#ifndef CADVENTUREMAPINTERFACE_H #define CADVENTUREMAPINTERFACE_H #include "SDL.h" #include "CDefHandler.h" #include "SDL_Extensions.h" #include "CGameInterface.h" #include "CGameInfo.h" #include "SDL_Extensions.h" #include #define CGI (CGameInfo::mainObj) using namespace boost::logic; using namespace CSDL_Ext; class AdventureMapButton : public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase { public: std::string name; //for status bar std::string helpBox; //for right-click help char key; //key shortcut void (CAdvMapInt::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button void clickRight (tribool down); void clickLeft (tribool down); void hover (bool on); void keyPressed (SDL_KeyboardEvent & key); void activate(); // makes button active void deactivate(); // makes button inactive (but don't deletes) AdventureMapButton(); //c-tor AdventureMapButton( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)(), int x, int y, std::string defName, bool activ=false );//c-tor }; /*****************************/ class CList : public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject { SDL_Surface * bg; //arrow up, arrow down int posw, posh; //position width/height void clickLeft(tribool down); void activate(); void deactivate(); virtual void select(int which)=0; }; class CHeroList : public CList { void select(int which); void clickRight(tribool down); }; class CTownList : public CList { void select(int which); void clickRight(tribool down); }; class CResourceBar :public ClickableR, public CIntObject { SDL_Surface * bg; void clickRight(tribool down); void refresh(); }; class CDataBar :public ClickableR, public CIntObject { SDL_Surface * bg; void clickRight(tribool down); void refresh(); }; class CStatusBar : public CIntObject { public: SDL_Surface * bg; //background int middlex, middley; //middle of statusbar std::string current; //text currently printed CStatusBar(int x, int y); //c-tor ~CStatusBar(); //d-tor void print(std::string text); //prints text and refreshes statusbar void clear();//clears statusbar and refreshes void show(); //shows statusbar (with current text) }; class CMinimap : public ClickableL, public ClickableR, public Hoverable, public CIntObject { public: SDL_Surface * radar; //radar.def SDL_Surface * terrainMap; SDL_Surface * undTerrainMap; //underground //TODO flagged buildings bool underground; }; class CTerrainRect : public ClickableL, public ClickableR, public Hoverable, public CIntObject, public KeyInterested { public: void activate(); void deactivate(); void clickLeft(tribool down); void clickRight(tribool down); void hover(bool on); void keyPressed (SDL_KeyboardEvent & key); void show(); }; /*****************************/ class CAdvMapInt //adventure map interface { public: CAdvMapInt(int Player); ~CAdvMapInt(); int3 position; //top left corner of visible map part int player; std::vector gems; bool scrollingLeft ; bool scrollingRight ; bool scrollingUp ; bool scrollingDown ; bool updateScreen ; unsigned char anim, animValHitCount; //animation frame SDL_Surface * bg; AdventureMapButton kingOverview,//- kingdom overview undeground,//- underground switch questlog,//- questlog sleepWake, //- sleep/wake hero moveHero, //- move hero spellbook,//- spellbook advOptions, //- adventure options sysOptions,//- system options nextHero, //- next hero endTurn;//- end turn //CHeroList herolist; CTerrainRect terrain; //visible terrain CStatusBar statusbar; //fuctions binded to buttons void fshowOverview(); void fswitchLevel(); void fshowQuestlog(); void fsleepWake(); void fmoveHero(); void fshowSpellbok(); void fadventureOPtions(); void fsystemOptions(); void fnextHero(); void fendTurn(); void show(); //shows and activates adv. map interface void update(); //redraws terrain }; #endif //CADVENTUREMAPINTERFACE_H