#pragma once #include "../windows/CWindowObject.h" /* * 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 * */ 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; int upg; //0 - up garrison, 1 - down garrison CAnimImage * creatureImage; CAnimImage * selectionImage; // image for selection, not always visible CLabel * stackCount; void setHighlight(bool on); public: virtual void hover (bool on); //call-in const CArmedInstance * getObj() const; bool our() const; void clickRight(tribool down, bool previousState); void clickLeft(tribool down, bool previousState); void update(); CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr); friend class CGarrisonInt; }; /// Class which manages slots of upper and lower garrison, splitting of units class CGarrisonInt :public CIntObject { CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot bool inSplittingMode; public: void selectSlot(CGarrisonSlot * slot); //null = deselect const CGarrisonSlot * getSelection(); void setSplittingMode(bool on); bool getSplittingMode(); 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 int shiftPos;//1st slot of the second row, set shiftPoint for effect 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 // const CCreatureSet *set1; //top set of creatures // const CCreatureSet *set2; //bottom set of creatures std::vector slotsUp, slotsDown; //slots of upper and lower garrison const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down //const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns) void setArmy(const CArmedInstance *army, bool bottomGarrison); void addSplitBtn(CButton * button); void createSet(std::vector &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg ); void createSlots(); void recreateSlots(); void splitClick(); //handles click on split button void splitStacks(int amountLeft, int amountRight); //TODO: comment me //x, y - position; //inx - distance between slots; //pomsur, SurOffset - UNUSED //s1, s2 - top and bottom armies; //removableUnits - you can take units from top; //smallImgs - units images size 64x58 or 32x32; //twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots) CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor }; class CGarrisonHolder { public: CGarrisonHolder(); virtual void updateGarrisons()=0; }; class CWindowWithGarrison : public virtual CGarrisonHolder { public: CGarrisonInt *garr; virtual void updateGarrisons(); }; /// Garrison window where you can take creatures out of the hero to place it on the garrison class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison { public: CButton * quit; CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor };