/* * AdventureMapShortcuts.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 VCMI_LIB_NAMESPACE_BEGIN class Point; class Rect; VCMI_LIB_NAMESPACE_END enum class EShortcut; class AdventureMapInterface; enum class EAdventureState; struct AdventureMapShortcutState { EShortcut shortcut; bool isEnabled; std::function callback; }; /// Class that contains list of functions for shortcuts available from adventure map class AdventureMapShortcuts { AdventureMapInterface & owner; EAdventureState state; int mapLevel; void showOverview(); void worldViewBack(); void worldViewScale1x(); void worldViewScale2x(); void worldViewScale4x(); void switchMapLevel(); void showQuestlog(); void toggleTrackHero(); void toggleGrid(); void toggleSleepWake(); void setHeroSleeping(); void setHeroAwake(); void moveHeroAlongPath(); void showSpellbook(); void adventureOptions(); void systemOptions(); void firstHero(); void nextHero(); void endTurn(); void showThievesGuild(); void showScenarioInfo(); void toMainMenu(); void newGame(); void quitGame(); void saveGame(); void loadGame(); void digGrail(); void viewPuzzleMap(); void restartGame(); void visitObject(); void openObject(); void showMarketplace(); void firstTown(); void nextTown(); void nextObject(); void zoom( int distance); void moveHeroDirectional(const Point & direction); public: explicit AdventureMapShortcuts(AdventureMapInterface & owner); std::vector getShortcuts(); bool optionCanViewQuests(); bool optionCanToggleLevel(); bool optionMapLevelSurface(); bool optionHeroSleeping(); bool optionHeroAwake(); bool optionHeroSelected(); bool optionHeroCanMove(); bool optionHasNextHero(); bool optionCanVisitObject(); bool optionCanEndTurn(); bool optionSpellcasting(); bool optionInMapView(); bool optionInWorldView(); bool optionSidePanelActive(); bool optionMapScrollingActive(); bool optionMapViewActive(); void setState(EAdventureState newState); EAdventureState getState() const; void onMapViewMoved(const Rect & visibleArea, int mapLevel); };