#ifndef __CADVMAPINTERFACE_H__ #define __CADVMAPINTERFACE_H__ #include #include "../global.h" #include "SDL.h" #include #include "AdventureMapButton.h" #include "GUIClasses.h" class CDefHandler; class CCallback; struct CPath; class CAdvMapInt; class CGHeroInstance; class CGTownInstance; class CHeroWindow; /*****************************/ /* * CAdcmapInterface.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 CMinimap : public CIntObject { public: SDL_Surface * radar; SDL_Surface * temps; std::map colors; std::map colorsBlocked; std::vector map, FoW, flObjs; //one bitmap for each level (terrain, Fog of War, flaggable objects) std::string statusbarTxt, rcText; CMinimap(bool draw=true); ~CMinimap(); void show(SDL_Surface * to); void draw(SDL_Surface * to); void redraw(int level=-1);// (level==-1) => redraw all levels void initMap(int level=-1);// (level==-1) => redraw all levels void initFoW(int level=-1);// (level==-1) => redraw all levels void initFlaggableObjs(int level=-1);// (level==-1) => redraw all levels void updateRadar(); void clickRight(tribool down, bool previousState); void clickLeft(tribool down, bool previousState); void hover (bool on); void mouseMoved (const SDL_MouseMotionEvent & sEvent); void activate(); // makes button active void deactivate(); // makes button inactive (but don't deletes) void hideTile(const int3 &pos); //puts FoW void showTile(const int3 &pos); //removes FoW void showVisibleTiles(int level=-1);// (level==-1) => redraw all levels }; class CTerrainRect : public CIntObject { public: int tilesw, tilesh; //width and height of terrain to blit in tiles int3 curHoveredTile; int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels) CDefHandler * arrows; CTerrainRect(); ~CTerrainRect(); CPath * currentPath; void activate(); void deactivate(); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); void mouseMoved (const SDL_MouseMotionEvent & sEvent); void show(SDL_Surface * to); void showPath(const SDL_Rect * extRect); int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position int3 whichTileIsIt(); //uses current cursor pos }; class CResDataBar : public CIntObject { public: SDL_Surface * bg; std::vector > txtpos; std::string datetext; void clickRight(tribool down, bool previousState); void activate(); void deactivate(); CResDataBar(); CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist); ~CResDataBar(); void draw(SDL_Surface * to); void show(SDL_Surface * to); }; class CInfoBar : public CIntObject { 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(SDL_Surface * to, 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); void show(SDL_Surface * to); }; /*****************************/ class CAdvMapInt : public CIntObject //adventure map interface { public: CAdvMapInt(int Player); ~CAdvMapInt(); int3 position; //top left corner of visible map part int player, active; enum{LEFT=1, RIGHT=2, UP=4, DOWN=8}; ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN bool updateScreen, updateMinimap ; unsigned char anim, animValHitCount; //animation frame unsigned char heroAnim, heroAnimValHitCount; //animation frame SDL_Surface * bg; std::vector gems; CMinimap minimap; CStatusBar statusbar; 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 CTerrainRect terrain; //visible terrain CResDataBar resdatabar; CHeroList heroList; CTownList townList; CInfoBar infoBar; CHeroWindow * heroWindow; const CArmedInstance *selection; //currently selected town/hero std::map paths; //maps hero => selected path in adventure map //functions bound 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(SDL_Surface * to); //redraws terrain void showAll(SDL_Surface * to); //shows and activates adv. map interface void select(const CArmedInstance *sel); void selectionChanged(); void centerOn(int3 on); int3 verifyPos(int3 ver); void handleRightClick(std::string text, tribool down, CIntObject * client); void keyPressed(const SDL_KeyboardEvent & key); void mouseMoved (const SDL_MouseMotionEvent & sEvent); }; #endif // __CADVMAPINTERFACE_H__