/* * GUIClasses.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 "../lib/GameConstants.h" #include "../lib/ResourceSet.h" #include "../lib/CConfigHandler.h" #include "../widgets/CArtifactHolder.h" #include "../widgets/CGarrisonInt.h" #include "../widgets/Images.h" #include "../windows/CWindowObject.h" class CGDwelling; class IMarket; class CCreaturePic; class MoraleLuckBox; class CHeroArea; class CMinorResDataBar; class CSlider; class CComponentBox; class CTextInput; class CListBox; class CLabelGroup; class CToggleButton; class CToggleGroup; class CVolumeSlider; class CGStatusBar; /// Recruitment window where you can recruit creatures class CRecruitmentWindow : public CWindowObject { class CCreatureCard : public CIntObject { CRecruitmentWindow * parent; CCreaturePic *pic; //creature's animation bool selected; void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; void showAll(SDL_Surface *to) override; public: const CCreature * creature; si32 amount; void select(bool on); CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount); }; /// small class to display creature costs class CCostBox : public CIntObject { std::map > resources; public: //res - resources to show void set(TResources res); //res - visible resources CCostBox(Rect position, std::string title); void createItems(TResources res); }; std::function onRecruit; //void (int ID, int amount) <-- call to recruit creatures int level; const CArmedInstance *dst; CCreatureCard * selected; std::vector cards; CSlider *slider; //for selecting amount CButton *maxButton, *buyButton, *cancelButton; //labels for visible values CLabel * title; CLabel * availableValue; CLabel * toRecruitValue; CCostBox * costPerTroopValue; CCostBox * totalCostValue; void select(CCreatureCard * card); void buy(); void sliderMoved(int to); void showAll(SDL_Surface *to) override; public: const CGDwelling * const dwelling; CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const std::function & Recruit, int y_offset = 0); //creatures - pairs //c-tor void availableCreaturesChanged(); }; /// Split window where creatures can be split up into two single unit stacks class CSplitWindow : public CWindowObject { std::function callback; int leftAmount; int rightAmount; int leftMin; int rightMin; CSlider *slider; CCreaturePic *animLeft, *animRight; //creature's animation CButton *ok, *cancel; CTextInput *leftInput, *rightInput; void setAmountText(std::string text, bool left); void setAmount(int value, bool left); void sliderMoved(int value); void apply(); public: /** * creature - displayed creature * callback(leftAmount, rightAmount) - function to call on close * leftMin, rightMin - minimal amount of creatures in each stack * leftAmount, rightAmount - amount of creatures in each stack */ CSplitWindow(const CCreature * creature, std::function callback, int leftMin, int rightMin, int leftAmount, int rightAmount); }; /// Raised up level windowe where you can select one out of two skills class CLevelWindow : public CWindowObject { CComponentBox * box; //skills to select std::function cb; void selectionChanged(unsigned to); public: CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector &skills, std::function callback); ~CLevelWindow(); }; /// Town portal, castle gate window class CObjectListWindow : public CWindowObject { class CItem : public CIntObject { CObjectListWindow *parent; CLabel *text; CPicture *border; public: const size_t index; CItem(CObjectListWindow *parent, size_t id, std::string text); void select(bool on); void clickLeft(tribool down, bool previousState) override; }; std::function onSelect;//called when OK button is pressed, returns id of selected item. CLabel * title; CLabel * descr; CListBox * list; CButton *ok, *exit; std::vector< std::pair > items;//all items present in list void init(CIntObject * titlePic, std::string _title, std::string _descr); void exitPressed(); public: size_t selected;//index of currently selected item std::function onExit;//optional exit callback /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item /// Image can be nullptr ///item names will be taken from map objects CObjectListWindow(const std::vector &_items, CIntObject * titlePic, std::string _title, std::string _descr, std::function Callback); CObjectListWindow(const std::vector &_items, CIntObject * titlePic, std::string _title, std::string _descr, std::function Callback); CIntObject *genItem(size_t index); void elementSelected();//call callback and close this window void changeSelection(size_t which); void keyPressed (const SDL_KeyboardEvent & key) override; }; class CSystemOptionsWindow : public CWindowObject { private: CLabel *title; CLabelGroup *leftGroup; CLabelGroup *rightGroup; CButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet CToggleGroup * heroMoveSpeed; CToggleGroup * enemyMoveSpeed; CToggleGroup * mapScrollSpeed; CVolumeSlider * musicVolume, * effectsVolume; //CHighlightableButton * showPath; CToggleButton * showReminder; CToggleButton * quickCombat; CToggleButton * spellbookAnim; CToggleButton * fullscreen; CButton *gameResButton; CLabel *gameResLabel; SettingsListener onFullscreenChanged; //functions bound to buttons void bloadf(); //load game void bsavef(); //save game void bquitf(); //quit game void breturnf(); //return to game void brestartf(); //restart game void bmainmenuf(); //return to main menu void selectGameRes(); void setGameRes(int index); void closeAndPushEvent(int eventType, int code = 0); public: CSystemOptionsWindow(); }; class CTavernWindow : public CWindowObject { public: class HeroPortrait : public CIntObject { public: std::string hoverName; std::string description; // "XXX is a level Y ZZZ with N artifacts" const CGHeroInstance *h; void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; void hover (bool on) override; HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H); private: int *_sel; const int _id; } *h1, *h2; //recruitable heroes int selected;//0 (left) or 1 (right) int oldSelected;//0 (left) or 1 (right) CButton *thiefGuild, *cancel, *recruit; const CGObjectInstance *tavernObj; CTavernWindow(const CGObjectInstance *TavernObj); ~CTavernWindow(); void recruitb(); void thievesguildb(); void show(SDL_Surface * to) override; }; class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts { CGStatusBar * ourBar; //internal statusbar CButton * quit, * questlogButton[2]; std::vector secSkillAreas[2], primSkillAreas; MoraleLuckBox *morale[2], *luck[2]; LRClickableAreaWText *specialty[2]; LRClickableAreaWText *experience[2]; LRClickableAreaWText *spellPoints[2]; CHeroArea *portrait[2]; public: const CGHeroInstance* heroInst[2]; CArtifactsOfHero * artifs[2]; void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right void prepareBackground(); //prepares or redraws bg CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID); ~CExchangeWindow(); }; /// Here you can buy ships class CShipyardWindow : public CWindowObject { public: CGStatusBar *bar; CPicture *bgWater; CLabel *title; CLabel *costLabel; CAnimImage *woodPic, *goldPic; CLabel *woodCost, *goldCost; CAnimImage *bgShip; CButton *build, *quit; CGStatusBar * statusBar; CShipyardWindow(const std::vector &cost, int state, int boatType, const std::function &onBuy); }; /// Puzzle screen which gets uncovered when you visit obilisks class CPuzzleWindow : public CWindowObject { private: int3 grailPos; CButton * quitb; std::vector piecesToRemove; ui8 currentAlpha; public: void showAll(SDL_Surface * to) override; void show(SDL_Surface * to) override; CPuzzleWindow(const int3 &grailPos, double discoveredRatio); }; /// Creature transformer window class CTransformerWindow : public CWindowObject, public CGarrisonHolder { public: class CItem : public CIntObject { public: int id;//position of creature in hero army bool left;//position of the item int size; //size of creature stack CTransformerWindow * parent; CAnimImage *icon; void move(); void clickLeft(tribool down, bool previousState) override; void update(); CItem(CTransformerWindow * parent, int size, int id); }; const CArmedInstance *army;//object with army for transforming (hero or town) const CGHeroInstance *hero;//only if we have hero in town const CGTownInstance *town;//market, town garrison is used if hero == nullptr std::vector items; CButton *all, *convert, *cancel; CGStatusBar *bar; void makeDeal(); void addAll(); void updateGarrisons() override; CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); }; class CUniversityWindow : public CWindowObject { class CItem : public CAnimImage { public: int ID;//id of selected skill CUniversityWindow * parent; void showAll(SDL_Surface * to) override; void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; void hover(bool on) override; int state();//0=can't learn, 1=learned, 2=can learn CItem(CUniversityWindow * _parent, int _ID, int X, int Y); }; public: const CGHeroInstance *hero; const IMarket * market; CPicture * green, * yellow, * red;//colored bars near skills std::vector items; CButton *cancel; CGStatusBar *bar; CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); }; /// Confirmation window for University class CUnivConfirmWindow : public CWindowObject { public: CUniversityWindow * parent; CGStatusBar *bar; CButton *confirm, *cancel; CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); void makeDeal(int skill); }; /// Hill fort is the building where you can upgrade units class CHillFortWindow : public CWindowObject, public CWindowWithGarrison { private: static const int slotsCount = 7; //todo: mithril support static const int resCount = 7; const CGObjectInstance * fort; const CGHeroInstance * hero; CGStatusBar * bar; CHeroArea * heroPic;//clickable hero image CButton * quit;//closes window CButton * upgradeAll;//upgrade all creatures std::array upgrade;//upgrade single creature std::array currState;//current state of slot - to avoid calls to getState or updating buttons //there is a place for only 2 resources per slot std::array< std::array, slotsCount> slotIcons; std::array< std::array, slotsCount> slotLabels; std::array totalIcons; std::array totalLabels; std::string getDefForSlot(SlotID slot);//return def name for this slot std::string getTextForSlot(SlotID slot);//return hover text for this slot void makeDeal(SlotID slot);//-1 for upgrading all creatures int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade public: CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object); void updateGarrisons() override;//update buttons after garrison changes }; class CThievesGuildWindow : public CWindowObject { const CGObjectInstance * owner; CGStatusBar * statusBar; CButton * exitb; CMinorResDataBar * resdatabar; public: CThievesGuildWindow(const CGObjectInstance * _owner); };