#ifndef __GUICLASSES_H__ #define __GUICLASSES_H__ #include "../global.h" #include "SDL_framerate.h" #include "GUIBase.h" #include "FunctionList.h" #include #include #include #ifdef max #undef max #endif #ifdef min #undef min #endif /* * GUIClasses.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 * */ class CDefEssential; class AdventureMapButton; class CHighlightableButtonsGroup; class CDefHandler; struct HeroMoveDetails; class CDefEssential; class CGHeroInstance; class CAdvMapInt; class CCastleInterface; class CBattleInterface; class CStack; class SComponent; class CCreature; struct SDL_Surface; struct CPath; class CCreatureAnimation; class CSelectableComponent; class CCreatureSet; class CGObjectInstance; class CSlider; struct UpgradeInfo; template struct CondSh; class CInGameConsole; class CGarrisonInt; class CInGameConsole; class Component; class CArmedInstance; class CGTownInstance; class StackState; class CPlayerInterface; class CInfoWindow : public CSimpleWindow //text + comp. + ok button { //window able to delete its components when closed public: bool delComps; //whether comps will be deleted std::vector buttons; std::vector components; virtual void close(); virtual void show(SDL_Surface * to); void activate(); void deactivate(); CInfoWindow(std::string text, int player, int charperline, const std::vector &comps, std::vector > > &Buttons, bool delComps); //c-tor CInfoWindow(); //c-tor ~CInfoWindow(); //d-tor }; class CSelWindow : public CInfoWindow //component selection window { //warning - this window deletes its components by closing! public: void selectionChange(unsigned to); void madeChoice(); //looks for selected component and calls callback CSelWindow(const std::string& text, int player, int charperline ,const std::vector &comps, const std::vector > > &Buttons, int askID); //c-tor CSelWindow(){}; //c-tor //notification - this class inherits important destructor from CInfoWindow }; class CRClickPopup : public IShowActivable, public ClickableR //popup displayed on R-click { public: virtual void activate(); virtual void deactivate(); virtual void close(); void clickRight (boost::logic::tribool down); virtual ~CRClickPopup(){}; //d-tor }; class CRClickPopupInt : public CRClickPopup //popup displayed on R-click { public: IShowActivable *inner; bool delInner; void show(SDL_Surface * to); CRClickPopupInt(IShowActivable *our, bool deleteInt); //c-tor virtual ~CRClickPopupInt(); //d-tor }; class CInfoPopup : public CRClickPopup { public: bool free; //TODO: comment me SDL_Surface * bitmap; //popup background void close(); void show(SDL_Surface * to); CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor ~CInfoPopup(){}; //d-tor }; class SComponent : public ClickableR //common popup window component { public: enum Etype { primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck } type; //component type int subtype; //TODO: comment me int val; //TODO: comment me std::string description; //r-click std::string subtitle; //TODO: comment me void init(Etype Type, int Subtype, int Val); SComponent(Etype Type, int Subtype, int Val); //c-tor SComponent(const Component &c); //c-tor SComponent(){}; //c-tor virtual ~SComponent(){}; //d-tor void clickRight (boost::logic::tribool down); //call-in virtual SDL_Surface * getImg(); virtual void show(SDL_Surface * to); virtual void activate(); virtual void deactivate(); }; class CCustomImgComponent : public SComponent { public: SDL_Surface *bmp; //our image bool free; //should surface be freed on delete SDL_Surface * getImg(); CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor ~CCustomImgComponent(); //d-tor }; class CSelectableComponent : public SComponent, public KeyShortcut { public: bool selected; //if true, this component is selected bool customB; //TODO: comment me SDL_Surface * border, *myBitmap; boost::function onSelect; //function called on selection change void clickLeft(boost::logic::tribool down); //call-in void init(SDL_Surface * Border); CSelectableComponent(Etype Type, int Sub, int Val, boost::function OnSelect = 0, SDL_Surface * Border=NULL); //c-tor CSelectableComponent(const Component &c, boost::function OnSelect = 0, SDL_Surface * Border=NULL); //c-tor ~CSelectableComponent(); //d-tor virtual void show(SDL_Surface * to); void activate(); void deactivate(); void select(bool on); SDL_Surface * getImg(); //returns myBitmap }; class CGarrisonInt; class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable { public: CGarrisonInt *owner; const CCreature * creature; //creature in slot int count; //number of creatures int upg; //0 - up garrison, 1 - down garrison bool active; //TODO: comment me virtual void hover (bool on); //call-in const CArmedInstance * getObj(); void clickRight (boost::logic::tribool down); void clickLeft(boost::logic::tribool down); void activate(); void deactivate(); void show(SDL_Surface * to); CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0); ~CGarrisonSlot(); //d-tor }; class CGarrisonInt :public CIntObject { public: int interx, intery; //intervals between slots CGarrisonSlot *highlighted; //choosen slot SDL_Surface *&sur; //TODO: comment me int offx, offy, p2; //TODO: comment me bool ignoreEvent, update, active, splitting, pb; const CCreatureSet *set1; //top set of creatures const CCreatureSet *set2; //bottom set of creatures std::vector *sup, *sdown; //slots of upper and lower garrison const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns) void activate(); void deactivate(); void show(SDL_Surface * to); void activeteSlots(); void deactiveteSlots(); void deleteSlots(); void createSlots(); void recreateSlots(); void splitClick(); //handles click on split button void splitStacks(int am2); //TODO: comment me CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *&pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL); //c-tor ~CGarrisonInt(); //d-tor }; class CStatusBar : public CIntObject, public IStatusBar { public: SDL_Surface * bg; //background int middlex, middley; //middle of statusbar std::string current; //text currently printed CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor ~CStatusBar(); //d-tor void print(const std::string & text); //prints text and refreshes statusbar void clear();//clears statusbar and refreshes void show(SDL_Surface * to); //shows statusbar (with current text) std::string getCurrent(); //getter for current }; class CList : public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested { public: SDL_Surface * bg; //background bitmap CDefHandler *arrup, *arrdo; //button arrows for scrolling list SDL_Surface *empty, *selection; SDL_Rect arrupp, arrdop; //positions of arrows int posw, posh; //position width/height int selected, //id of selected position, <0 if none from; const int SIZE; //size of list boost::logic::tribool pressed; //true=up; false=down; indeterminate=none CList(int Size = 5); //c-tor void clickLeft(boost::logic::tribool down); void activate(); void deactivate(); virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in virtual void genList()=0; virtual void select(int which)=0; virtual void draw(SDL_Surface * to)=0; }; class CHeroList : public CList { public: CDefHandler *mobile, *mana; //mana and movement indicators std::vector > items; int posmobx, posporx, posmanx, posmoby, pospory, posmany; CHeroList(int Size); //c-tor int getPosOfHero(const CArmedInstance* h); //hero's position on list void genList(); void select(int which); //call-in void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in void clickLeft(boost::logic::tribool down); //call-in void clickRight(boost::logic::tribool down); //call-in void hover (bool on); //call-in void keyPressed (const SDL_KeyboardEvent & key); //call-in void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it void updateMove(const CGHeroInstance* which); //draws move points bar void redrawAllOne(int which); //not imeplemented void draw(SDL_Surface * to); void init(); }; class CTownList : public CList { public: boost::function fun; //function called on selection change std::vector items; //towns on list int posporx,pospory; CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor ~CTownList(); //d-tor void genList(); void select(int which); //call-in void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in void clickLeft(boost::logic::tribool down); //call-in void clickRight(boost::logic::tribool down); //call-in void hover (bool on); //call-in void keyPressed (const SDL_KeyboardEvent & key); //call-in void draw(SDL_Surface * to); }; class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation { public: CCreature *c; //which creature's picture bool big; //big => 100x130; !big => 100x120 CCreatureAnimation *anim; //displayed animation CCreaturePic(CCreature *cre, bool Big=true); //c-tor ~CCreaturePic(); //d-tor int blitPic(SDL_Surface *to, int x, int y, bool nextFrame); //prints creature on screen SDL_Surface * getPic(bool nextFrame); //returns frame of animation }; class CRecruitmentWindow : public IShowActivable, public ClickableL, public ClickableR { public: struct creinfo { SDL_Rect pos; CCreaturePic *pic; //creature's animation int ID, amount; //creature ID and available amount std::vector > res; //res_id - cost_per_unit }; std::vector amounts; //how many creatures we can afford std::vector creatures; //recruitable creatures boost::function recruit; //void (int ID, int amount) <-- call to recruit creatures CSlider *slider; //for selecting amount AdventureMapButton *max, *buy, *cancel; SDL_Surface *bitmap; //background CStatusBar *bar; int which; //which creature is active void close(); void Max(); void Buy(); void Cancel(); void sliderMoved(int to); void clickLeft(boost::logic::tribool down); void clickRight(boost::logic::tribool down); void activate(); void deactivate(); void show(SDL_Surface * to); CRecruitmentWindow(const std::vector > & Creatures, const boost::function & Recruit); //creatures - pairs //c-tor ~CRecruitmentWindow(); //d-tor }; class CSplitWindow : public IShowActivable, public KeyInterested, public ClickableL { public: CGarrisonInt *gar; CSlider *slider; CCreaturePic *anim; //creature's animation AdventureMapButton *ok, *cancel; SDL_Surface *bitmap; //background int a1, a2, c; //TODO: comment me bool which; //which creature is selected int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack ~CSplitWindow(); //d-tor void activate(); void split(); void close(); void deactivate(); void show(SDL_Surface * to); void clickLeft(boost::logic::tribool down); //call-in void keyPressed (const SDL_KeyboardEvent & key); //call-in void sliderMoved(int to); }; class CCreInfoWindow : public IShowActivable, public KeyInterested, public ClickableR { public: //bool active; //TODO: comment me int type;//0 - rclick popup; 1 - normal window SDL_Surface *bitmap; //background char anf; //animation counter std::string count; //creature count in text format boost::function dsm; //dismiss button callback CCreaturePic *anim; //related creature's animation CCreature *c; //related creature std::vector upgResCost; //cost of upgrade (if not possible then empty) AdventureMapButton *dismiss, *upgrade, *ok; CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function Upg, boost::function Dsm, UpgradeInfo *ui); //c-tor ~CCreInfoWindow(); //d-tor void activate(); void close(); void clickRight(boost::logic::tribool down); //call-in void dismissF(); void keyPressed (const SDL_KeyboardEvent & key); //call-in void deactivate(); void show(SDL_Surface * to); }; class CLevelWindow : public IShowActivable, public CIntObject { public: int heroType; SDL_Surface *bitmap; //background std::vector comps; //skills to select AdventureMapButton *ok; boost::function cb; void close(); CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector &skills, boost::function &callback); //c-tor ~CLevelWindow(); //d-tor void activate(); void deactivate(); void selectionChanged(unsigned to); void show(SDL_Surface * to); }; class CMinorResDataBar : public IShowable, public CIntObject { public: SDL_Surface *bg; //background bitmap void show(SDL_Surface * to); CMinorResDataBar(); //c-tor ~CMinorResDataBar(); //d-tor }; class CMarketplaceWindow : public IShowActivable, public CIntObject { public: class CTradeableItem : public ClickableL { public: int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag int id; bool left; CFunctionList callback; void activate(); void deactivate(); void show(SDL_Surface * to); void clickLeft(boost::logic::tribool down); SDL_Surface *getSurface(); CTradeableItem(int Type, int ID, bool Left); }; SDL_Surface *bg; //background std::vector left, right; std::vector rSubs; //offer caption CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight) int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact r1, r2; //suggested amounts of traded resources AdventureMapButton *ok, *max, *deal; CSlider *slider; //for choosing amount to be exchanged void activate(); void deactivate(); void show(SDL_Surface * to); void setMax(); void sliderMoved(int to); void makeDeal(); void selectionChanged(bool side); //true == left CMarketplaceWindow(int Mode=0); //c-tor ~CMarketplaceWindow(); //d-tor void setMode(int mode); //mode setter void clear(); }; class CSystemOptionsWindow : public IShowActivable, public CIntObject { private: SDL_Surface * background; //background of window AdventureMapButton *load, *save, *restart, *mainMenu, * quitGame, * backToMap; //load, restart and main menu are not used yet CHighlightableButtonsGroup * heroMoveSpeed; CHighlightableButtonsGroup * mapScrollSpeed; CHighlightableButtonsGroup * musicVolume, * effectsVolume; public: CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor ~CSystemOptionsWindow(); //d-tor //functions bound to buttons void bsavef(); //save game void bquitf(); //quit game void breturnf(); //return to game void activate(); void deactivate(); void show(SDL_Surface * to); }; class CTavernWindow : public IShowActivable, public CIntObject { public: class HeroPortrait : public ClickableL, public ClickableR, public Hoverable { public: std::string hoverName; vstd::assigner as; const CGHeroInstance *h; void activate(); void deactivate(); void clickLeft(boost::logic::tribool down); void clickRight(boost::logic::tribool down); void hover (bool on); HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H); void show(SDL_Surface * to); char descr[100]; // "XXX is a level Y ZZZ with N artifacts" } h1, h2; //recruitable heroes SDL_Surface *bg; //background CStatusBar *bar; //tavern's internal status bar int selected;//0 (left) or 1 (right) int oldSelected;//0 (left) or 1 (right) AdventureMapButton *thiefGuild, *cancel, *recruit; CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip); //c-tor ~CTavernWindow(); //d-tor void recruitb(); void close(); void activate(); void deactivate(); void show(SDL_Surface * to); }; class CInGameConsole : public IShowActivable, public KeyInterested { private: std::list< std::pair< std::string, int > > texts; // boost::mutex texts_mx; // protects texts std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1 int defaultTimeout; //timeout for new texts (in ms) int maxDisplayedTexts; //hiw many texts can be displayed simultaneously public: std::string enteredText; void activate(); void deactivate(); void show(SDL_Surface * to); void print(const std::string &txt); void keyPressed (const SDL_KeyboardEvent & key); //call-in void startEnteringText(); void endEnteringText(bool printEnteredText); void refreshEnteredText(); CInGameConsole(); //c-tor }; class CGarrisonWindow : public CWindowWithGarrison, public CIntObject { public: SDL_Surface *bg; //background surface AdventureMapButton *split, *quit; void close(); void activate(); void deactivate(); void show(SDL_Surface * to); CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down); //c-tor ~CGarrisonWindow(); //d-tor }; #endif //__GUICLASSES_H__