#ifndef CADVENTUREMAPINTERFACE_H #define CADVENTUREMAPINTERFACE_H #include #include "global.h" #include "SDL.h" #include "CPlayerInterface.h" #include class CDefHandler; class CCallback; class CPath; class CAdvMapInt; class CGHeroInstance; class CGTownInstance; class CHeroWindow; template 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 T* owner; void (T::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button bool colorChange; 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 doesn't delete) AdventureMapButton(); //c-tor AdventureMapButton( std::string Name, std::string HelpBox, void(T::*Function)(), int x, int y, std::string defName, T* Owner, bool activ=false, std::vector * add = NULL, bool playerColoredButton = true );//c-tor }; /*****************************/ class CMinimap : public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject { public: SDL_Surface * radar; SDL_Surface * temps; std::map colors; std::map colorsBlocked; std::vector map, FoW; //one bitmap for each level (terrain, Fog of War) //TODO flagged buildings std::string statusbarTxt, rcText; CMinimap(bool draw=true); void draw(); void redraw(int level=-1);// (level==-1) => redraw all levels void updateRadar(); void clickRight (tribool down); void clickLeft (tribool down); void hover (bool on); void mouseMoved (SDL_MouseMotionEvent & sEvent); void activate(); // makes button active void deactivate(); // makes button inactive (but don't deletes) void hideTile(int3 pos); //puts FoW void showTile(int3 pos); //removes FoW }; class CTerrainRect : public ClickableL, public ClickableR, public Hoverable, public virtual CIntObject, public KeyInterested, public MotionInterested { public: int tilesw, tilesh; int3 curHoveredTile; CDefHandler * arrows; CTerrainRect(); CPath * currentPath; void activate(); void deactivate(); void clickLeft(tribool down); void clickRight(tribool down); void hover(bool on); void mouseMoved (SDL_MouseMotionEvent & sEvent); void keyPressed (SDL_KeyboardEvent & key); void show(); void showPath(); int3 whichTileIsIt(int x, int y); //x,y are cursor position int3 whichTileIsIt(); //uses current cursor pos }; class CResDataBar :public ClickableR, public virtual CIntObject { public: SDL_Surface * bg; std::vector > txtpos; std::string datetext; void clickRight (tribool down); void activate(); void deactivate(); CResDataBar(); ~CResDataBar(); void draw(); }; class CInfoBar :public virtual CIntObject, public TimeInterested { public: CDefHandler *day, *week1, *week2, *week3, *week4; SComponent * current; int mode; int pom; CInfoBar(); ~CInfoBar(); void newDay(int Day); void showComp(SComponent * comp, int time=5000); void tick(); void draw(const CGObjectInstance * specific=NULL); // if specific==0 function draws info about selected hero/town void blitAnim(int mode);//0 - day, 1 - week CDefHandler * getAnim(int mode); }; /*****************************/ class CAdvMapInt : public IActivable //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, updateMinimap ; unsigned char anim, animValHitCount; //animation frame unsigned char heroAnim, heroAnimValHitCount; //animation frame CMinimap minimap; SDL_Surface * bg; AdventureMapButton<> kingOverview,//- kingdom overview underground,//- 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; CResDataBar resdatabar; CHeroList heroList; CTownList townList; CInfoBar infoBar; CHeroWindow * heroWindow; struct CurrentSelection { int type; //0 - hero, 1 - town const void* selected; CurrentSelection(); //ctor } selection; //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 activate(); void deactivate(); void show(); //shows and activates adv. map interface void hide(); //deactivates advmap interface void update(); //redraws terrain void selectionChanged(); void centerOn(int3 on); int3 verifyPos(int3 ver); void handleRightClick(std::string text, tribool down, CIntObject * client); }; #endif //CADVENTUREMAPINTERFACE_H