void close(); void clickRight(tribool down, bool previousState); CRClickPopup(); virtual ~CRClickPopup(); //d-tor static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific); static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo()); static void createAndPush(const std::string &txt, CComponent * component); static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT); }; /// popup displayed on R-click class CRClickPopupInt : public CRClickPopup { public: IShowActivatable *inner; bool delInner; void show(SDL_Surface * to); void showAll(SDL_Surface * to); CRClickPopupInt(IShowActivatable *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, const Point &p, EAlignment alignment, bool Free=false); //c-tor CInfoPopup(SDL_Surface * Bitmap = NULL, bool Free = false); //default c-tor void init(int x, int y); ~CInfoPopup(); //d-tor }; /// popup on adventure map for town\hero objects class CInfoBoxPopup : public CWindowObject { Point toScreen(Point pos); public: CInfoBoxPopup(Point position, const CGTownInstance * town); CInfoBoxPopup(Point position, const CGHeroInstance * hero); CInfoBoxPopup(Point position, const CGGarrison * garr); }; /// common popup window component class CComponent : public virtual CIntObject { public: enum Etype { primskill, secskill, resource, creature, artifact, experience, spell, morale, luck, building, hero, flag, typeInvalid }; //NOTE: not all types have exact these sizes or have less than 4 of them. In such cases closest one will be used enum ESize { tiny, // ~22-24px small, // ~30px medium,// ~42px large, // ~82px sizeInvalid }; private: size_t getIndex(); const std::vector getFileName(); void setSurface(std::string defName, int imgPos); std::string getSubtitleInternal(); void init(Etype Type, int Subtype, int Val, ESize imageSize); public: CAnimImage *image; //our image Etype compType; //component type ESize size; //component size. int subtype; //type-dependant subtype. See getSomething methods for details int val; // value \ strength \ amount of component. See getSomething methods for details bool perDay; // add "per day" text to subtitle std::string getDescription(); std::string getSubtitle(); CComponent(Etype Type, int Subtype, int Val = 0, ESize imageSize=large);//c-tor CComponent(const Component &c); //c-tor void clickRight(tribool down, bool previousState); //call-in }; /// component that can be selected or deselected class CSelectableComponent : public CComponent, public CKeyShortcut { void init(); public: bool selected; //if true, this component is selected boost::function onSelect; //function called on selection change void showAll(SDL_Surface * to); void select(bool on); void clickLeft(tribool down, bool previousState); //call-in CSelectableComponent(Etype Type, int Sub, int Val, ESize imageSize=large, boost::function OnSelect = 0); //c-tor CSelectableComponent(const Component &c, boost::function OnSelect = 0); //c-tor }; /// box with multiple components (up to 8?) /// will take ownership on components and delete them afterwards class CComponentBox : public CIntObject { std::vector components; CSelectableComponent * selected; boost::function onSelect; void selectionChanged(CSelectableComponent * newSelection); //get position of "or" text between these comps //it will place "or" equidistant to both images Point getOrTextPos(CComponent *left, CComponent * right); //get distance between these copmonents int getDistance(CComponent *left, CComponent * right); void placeComponents(bool selectable); public: /// return index of selected item int selectedIndex(); /// constructor for quite common 1-components popups /// if position width or height are 0 then it will be determined automatically CComponentBox(CComponent * components, Rect position); /// constructor for non-selectable components CComponentBox(std::vector components, Rect position); /// constructor for selectable components /// will also create "or" labels between components /// onSelect - optional function that will be called every time on selection change CComponentBox(std::vector components, Rect position, boost::function onSelect = 0); }; //////////////////////////////////////////////////////////////////////////////// /// base class for hero/town/garrison tooltips class CArmyTooltip : public CIntObject { void init(const InfoAboutArmy &army); public: CArmyTooltip(Point pos, const InfoAboutArmy &army); CArmyTooltip(Point pos, const CArmedInstance * army); }; /// Class for hero tooltip. Does not have any background! /// background for infoBox: ADSTATHR /// background for tooltip: HEROQVBK class CHeroTooltip : public CArmyTooltip { void init(const InfoAboutHero &hero); public: CHeroTooltip(Point pos, const InfoAboutHero &hero); CHeroTooltip(Point pos, const CGHeroInstance * hero); }; /// Class for town tooltip. Does not have any background! /// background for infoBox: ADSTATCS /// background for tooltip: TOWNQVBK class CTownTooltip : public CArmyTooltip { void init(const InfoAboutTown &town); public: CTownTooltip(Point pos, const InfoAboutTown &town); CTownTooltip(Point pos, const CGTownInstance * town); }; /////////////////////////////////////////////////////////////////////////////// class CGarrisonInt; /// A single garrison slot which holds one creature of a specific amount class CGarrisonSlot : public CIntObject { int ID; //for identification CGarrisonInt *owner; const CStackInstance *myStack; //NULL if slot is empty const CCreature *creature; int upg; //0 - up garrison, 1 - down garrison CAnimImage * creatureImage; CAnimImage * selectionImage; // image for selection, not always visible CLabel * stackCount; void setHighlight(bool on); public: virtual void hover (bool on); //call-in const CArmedInstance * getObj() const; bool our() const; void clickRight(tribool down, bool previousState); void clickLeft(tribool down, bool previousState); void update(); CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL); friend class CGarrisonInt; }; /// Class which manages slots of upper and lower garrison, splitting of units class CGarrisonInt :public CIntObject { CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot bool inSplittingMode; public: void selectSlot(CGarrisonSlot * slot); //null = deselect const CGarrisonSlot * getSelection(); void setSplittingMode(bool on); bool getSplittingMode(); int interx; //space between slots Point garOffset; //offset between garrisons (not used if only one hero) std::vector splitButtons; //may be empty if no buttons int p2, //TODO: comment me shiftPos;//1st slot of the second row, set shiftPoint for effect bool pb, smallIcons, //true - 32x32 imgs, false - 58x64 removableUnits,//player can remove units from up twoRows,//slots will be placed in 2 rows owned[2];//player owns up or down army [0] upper, [1] lower // const CCreatureSet *set1; //top set of creatures // const CCreatureSet *set2; //bottom set of creatures std::vector slotsUp, slotsDown; //slots of upper and lower garrison const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down //const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns) void setArmy(const CArmedInstance *army, bool bottomGarrison); void addSplitBtn(CAdventureMapButton * button); void createSet(std::vector &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg ); void createSlots(); void recreateSlots(); void splitClick(); //handles click on split button void splitStacks(int amountLeft, int amountRight); //TODO: comment me //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 slots, 2nd = 3 slots) 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 }; /// draws picture with creature on background, use Animated=true to get animation class CCreaturePic : public CIntObject { private: CPicture *bg; CCreatureAnim *anim; //displayed animation public: CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor }; /// Recruitment window where you can recruit creatures class CRecruitmentWindow : public CWindowObject { class CCreatureCard : public CIntObject { CRecruitmentWindow * parent; CCreaturePic *pic; //creature's animation bool selected; void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void showAll(SDL_Surface *to); public: const CCreature * creature; si32 amount; void select(bool on); CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount); }; /// small class to display creature costs class CCostBox : public CIntObject { std::map > resources; public: //res - resources to show void set(TResources res); //res - visible resources CCostBox(Rect position, std::string title); void createItems(TResources res); }; boost::function onRecruit; //void (int ID, int amount) <-- call to recruit creatures int level; const CArmedInstance *dst; CCreatureCard * selected; std::vector cards; CSlider *slider; //for selecting amount CAdventureMapButton *maxButton, *buyButton, *cancelButton; //labels for visible values CLabel * title; CLabel * availableValue; CLabel * toRecruitValue; CCostBox * costPerTroopValue; CCostBox * totalCostValue; void select(CCreatureCard * card); void buy(); void sliderMoved(int to); void showAll(SDL_Surface *to); public: const CGDwelling * const dwelling; CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function & Recruit, int y_offset = 0); //creatures - pairs //c-tor void availableCreaturesChanged(); }; /// Split window where creatures can be splitted up into two single unit stacks class CSplitWindow : public CWindowObject { boost::function callback; int leftAmount; int rightAmount; int leftMin; int rightMin; CSlider *slider; CCreaturePic *animLeft, *animRight; //creature's animation CAdventureMapButton *ok, *cancel; CTextInput *leftInput, *rightInput; void setAmountText(std::string text, bool left); void setAmount(int value, bool left); void sliderMoved(int value); void apply(); public: /** * creature - displayed creature * callback(leftAmount, rightAmount) - function to call on close * leftMin, rightMin - minimal amount of creatures in each stack * leftAmount, rightAmount - amount of creatures in each stack */ CSplitWindow(const CCreature * creature, boost::function callback, int leftMin, int rightMin, int leftAmount, int rightAmount); }; /// Raised up level windowe where you can select one out of two skills class CLevelWindow : public CWindowObject { CComponentBox * box; //skills to select boost::function cb; void selectionChanged(unsigned to); public: CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector &skills, boost::function callback); //c-tor ~CLevelWindow(); //d-tor }; /// Resource bar like that at the bottom of the adventure map screen class CMinorResDataBar : public CIntObject { public: SDL_Surface *bg; //background bitmap void show(SDL_Surface * to); void showAll(SDL_Surface * to); CMinorResDataBar(); //c-tor ~CMinorResDataBar(); //d-tor }; /// Town portal, castle gate window class CObjectListWindow : public CWindowObject { class CItem : public CIntObject { CObjectListWindow *parent; CLabel *text; CPicture *border; public: const size_t index; CItem(CObjectListWindow *parent, size_t id, std::string text); void select(bool on); void clickLeft(tribool down, bool previousState); }; boost::function onSelect;//called when OK button is pressed, returns id of selected item. CLabel * title; CLabel * descr; CListBox *list; CPicture *titleImage;//title image (castle gate\town portal picture) CAdventureMapButton *ok, *exit; std::vector< std::pair > items;//all items present in list void init(CPicture * titlePic, std::string _title, std::string _descr); public: size_t selected;//index of currently selected item /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item /// Image can be NULL ///item names will be taken from map objects CObjectListWindow(const std::vector &_items, CPicture * titlePic, std::string _title, std::string _descr, boost::function Callback); CObjectListWindow(const std::vector &_items, CPicture * titlePic, std::string _title, std::string _descr, boost::function Callback); CIntObject *genItem(size_t index); void elementSelected();//call callback and close this window void changeSelection(size_t which); void keyPressed (const SDL_KeyboardEvent & key); }; class CArtifactHolder { public: CArtifactHolder(); virtual void artifactRemoved(const ArtifactLocation &artLoc)=0; virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0; virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0; virtual void artifactAssembled(const ArtifactLocation &artLoc)=0; }; class CWindowWithArtifacts : public CArtifactHolder { public: std::vector artSets; void artifactRemoved(const ArtifactLocation &artLoc); void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc); void artifactDisassembled(const ArtifactLocation &artLoc); void artifactAssembled(const ArtifactLocation &artLoc); }; class CTradeWindow : public CWindowObject, public CWindowWithArtifacts //base for markets and altar of sacrifice { public: enum EType { RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE }; class CTradeableItem : public CIntObject { const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact public: EType type; int id; int serial; bool left; std::string subtitle; //empty if default const CArtifactInstance *getArtInstance() const; void setArtInstance(const CArtifactInstance *art); // const CArtifact *getArt() const; // void setArt(const CArtifact *artT) const; CFunctionList callback; bool downSelection; 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); void clickLeft(tribool down, bool previousState); SDL_Surface *getSurface(); std::string getName(int number = -1) const; CTradeableItem(EType Type, int ID, bool Left, int Serial); }; const IMarket *market; const CGHeroInstance *hero; CArtifactsOfHero *arts; //all indexes: 1 = left, 0 = right std::vector items[2]; CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight) EType itemsType[2]; EMarketMode::EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact CAdventureMapButton *ok, *max, *deal; CSlider *slider; //for choosing amount to be exchanged bool readyToTrade; CTradeWindow(std::string bgName, const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c void showAll(SDL_Surface * to); void initSubs(bool Left); void initTypes(); void initItems(bool Left); std::vector *getItemsIds(bool Left); //NULL if default void getPositionsFor(std::vector &poss, bool Left, EType type) const; void removeItems(const std::set &toRemove); void removeItem(CTradeableItem * t); void getEmptySlots(std::set &toRemove); void setMode(EMarketMode::EMarketMode Mode); //mode setter void artifactSelected(CArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot 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::EMarketMode M) const; std::string getBackgroundForMode(EMarketMode::EMarketMode mode); public: int r1, r2; //suggested amounts of traded resources bool madeTransaction; //if player made at least one transaction CTextBox *traderText; void setMax(); void sliderMoved(int to); void makeDeal(); void selectionChanged(bool side); //true == left CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode::EMarketMode Mode = EMarketMode::RESOURCE_RESOURCE); //c-tor ~CMarketplaceWindow(); //d-tor Point selectionOffset(bool Left) const; std::string selectionSubtitle(bool Left) const; void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold) void artifactsChanged(bool left); 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; void updateTraderText(); }; class CAltarWindow : public CTradeWindow { public: CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c-tor void getExpValues(); ~CAltarWindow(); //d-tor std::vector sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed expPerUnit; CAdventureMapButton *sacrificeAll, *sacrificeBackpack; CLabel *expToLevel, *expOnAltar; void selectionChanged(bool side); //true == left void SacrificeAll(); void SacrificeBackpack(); void putOnAltar(int backpackIndex); bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art); void makeDeal(); void showAll(SDL_Surface * to); 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); void artifactPicked(); int firstFreeSlot(); void moveFromSlotToAltar(int slotID, CTradeableItem* altarSlot, const CArtifactInstance *art); }; class CSystemOptionsWindow : public CWindowObject { private: CLabel *title; CLabelGroup *leftGroup; CLabelGroup *rightGroup; CAdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet CHighlightableButtonsGroup * heroMoveSpeed; CHighlightableButtonsGroup * mapScrollSpeed; CHighlightableButtonsGroup * musicVolume, * effectsVolume; //CHighlightableButton * showPath; CHighlightableButton * showReminder; //CHighlightableButton * quickCombat; //CHighlightableButton * videoSubs; CHighlightableButton * newCreatureWin; CHighlightableButton * fullscreen; CAdventureMapButton *gameResButton; CLabel *gameResLabel; SettingsListener onFullscreenChanged; void setMusicVolume( int newVolume ); void setSoundVolume( int newVolume ); void setHeroMoveSpeed( int newSpeed ); void setMapScrollingSpeed( int newSpeed ); //functions bound to buttons void bloadf(); //load game void bsavef(); //save game void bquitf(); //quit game void breturnf(); //return to game void brestartf(); //restart game void bmainmenuf(); //return to main menu //functions for checkboxes void toggleReminder(bool on); void toggleCreatureWin(bool on); void toggleFullscreen(bool on); void selectGameRes(); void setGameRes(int index); void closeAndPushEvent(int eventType, int code = 0); public: CSystemOptionsWindow(); //c-tor }; class CTavernWindow : public CWindowObject { public: class HeroPortrait : public CIntObject { public: std::string hoverName; const CGHeroInstance *h; char descr[100]; // "XXX is a level Y ZZZ with N artifacts" void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover (bool on); HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H); private: int *_sel; const int _id; } *h1, *h2; //recruitable heroes CGStatusBar *bar; //tavern's internal status bar int selected;//0 (left) or 1 (right) int oldSelected;//0 (left) or 1 (right) CAdventureMapButton *thiefGuild, *cancel, *recruit; const CGObjectInstance *tavernObj; CTavernWindow(const CGObjectInstance *TavernObj); //c-tor ~CTavernWindow(); //d-tor void recruitb(); void thievesguildb(); void show(SDL_Surface * to); }; class CInGameConsole : public CIntObject { private: std::list< std::pair< std::string, int > > texts; // boost::mutex texts_mx; // protects texts 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 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 }; /// Can interact on left and right mouse clicks class LRClickableAreaWTextComp: public LRClickableAreaWText { public: int baseType; int bonusValue, type; virtual void clickLeft(tribool down, bool previousState); virtual void clickRight(tribool down, bool previousState); LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1); CComponent * createComponent() const; }; class MoraleLuckBox : public LRClickableAreaWTextComp { CAnimImage *image; public: bool morale; //true if morale, false if luck bool small; void set(const IBonusBearer *node); MoraleLuckBox(bool Morale, const Rect &r, bool Small=false); }; /// Opens hero window by left-clicking on it class CHeroArea: public CIntObject { const CGHeroInstance * hero; public: CHeroArea(int x, int y, const CGHeroInstance * _hero); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); }; /// Opens town screen by left-clicking on it class LRClickableAreaOpenTown: public LRClickableAreaWTextComp { public: const CGTownInstance * town; void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); LRClickableAreaOpenTown(); }; /// Artifacts can be placed there. Gets shown at the hero window class CArtPlace: public LRClickableAreaWTextComp { CAnimImage *image; CAnimImage *selection; void createImage(); public: // consider these members as const - change them only with appropriate methods e.g. lockSlot() bool locked; bool picked; bool marked; int slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START void lockSlot(bool on); void pickSlot(bool on); void selectSlot(bool on); CArtifactsOfHero * ourOwner; const CArtifactInstance * ourArt; // should be changed only with setArtifact() CArtPlace(Point position, const CArtifactInstance * Art = NULL); //c-tor void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void select (); void deselect (); void showAll(SDL_Surface * to); bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here void setMeAsDest(bool backpackAsVoid = true); void setArtifact(const CArtifactInstance *art); }; /// Contains artifacts of hero. Distincts which artifacts are worn or backpacked class CArtifactsOfHero : public CIntObject { const CGHeroInstance * curHero; std::vector 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 backpack; //hero's visible backpack (only 5 elements!) int backpackPos; //number of first art visible in backpack (in hero's vector) public: struct SCommonPart { struct Artpos { int slotID; const CArtifactsOfHero *AOH; const CArtifactInstance *art; Artpos(); void clear(); void setTo(const CArtPlace *place, bool dontTakeBackpack); bool valid(); bool operator==(const ArtifactLocation &al) const; } src, dst; std::set participants; // Needed to mark slots. void reset(); } * 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 bool updateState; // Whether the commonInfo should be updated on setHero or not. CAdventureMapButton * leftArtRoll, * rightArtRoll; bool allowedAssembling; std::multiset artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be omitted in backpack slots boost::function highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst); void artifactRemoved(const ArtifactLocation &al); void artifactAssembled(const ArtifactLocation &al); void artifactDisassembled(const ArtifactLocation &al); CArtPlace *getArtPlace(int slot); void setHero(const CGHeroInstance * hero); const CGHeroInstance *getHero() const; void dispose(); //free resources not needed after closing windows and reset state void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right void safeRedraw(); void markPossibleSlots(const CArtifactInstance* art); void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH void setSlotData (CArtPlace* artPlace, int slotID); void updateWornSlots (bool redrawParent = true); void updateSlot(int i); void eraseSlotData (CArtPlace* artPlace, int slotID); CArtifactsOfHero(const Point& position, bool createCommonPart = false); //Alternative constructor, used if custom artifacts positioning required (Kingdom interface) CArtifactsOfHero(std::vector ArtWorn, std::vector Backpack, CAdventureMapButton *leftScroll, CAdventureMapButton *rightScroll, bool createCommonPart = false); ~CArtifactsOfHero(); //d-tor void updateParentWindow(); friend class CArtPlace; }; class CGarrisonHolder { public: CGarrisonHolder(); virtual void updateGarrisons()=0; }; class CWindowWithGarrison : public virtual CGarrisonHolder { public: CGarrisonInt *garr; virtual void updateGarrisons(); }; /// Garrison window where you can take creatures out of the hero to place it on the garrison class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison { public: CAdventureMapButton * quit; CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor }; class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts { CGStatusBar * ourBar; //internal statusbar CAdventureMapButton * quit, * questlogButton[2]; std::vector secSkillAreas[2], primSkillAreas; MoraleLuckBox *morale[2], *luck[2]; LRClickableAreaWText *speciality[2]; LRClickableAreaWText *experience[2]; LRClickableAreaWText *spellPoints[2]; CHeroArea *portrait[2]; public: const CGHeroInstance* heroInst[2]; CArtifactsOfHero * artifs[2]; void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right void prepareBackground(); //prepares or redraws bg CExchangeWindow(si32 hero1, si32 hero2); //c-tor ~CExchangeWindow(); //d-tor }; /// Here you can buy ships class CShipyardWindow : public CWindowObject { public: CGStatusBar *bar; CPicture *bgWater; CLabel *title; CLabel *costLabel; CAnimImage *woodPic, *goldPic; CLabel *woodCost, *goldCost; CAnimImage *bgShip; CAdventureMapButton *build, *quit; CGStatusBar * statusBar; CShipyardWindow(const std::vector &cost, int state, int boatType, const boost::function &onBuy); }; /// Puzzle screen which gets uncovered when you visit obilisks class CPuzzleWindow : public CWindowObject { private: int3 grailPos; CAdventureMapButton * quitb; std::vector piecesToRemove; ui8 currentAlpha; public: void showAll(SDL_Surface * to); void show(SDL_Surface * to); CPuzzleWindow(const int3 &grailPos, double discoveredRatio); }; /// Creature transformer window class CTransformerWindow : public CWindowObject, public CGarrisonHolder { 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; CAnimImage *icon; void move(); void clickLeft(tribool down, bool previousState); void update(); CItem(CTransformerWindow * parent, int size, int id); }; 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 std::vector items; CAdventureMapButton *all, *convert, *cancel; CGStatusBar *bar; void makeDeal(); void addAll(); void updateGarrisons(); CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor }; class CUniversityWindow : public CWindowObject { class CItem : public CAnimImage { public: int ID;//id of selected skill CUniversityWindow * parent; 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; CPicture * green, * yellow, * red;//colored bars near skills std::vector items; CAdventureMapButton *cancel; CGStatusBar *bar; CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor }; /// Confirmation window for University class CUnivConfirmWindow : public CWindowObject { public: CUniversityWindow * parent; CGStatusBar *bar; CAdventureMapButton *confirm, *cancel; CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor void makeDeal(int skill); }; /// Hill fort is the building where you can upgrade units class CHillFortWindow : public CWindowObject, public CWindowWithGarrison { public: int slotsCount;//=7; CGStatusBar * bar; CDefEssential *resources; CHeroArea *heroPic;//clickable hero image CAdventureMapButton *quit,//closes window *upgradeAll,//upgrade all creatures *upgrade[7];//upgrade single creature const CGObjectInstance * fort; const CGHeroInstance * hero; std::vector currState;//current state of slot - to avoid calls to getState or updating buttons std::vector costs;// costs [slot ID] [resource ID] = resource count for upgrade TResources totalSumm; // totalSum[resource ID] = value CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor void showAll (SDL_Surface *to); std::string getDefForSlot(int slot);//return def name for this slot std::string getTextForSlot(int slot);//return hover text for this slot 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 }; class CThievesGuildWindow : public CWindowObject { const CGObjectInstance * owner; CGStatusBar * statusBar; CAdventureMapButton * exitb; CMinorResDataBar * resdatabar; public: CThievesGuildWindow(const CGObjectInstance * _owner); };