#ifndef __CPLAYERINTERFACE_H__ #define __CPLAYERINTERFACE_H__ #include "global.h" #include "CGameInterface.h" #include "SDL_framerate.h" #include #include #include #ifdef __GNUC__ #define sprintf_s snprintf #endif #ifdef max #undef max #endif #ifdef min #undef min #endif /* * CPlayerInterface.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; namespace boost { class mutex; class recursive_mutex; }; struct Point { int x, y; //constructors Point(){}; Point(int X, int Y) :x(X),y(Y) {}; Point(const int3 &a) :x(a.x),y(a.y) {} Point operator+(const Point &b) const { return Point(x+b.x,y+b.y); } Point& operator+=(const Point &b) { x += b.x; y += b.y; return *this; } Point operator-(const Point &b) const { return Point(x+b.x,y+b.y); } Point& operator-=(const Point &b) { x -= b.x; y -= b.y; return *this; } bool operator<(const Point &b) const //product order { return x < b.x && y < b.y; } }; struct Rect : public SDL_Rect { Rect()//default c-tor { x = y = w = h = -1; } Rect(int X, int Y, int W, int H) //c-tor { x = X; y = Y; w = W; h = H; } Rect(const SDL_Rect & r) //c-tor { x = r.x; y = r.y; w = r.w; h = r.h; } bool isIn(int qx, int qy) const //determines if given point lies inside rect { if (qx > x && qxy && qy y+h && p.bottomLeft().y > y+h) //rect p is below *this { intersect = false; } else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this { intersect = false; } else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this { intersect = false; } if(intersect) { Rect ret; ret.x = std::max(this->x, p.x); ret.y = std::max(this->y, p.y); Point bR; //bottomRight point of returned rect bR.x = std::min(this->w+this->x, p.w+p.x); bR.y = std::min(this->h+this->y, p.h+p.y); ret.w = bR.x - ret.x; ret.h = bR.y - ret.y; return ret; } else { return Rect(); } } }; class IShowable { public: virtual void show(SDL_Surface * to)=0; virtual void showAll(SDL_Surface * to) { show(to); } virtual ~IShowable(){}; //d-tor }; class IStatusBar { public: virtual ~IStatusBar(){}; //d-tor virtual void print(const std::string & text)=0; //prints text and refreshes statusbar virtual void clear()=0;//clears statusbar and refreshes virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text) virtual std::string getCurrent()=0; //returns currently displayed text }; class IActivable { public: virtual void activate()=0; virtual void deactivate()=0; virtual ~IActivable(){}; //d-tor }; class IShowActivable : public IShowable, public IActivable { public: enum {WITH_GARRISON = 1}; int type; //bin flags using etype IShowActivable(); virtual ~IShowActivable(){}; //d-tor }; class CWindowWithGarrison : public IShowActivable { public: CGarrisonInt *garr; CWindowWithGarrison(); }; class CMainInterface : public IShowActivable { public: IShowActivable *subInt; }; class CIntObject //interface object { public: Rect pos; //position of object on the screen int ID; //object uniqe ID, rarely (if at all) used //virtual bool isIn(int x, int y) //{ // return pos.isIn(x,y); //} virtual ~CIntObject(){}; //d-tor }; class CSimpleWindow : public IShowActivable, public virtual CIntObject { public: SDL_Surface * bitmap; //background CIntObject * owner; //who made this window virtual void show(SDL_Surface * to); CSimpleWindow():bitmap(NULL),owner(NULL){}; //c-tor virtual ~CSimpleWindow(); //d-tor void activate(){}; void deactivate(){}; }; class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class { public: int bitmapOffset; //TODO: comment me int type; //advmapbutton=2 //TODO: comment me bool abs;//TODO: comment me bool active; //if true, this button is active and can be pressed bool notFreeButton; //TODO: comment me CIntObject * ourObj; // "owner" int state; //TODO: comment me std::vector< std::vector > imgs; //images for this button int curimg; //curently displayed image from imgs virtual void show(SDL_Surface * to); virtual void activate()=0; virtual void deactivate()=0; CButtonBase(); //c-tor virtual ~CButtonBase(); //d-tor }; class ClickableL : public virtual CIntObject //for left-clicks { public: bool pressedL; //for determining if object is L-pressed ClickableL(); //c-tor virtual ~ClickableL();//{};//d-tor virtual void clickLeft (boost::logic::tribool down)=0; virtual void activate(); virtual void deactivate(); }; class ClickableR : public virtual CIntObject //for right-clicks { public: bool pressedR; //for determining if object is R-pressed ClickableR(); //c-tor virtual ~ClickableR();//{};//d-tor virtual void clickRight (boost::logic::tribool down)=0; virtual void activate()=0; virtual void deactivate()=0; }; class Hoverable : public virtual CIntObject { public: Hoverable() : hovered(false){} //c-tor virtual ~Hoverable();//{}; //d-tor bool hovered; //for determining if object is hovered virtual void hover (bool on)=0; virtual void activate()=0; virtual void deactivate()=0; }; class KeyInterested : public virtual CIntObject { public: bool captureAllKeys; //if true, only this object should get info about pressed keys KeyInterested(): captureAllKeys(false){} virtual ~KeyInterested();//{};//d-tor virtual void keyPressed(const SDL_KeyboardEvent & key)=0; virtual void activate()=0; virtual void deactivate()=0; }; //class for binding keys to left mouse button clicks //classes wanting use it should have it as one of their base classes class KeyShortcut : public KeyInterested, public ClickableL { public: std::set assignedKeys; KeyShortcut(){}; //c-tor KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor KeyShortcut(std::set Keys):assignedKeys(Keys){}; //c-tor virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in }; class MotionInterested: public virtual CIntObject { public: bool strongInterest; //if true - report all mouse movements, if not - only when hovered MotionInterested(){strongInterest=false;}; virtual ~MotionInterested(){};//d-tor virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; virtual void activate()=0; virtual void deactivate()=0; }; class TimeInterested: public virtual CIntObject { public: virtual ~TimeInterested(){}; //d-tor int toNextTick; virtual void tick()=0; virtual void activate(); virtual void deactivate(); }; 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 CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor void close(); void show(SDL_Surface * to); CInfoPopup(){free=false;bitmap=NULL;} //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 CPlayerInterface : public CGameInterface { public: //minor interfaces CondSh *showingDialog; //indicates if dialog box is displayed boost::recursive_mutex *pim; bool makingTurn; //if player is already making his turn //TODO: exclude to some kind Settings struct int heroMoveSpeed; //speed of player's hero movement void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;} //set for the member above int mapScrollingSpeed; //map scrolling speed void setMapScrollingSpeed(int newSpeed) {mapScrollingSpeed = newSpeed;} //set the member above SDL_Event * current; //current event //CMainInterface *curint; CAdvMapInt * adventureInt; CCastleInterface * castleInt; //NULL if castle window isn't opened CBattleInterface * battleInt; //NULL if no battle CInGameConsole * cingconsole; FPSmanager * mainFPSmng; //to keep const framerate IStatusBar *statusbar; //current statusbar - will be used to show hover tooltips CCallback * cb; //to communicate with engine const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL) std::list dialogs; //queue of dialogs awaiting to be shown (not currently shown!) std::list listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on) void totalRedraw(); //forces total redraw (using showAll) void popInt(IShowActivable *top); //removes given interface from the top and activates next void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front IShowActivable *topInt(); //returns top interface //GUI elements std::list lclickable; std::list rclickable; std::list hoverable; std::list keyinterested; std::list motioninterested; std::list timeinterested; std::vector objsToBlit; //overloaded funcs from CGameInterface void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished void garrisonChanged(const CGObjectInstance * obj); void heroArtifactSetChanged(const CGHeroInstance* hero); void heroCreated(const CGHeroInstance* hero); void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector &skills, boost::function &callback); void heroInGarrisonChange(const CGTownInstance *town); void heroKilled(const CGHeroInstance* hero); void heroMoved(const HeroMoveDetails & details); void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val); void heroManaPointsChanged(const CGHeroInstance * hero); void heroMovePointsChanged(const CGHeroInstance * hero); void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town); void receivedResource(int type, int val); void showInfoDialog(const std::string &text, const std::vector &components, int soundID); //void showSelDialog(const std::string &text, const std::vector &components, ui32 askID); //void showYesNoDialog(const std::string &text, const std::vector &components, ui32 askID); void showBlockingDialog(const std::string &text, const std::vector &components, ui32 askID, int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID. void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function &onEnd); void tileHidden(const std::set &pos); //called when given tiles become hidden under fog of war void tileRevealed(const std::set &pos); //called when fog of war disappears from given tiles void yourTurn(); void availableCreaturesChanged(const CGTownInstance *town); void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it void requestRealized(PackageApplied *pa); void serialize(COSer &h, const int version); //saving void serialize(CISer &h, const int version); //loading //for battles void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero BattleAction activeStack(int stackID); //called when it's turn of that stack void battleAttack(BattleAttack *ba); //stack performs attack void battleEnd(BattleResult *br); //end of battle //void battleResultQuited(); void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn void battleStackMoved(int ID, int dest, int distance, bool end); void battleSpellCast(SpellCast *sc); void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks void battleStacksAttacked(std::set & bsa); void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right void battlefieldPrepared(int battlefieldType, std::vector obstacles); //called when battlefield is prepared, prior the battle beginning //-------------// bool shiftPressed() const; //determines if shift key is pressed (left or right or both) void redrawHeroWin(const CGHeroInstance * hero); void updateWater(); void showComp(SComponent comp); //TODO: comment me void openTownWindow(const CGTownInstance * town); //shows townscreen void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero void handleEvent(SDL_Event * sEvent); void handleKeyDown(SDL_Event *sEvent); void handleKeyUp(SDL_Event *sEvent); void handleMouseMotion(SDL_Event *sEvent); void init(ICallback * CB); int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on void showInfoDialog(const std::string &text, const std::vector & components, int soundID); void showYesNoDialog(const std::string &text, const std::vector & components, CFunctionList onYes, CFunctionList onNo, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close bool moveHero(const CGHeroInstance *h, CPath path); CPlayerInterface(int Player, int serial);//c-tor ~CPlayerInterface();//d-tor ////////////////////////////////////////////////////////////////////////// template void serializeTempl(Handler &h, const int version); }; 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); } h1, h2; //recruitable heroes SDL_Surface *bg; //background CStatusBar *bar; //tavern's internal status bar int selected;//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; // 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 }; extern CPlayerInterface * LOCPLINT; #endif // __CPLAYERINTERFACE_H__