/* * AdventureMapInterface.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 "../gui/CIntObject.h" VCMI_LIB_NAMESPACE_BEGIN class CGObjectInstance; class CGHeroInstance; class CGTownInstance; class CArmedInstance; class IShipyard; struct CGPathNode; struct ObjectPosInfo; struct Component; class int3; VCMI_LIB_NAMESPACE_END class CButton; class IImage; class CAnimImage; class CGStatusBar; class AdventureMapWidget; class AdventureMapShortcuts; class CAnimation; class MapView; class CResDataBar; class CHeroList; class CTownList; class CInfoBar; class CMinimap; class MapAudioPlayer; class TurnTimerWidget; enum class EAdventureState; struct MapDrawingInfo; /// That's a huge class which handles general adventure map actions and /// shows the right menu(questlog, spellbook, end turn,..) from where you /// can get to the towns and heroes. class AdventureMapInterface : public CIntObject { private: /// currently acting player PlayerColor currentPlayerID; /// if true, cursor was changed to scrolling and must be reset back once scroll is over bool scrollingWasActive; /// if true, then scrolling was blocked via ctrl and should not restart until player move cursor outside scrolling area bool scrollingWasBlocked; /// how much should the background dimmed, when windows are on the top int backgroundDimLevel; /// spell for which player is selecting target, or nullptr if none const CSpell *spellBeingCasted; std::shared_ptr mapAudio; std::shared_ptr widget; std::shared_ptr shortcuts; std::shared_ptr watches; private: void setState(EAdventureState state); /// updates active state of game window whenever game state changes void adjustActiveness(); /// checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; /// check and if necessary reacts on scrolling by moving cursor to screen edge void handleMapScrollingUpdate(uint32_t msPassed); void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode); const CGObjectInstance *getActiveObject(const int3 &tile); /// exits currently opened world view mode and returns to normal map void exitCastingMode(); /// casts current spell at specified location void performSpellcasting(const int3 & castTarget); /// dim interface if some windows opened void dim(Canvas & to); protected: /// CIntObject interface implementation void activate() override; void deactivate() override; void tick(uint32_t msPassed) override; void show(Canvas & to) override; void showAll(Canvas & to) override; void keyPressed(EShortcut key) override; void onScreenResize() override; public: AdventureMapInterface(); void hotkeyAbortCastingMode(); void hotkeyExitWorldView(); void hotkeyEndingTurn(); void hotkeyNextTown(); void hotkeySwitchMapLevel(); void hotkeyZoom(int delta); /// Called by PlayerInterface when specified player is ready to start his turn void onHotseatWaitStarted(PlayerColor playerID); /// Called by PlayerInterface when AI or remote human player starts his turn void onEnemyTurnStarted(PlayerColor playerID, bool isHuman); /// Called by PlayerInterface when local human player starts his turn void onPlayerTurnStarted(PlayerColor playerID); /// Called by PlayerInterface when interface should be switched to specified player without starting turn void onCurrentPlayerChanged(PlayerColor playerID); /// Called by PlayerInterface when specific map tile changed and must be updated on minimap void onMapTilesChanged(boost::optional> positions); /// Called by PlayerInterface when hero starts movement void onHeroMovementStarted(const CGHeroInstance * hero); /// Called by PlayerInterface when hero state changed and hero list must be updated void onHeroChanged(const CGHeroInstance * hero); /// Called by PlayerInterface when town state changed and town list must be updated void onTownChanged(const CGTownInstance * town); /// Called when currently selected object changes void onSelectionChanged(const CArmedInstance *sel); /// Called when town order changes void onTownOrderChanged(); /// Called when map audio should be paused, e.g. on combat or town screen access void onAudioPaused(); /// Called when map audio should be resume, opposite to onPaused void onAudioResumed(); /// Requests to display provided information inside infobox void showInfoBoxMessage(const std::vector & components, std::string message, int timer); /// Changes position on map to center selected location void centerOnTile(int3 on); void centerOnObject(const CGObjectInstance *obj); /// called by MapView whenever currently visible area changes /// visibleArea describes now visible map section measured in tiles void onMapViewMoved(const Rect & visibleArea, int mapLevel); /// called by MapView whenever tile is clicked void onTileLeftClicked(const int3 & mapPos); /// called by MapView whenever tile is hovered void onTileHovered(const int3 & mapPos); /// called by MapView whenever tile is clicked void onTileRightClicked(const int3 & mapPos); /// called by spell window when spell to cast has been selected void enterCastingMode(const CSpell * sp); /// returns area of screen covered by terrain (main game area) Rect terrainAreaPixels() const; /// opens world view at default scale void openWorldView(); /// opens world view at specific scale void openWorldView(int tileSize); /// opens world view with specific info, e.g. after View Earth/Air is shown void openWorldView(const std::vector& objectPositions, bool showTerrain); }; extern std::shared_ptr adventureInt;