#ifndef __CPREGAME_H__ #define __CPREGAME_H__ #include "global.h" #include #include #include "StartInfo.h" #include "CMessage.h" #include "map.h" #include "hch/CMusicHandler.h" #include #include #include class CPreGame; class CDefHandler; extern CPreGame * CPG; typedef void(CPreGame::*ttt)(); class CGroup; class CPoinGroup ; class IntSelBut; struct HighButton { int ID; int type; SDL_Rect pos; CDefHandler* imgs; int state; bool freeimgs; HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1); HighButton(); virtual ~HighButton(); bool selectable, selected; bool highlightable, highlighted; virtual void show(); virtual void press(bool down=true); virtual void hover(bool on=true)=0; virtual void select(bool on=true)=0; }; struct Button: public HighButton { CGroup *ourGroup; Button( SDL_Rect Pos, boost::function Fun,CDefHandler* Imgs, bool Sel=false, CGroup* gr=NULL, int id=-1); Button(); boost::function fun; virtual void hover(bool on=true); virtual void select(bool on=true); }; struct SetrButton: public Button { int key, * poin; virtual void press(bool down=true); SetrButton(); }; class Slider { public: bool vertical; // false means horizontal SDL_Rect pos; // position Button *up, *down, //or left/right *slider; int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once int whereAreWe; // first displayed thing bool moving; boost::function fun; void clickDown(int x, int y, bool bzgl=true); void clickUp(int x, int y, bool bzgl=true); void mMove(int x, int y, bool bzgl=true); void moveUp(); void moveDown(); void deactivate(); void activate(); Slider(int x, int y, int h, int amnt, int cap, bool ver); ~Slider(); void updateSlid(); void handleIt(SDL_Event sev); }; struct IntBut: public Button { public: int key; int * what; IntBut(); void set(); }; class CGroup { public: Button * selected; int type; // 1=sinsel CGroup():selected(NULL),type(0){}; }; class CPoinGroup :public CGroup { public: int * gdzie; //where (po polsku, bo by by�o s�owo kluczowe :/) void setYour(IntSelBut * your); }; struct IntSelBut: public Button { public: CPoinGroup * ourPoinGroup; int key; IntSelBut(){}; IntSelBut( SDL_Rect Pos, boost::function Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup* gr=NULL, int My=-1); void select(bool on=true); }; class PreGameTab { public: bool showed; virtual void init()=0; virtual void show()=0; virtual void hide()=0; PreGameTab(); }; class RanSel : public PreGameTab { Button horcpl[9], horcte[9], conpl[9], conte[8], water[4], monster[4], //last is random size[4], twoLevel, showRand; CGroup *Ghorcpl, *Ghorcte, *Gconpl, *Gconte, *Gwater, *Gmonster, *Gsize; }; class Options : public PreGameTab { bool inited; struct OptionSwitch:public HighButton { void hover(bool on=true){}; void select(bool on=true){}; OptionSwitch( SDL_Rect Pos, CDefHandler* Imgs, bool Left, int Which) :HighButton(Pos,Imgs,false,7),left(Left),which(Which) {selectable=false;highlightable=false;} void press(bool down=true); bool left; int playerID; int serialID; int which; //-1=castle;0=hero;1=bonus }; struct PlayerFlag:public HighButton { int color; PlayerFlag(SDL_Rect Pos, CDefHandler* Imgs, int Color) :HighButton(Pos,Imgs,false,7),color(Color) {selectable=false;highlightable=true;} void hover(bool on=true); void press(bool down=true); void select(bool on=true){}; }; struct PlayerOptions { PlayerOptions(int serial, int player); Ecolor color; PlayerFlag flag; //SDL_Surface * bg; OptionSwitch Cleft, Cright, Hleft, Hright, Bleft, Bright; int nr; }; public: std::set usedHeroes; Slider * turnLength; SDL_Surface * bg, * rHero, * rCastle, * nHero, * nCastle; std::vector bgs; std::vector flags; CDefHandler //* castles, * heroes, * bonus, * left, * right, * bonuses; std::vector poptions; void show(); void hide(); void init(); void showIcon (int what, int nr, bool abs); //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute bool canUseThisHero(int ID); int nextAllowedHero(int min, int max, int incl, int dir); //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania Options(){inited=showed=false;}; ~Options(); }; class MapSel : public PreGameTab { public: ESortBy sortBy; SDL_Surface * bg; int selected; //selected map CDefHandler * Dtypes, * Dvic; CDefHandler *Dsizes, * Dloss, * sFlags; std::vector scenImgs; //int current; std::vector ourMaps; std::vector ourGames; IntBut small, medium, large, xlarge, all; SetrButton nrplayer, mapsize, type, name, viccon, loscon; Slider *slid, *descslid; int sizeFilter; int whichWL(int nr); int countWL(); void show(); void hide(); void init(); std::string gdiff(std::string ss); void printMaps(int from,int to=18, int at=0, bool abs=false); void select(int which, bool updateMapsList=true, bool forceSettingsUpdate=false); void moveByOne(bool up); void printSelectedInfo(); void printFlags(); void processMaps(const std::vector &pliczkiTemp, int start, int threads); void processGames(const std::vector &pliczkiTemp); CMapInfo &selectedMap(); std::vector &curVector(); MapSel(); ~MapSel(); }; class ScenSel { public: CPoinGroup * difficulty; bool listShowed; //RanSel ransel; MapSel mapsel; SDL_Surface * background, *savenameStrip, *scenInf, *scenList, *randMap, *options ; Button bScens, bOptions, bRandom, bBegin, bLoad, bBack; IntSelBut bEasy, bNormal, bHard, bExpert, bImpossible; Button * pressed; std::vector maps; int selectedDiff; void initRanSel(); void showRanSel(); void hideRanSel(); void genScenList(); ScenSel(); ~ScenSel(); } ; class CPreGame { public: std::string playerName; int playerColor; HighButton * highlighted; PreGameTab* currentTab; StartInfo ret; bool run; bool first; //hasn't we showed the scensel int fromnewgame; //1 - new game; 0 - load game; 2 - save game std::vector interested; CMusicHandler * mush; std::vector btns; SDL_Rect * currentMessage; SDL_Surface * behindCurMes; CDefHandler *ok, *cancel; enum EState { //where are we? mainMenu, newGame, loadGame, ScenarioList } state; struct menuItems { menuItems(); ~menuItems(); SDL_Surface * background, *bgAd; CDefHandler *newGame, *loadGame, *highScores,*credits, *quit; SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit; ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit; int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit } * ourMainMenu, * ourNewMenu, * ourLoadMenu; ScenSel *ourScenSel; Options * ourOptions; std::string map; //selected map CPreGame(); //c-tor ~CPreGame();//d-tor std::string buttonText(int which); menuItems * currentItems(); void(CPreGame::*handleOther)(SDL_Event&); void scenHandleEv(SDL_Event& sEvent); void begin(){run=false;ret.difficulty=ourScenSel->selectedDiff;}; void quitAskBox(); void quit(){exit(EXIT_SUCCESS);}; void initScenSel(); void showScenSel(); void showScenList(); void initOptions(); void showOptions(); void initNewMenu(); void initLoadMenu(); void showNewMenu(); void showLoadMenu(); void showMainMenu(); StartInfo runLoop(); // runs mainloop of PreGame void initMainMenu(); //loads components for main menu void highlightButton(int which, int on); //highlights one from 5 main menu buttons void showCenBox (std::string data); // void showAskBox (std::string data, void(*f1)(),void(*f2)()); void hideBox (); void printRating(); void printMapsFrom(int from); void setTurnLength(int on); void sortMaps(); }; #endif // __CPREGAME_H__