#ifndef CGAMEINTERFACE_H #define CGAMEINTERFACE_H #include "SDL.h" #include "CDefHandler.h" #include "SDL_Extensions.h" #include BOOST_TRIBOOL_THIRD_STATE(outOfRange) using namespace boost::logic; class CAdvMapInt; class CIntObject //interface object { public: SDL_Rect pos; int ID; }; class CButtonBase : public virtual CIntObject { public: int type; //advmapbutton=2 bool abs; bool active; CIntObject * ourObj; int state; std::vector< std::vector > imgs; int curimg; virtual void show() ; virtual void activate()=0; virtual void deactivate()=0; CButtonBase(); }; class ClickableL : public virtual CIntObject //for left-clicks { public: bool pressedL; virtual void clickLeft (tribool down)=0; virtual void activate()=0; virtual void deactivate()=0; }; class ClickableR : public virtual CIntObject //for right-clicks { public: bool pressedR; virtual void clickRight (tribool down)=0; virtual void activate()=0; virtual void deactivate()=0; }; class Hoverable : public virtual CIntObject { public: Hoverable(){hovered=false;} bool hovered; virtual void hover (bool on)=0; virtual void activate()=0; virtual void deactivate()=0; }; class KeyInterested : public virtual CIntObject { public: virtual void keyPressed (SDL_KeyboardEvent & key)=0; virtual void activate()=0; virtual void deactivate()=0; }; class CGameInterface { public: bool human; int playerID, serialID; virtual void yourTurn()=0{}; }; class CGlobalAI : public CGameInterface // callback for AI { public: virtual void yourTurn(){}; }; class CPlayerInterface : public CGameInterface { public: SDL_Event * current; CAdvMapInt * adventureInt; //TODO: town interace, battle interface, other interfaces std::vector lclickable; std::vector rclickable; std::vector hoverable; std::vector keyinterested; void yourTurn(); void handleEvent(SDL_Event * sEvent); void init(); CPlayerInterface(int Player, int serial); }; #endif //CGAMEINTERFACE_H