#ifndef __CPREGAME_H__ #define __CPREGAME_H__ #include "../global.h" #include #include #include "../StartInfo.h" #include "CMessage.h" #include "../lib/map.h" #include #include "GUIBase.h" #include "FunctionList.h" /* * CPreGame.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 * */ struct CMusicHandler; enum EState { //where are we? mainMenu, newGame, loadGame, ScenarioList, saveGame, scenarioInfo }; class CTextInput : public CIntObject { public: CPicture *bg; std::string text; CFunctionList cb; void setText(const std::string &nText, bool callCb = false); CTextInput(); CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList &CB); ~CTextInput(); void showAll(SDL_Surface * to); void clickLeft(tribool down, bool previousState); void keyPressed(const SDL_KeyboardEvent & key); }; class CMenuScreen : public CIntObject { public: CPicture *bgAd; AdventureMapButton *buttons[5]; CMenuScreen(EState which); ~CMenuScreen(); void showAll(SDL_Surface * to); void show(SDL_Surface * to); void moveTo(CMenuScreen *next); }; struct FileInfo { std::string name; std::time_t date; }; class InfoCard : public CIntObject { public: CPicture *bg; EState type; CHighlightableButtonsGroup *difficulty; CDefHandler *sizes, *sFlags;; void changeSelection(const CMapInfo *to); void showAll(SDL_Surface * to); void clickRight(tribool down, bool previousState); void showTeamsPopup(); InfoCard(EState Type); ~InfoCard(); }; class SelectionTab : public CIntObject { public: int positions; //how many entries (games/maps) can be shown CPicture *bg; //general bg image CSlider *slider; std::vector allItems; std::vector curItems; size_t selectionPos; boost::function onSelect; ESortBy sortingBy; bool ascending; CDefHandler *format; CTextInput *txt; void getFiles(std::vector &out, const std::string &dirname, const std::string &ext); void parseMaps(std::vector &files, int start = 0, int threads = 1); void parseGames(std::vector &files); void filter(int size, bool selectFirst = false); //0 - all void select(int position); //position: <0 - positions> position on the screen void selectAbs(int position); //position: absolute position in curItems vector int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none void sliderMove(int slidPos); void sortBy(int criteria); void sort(); void printMaps(SDL_Surface *to); int getLine(); void selectFName(const std::string &fname); void showAll(SDL_Surface * to); void clickLeft(tribool down, bool previousState); void wheelScrolled(bool down, bool in); void keyPressed(const SDL_KeyboardEvent & key); void onDoubleClick(); SelectionTab(EState Type, const boost::function &OnSelect); ~SelectionTab(); }; class OptionsTab : public CIntObject { public: enum SelType {TOWN, HERO, BONUS}; struct SelectedBox : public CIntObject //img with current town/hero/bonus { SelType which; ui8 player; //serial nr SDL_Surface *getImg() const; const std::string *getText() const; SelectedBox(SelType Which, ui8 Player); void showAll(SDL_Surface * to); void clickRight(tribool down, bool previousState); }; struct PlayerOptionsEntry : public CIntObject { PlayerSettings &s; CPicture *bg; AdventureMapButton *btns[6]; //left and right for town, hero, bonus AdventureMapButton *flag; SelectedBox *town; SelectedBox *hero; SelectedBox *bonus; bool fixedHero; PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S); void selectButtons(bool onlyHero = true); //hides unavailable buttons void showAll(SDL_Surface * to); }; EState type; CPicture *bg; CSlider *turnDuration; std::set usedHeroes; std::vector entries; void nextCastle(int player, int dir); //dir == -1 or +1 void nextHero(int player, int dir); //dir == -1 or +1 void nextBonus(int player, int dir); //dir == -1 or +1 void setTurnLength(int npos); void flagPressed(int player); void changeSelection(const CMapHeader *to); OptionsTab(EState Type/*, StartInfo &Opts*/); ~OptionsTab(); void showAll(SDL_Surface * to); int nextAllowedHero( int min, int max, int incl, int dir ); bool canUseThisHero( int ID ); }; class CSelectionScreen : public CIntObject { public: CPicture *bg; //general bg image AdventureMapButton *start, *back; InfoCard *card; SelectionTab *sel; OptionsTab *opt; EState type; //new/save/load#Game const CMapInfo *current; StartInfo sInfo; CIntObject *curTab; CSelectionScreen(EState Type); ~CSelectionScreen(); void toggleTab(CIntObject *tab); void changeSelection(const CMapInfo *to); void updateStartInfo(const CMapInfo * to); void startGame(); void difficultyChange(int to); }; class CScenarioInfo : public CIntObject { public: AdventureMapButton *back; InfoCard *card; OptionsTab *opt; CScenarioInfo(const CMapHeader *mapInfo, const StartInfo *startInfo); ~CScenarioInfo(); }; class CGPreGame : public CIntObject { public: SDL_Surface *mainbg; CMenuScreen *scrs[3]; SDL_Surface *nHero, *rHero, *nTown, *rTown; // none/random hero/town imgs CDefHandler *bonuses; CDefHandler *victory, *loss; CGPreGame(); ~CGPreGame(); void run(); void openSel(EState type); void loadGraphics(); void disposeGraphics(); }; extern CGPreGame *CGP; #endif // __CPREGAME_H__