#pragma once #include "global.h" #include "SDL.h" #include "CPlayerInterface.h" //#include "boost/tuple/tuple.hpp" class CGTownInstance; class CTownHandler; class CHallInterface; struct Structure; class AdventureMapButton; class CBuildingRect : public Hoverable, public MotionInterested, public ClickableL, public ClickableR//, public TimeInterested { public: bool moi; //motion interested is active int offset, max; //first and last animation frame Structure* str; CDefHandler* def; SDL_Surface* border; SDL_Surface* area; CBuildingRect(Structure *Str); ~CBuildingRect(); void activate(); void deactivate(); bool operator<(const CBuildingRect & p2) const; void hover(bool on); void clickLeft (tribool down); void clickRight (tribool down); void mouseMoved (SDL_MouseMotionEvent & sEvent); }; class CCastleInterface : public IShowable, public IActivable { public: bool showing; CBuildingRect * hBuild; //highlighted building SDL_Surface * townInt; SDL_Surface * cityBg; const CGTownInstance * town; CStatusBar * statusbar; CHallInterface * hallInt; unsigned char animval, count; CDefHandler *hall,*fort, *flag; CDefEssential* bicons; //150x70 buildings imgs CTownList * townlist; CGarrisonInt * garr; AdventureMapButton *exit; AdventureMapButton *split; std::vector buildings; //building id, building def, structure struct, border, filling CCastleInterface(const CGTownInstance * Town, bool Activate=true); ~CCastleInterface(); void townChange(); void show(SDL_Surface * to=NULL); void showAll(SDL_Surface * to=NULL); void buildingClicked(int building); void enterHall(); void close(); void splitF(); void activate(); void deactivate(); void addBuilding(int bid); void removeBuilding(int bid); void recreateBuildings(); }; class CHallInterface : public IShowable, public IActivable { public: class CResDataBar : public IShowable, public CIntObject { public: SDL_Surface *bg; void show(SDL_Surface * to=NULL); CResDataBar(); ~CResDataBar(); } resdatabar; class CBuildingBox : public Hoverable, public ClickableL, public ClickableR { public: int BID; int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements //(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists void hover(bool on); void clickLeft (tribool down); void clickRight (tribool down); void show(SDL_Surface * to=NULL); void activate(); void deactivate(); CBuildingBox(int id); CBuildingBox(int id, int x, int y); ~CBuildingBox(); }; class CBuildWindow: public IShowable, public ClickableR { public: int tid, bid, state; //town id, building id, state bool mode; // 0 - normal (with buttons), 1 - r-click popup SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar" AdventureMapButton *buy, *cancel; void activate(); void deactivate(); std::string getTextForState(int state); void clickRight (tribool down); void show(SDL_Surface * to=NULL); void Buy(); void close(); CBuildWindow(int Tid, int Bid, int State, bool Mode); ~CBuildWindow(); }; CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray *status; //0 - already, 1 - can't, 2 - lack of resources std::vector< std::vector >boxes; AdventureMapButton *exit; SDL_Surface * bg; CHallInterface(CCastleInterface * owner); ~CHallInterface(); void close(); void show(SDL_Surface * to=NULL); void activate(); void deactivate(); };