/* * CGarrisonInt.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 * */ #pragma once #include "../windows/CWindowObject.h" class CGarrisonInt; class CButton; class CArmedInstance; class CAnimImage; class CCreatureSet; class CGarrisonSlot; class CStackInstance; class CLabel; /// A single garrison slot which holds one creature of a specific amount class CGarrisonSlot : public CIntObject { SlotID ID; //for identification CGarrisonInt *owner; const CStackInstance * myStack; //nullptr if slot is empty const CCreature * creature; /// Type of Garrison for slot (up or down) enum EGarrisonType { UP=0, ///< 0 - up garrison (Garrisoned) DOWN, ///< 1 - down garrison (Visiting) } upg; ///< Flag indicating if it is the up or down garrison std::shared_ptr creatureImage; std::shared_ptr selectionImage; // image for selection, not always visible std::shared_ptr stackCount; bool viewInfo(); bool highlightOrDropArtifact(); bool split(); bool mustForceReselection() const; void setHighlight(bool on); public: virtual void hover (bool on) override; //call-in const CArmedInstance * getObj() const; bool our() const; bool ally() const; void clickRight(tribool down, bool previousState) override; void clickLeft(tribool down, bool previousState) override; void update(); CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * Creature=nullptr); void splitIntoParts(EGarrisonType type, int amount, int maxOfSplittedSlots); void handleSplittingShortcuts(); friend class CGarrisonInt; }; /// Class which manages slots of upper and lower garrison, splitting of units class CGarrisonInt :public CIntObject { /// Chosen slot. Should be changed only via selectSlot. CGarrisonSlot * highlighted; bool inSplittingMode; std::vector> availableSlots; ///< Slots of upper and lower garrison void createSlots(); public: 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 SlotID p2; ///< TODO: comment me 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) void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect const CGarrisonSlot * getSelection(); void setSplittingMode(bool on); bool getSplittingMode(); std::vector getEmptySlots(CGarrisonSlot::EGarrisonType type); const CArmedInstance * armedObjs[2]; ///< [0] is upper, [1] is down void setArmy(const CArmedInstance * army, bool bottomGarrison); void addSplitBtn(std::shared_ptr button); void recreateSlots(); void splitClick(); ///< handles click on split button void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me /// Constructor /// @param x, y Position /// @param inx Distance between slots; /// @param garsOffset /// @param s1, s2 Top and bottom armies /// @param _removableUnits You can take units from top /// @param smallImgs Units images size 64x58 or 32x32 /// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots) CGarrisonInt(int x, int y, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2 = nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows = false); }; class CGarrisonHolder { public: virtual void updateGarrisons() = 0; };