/* * BattleWindow.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 * */ #pragma once #include "../gui/CIntObject.h" #include "../gui/InterfaceObjectConfigurable.h" #include "../../lib/battle/CBattleInfoCallback.h" #include "../../lib/battle/PossiblePlayerBattleAction.h" VCMI_LIB_NAMESPACE_BEGIN class CStack; VCMI_LIB_NAMESPACE_END class CButton; class BattleInterface; class BattleConsole; class BattleRenderer; class StackQueue; /// GUI object that handles functionality of panel at the bottom of combat screen class BattleWindow : public InterfaceObjectConfigurable { BattleInterface & owner; std::shared_ptr queue; std::shared_ptr console; /// button press handling functions void bOptionsf(); void bSurrenderf(); void bFleef(); void bAutofightf(); void bSpellf(); void bWaitf(); void bSwitchActionf(); void bDefencef(); void bConsoleUpf(); void bConsoleDownf(); void bTacticNextStack(); void bTacticPhaseEnd(); /// functions for handling actions after they were confirmed by popup window void reallyFlee(); void reallySurrender(); /// management of alternative actions std::list alternativeActions; PossiblePlayerBattleAction defaultAction; void showAlternativeActionIcon(PossiblePlayerBattleAction); /// flip battle queue visibility to opposite void toggleQueueVisibility(); void createQueue(); std::shared_ptr buildBattleConsole(const JsonNode &) const; public: BattleWindow(BattleInterface & owner ); ~BattleWindow(); /// Closes window once battle finished void close(); /// Toggle StackQueue visibility void hideQueue(); void showQueue(); /// block all UI elements when player is not allowed to act, e.g. during enemy turn void blockUI(bool on); /// Refresh queue after turn order changes void updateQueue(); /// Get mouse-hovered battle queue unit ID if any found std::optional getQueueHoveredUnitId(); void activate() override; void deactivate() override; void keyPressed(EShortcut key) override; bool captureThisKey(EShortcut key) override; void clickPressed(const Point & cursorPosition) override; void show(Canvas & to) override; void showAll(Canvas & to) override; /// Toggle UI to displaying tactics phase void tacticPhaseStarted(); /// Toggle UI to displaying battle log in place of tactics UI void tacticPhaseEnded(); /// Set possible alternative options. If more than 1 - the last will be considered as default option void setAlternativeActions(const std::list &); };