#ifndef __GUICLASSES_H__ #define __GUICLASSES_H__ #include "../global.h" #include "GUIBase.h" #include "FunctionList.h" #include #include #include #ifdef max #undef max #endif #ifdef min #undef min #endif /* * 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 * */ struct ArtifactLocation; class CStackBasicDescriptor; class CBonusSystemNode; class CArtifact; 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 CCreatureAnim; class CSelectableComponent; class CCreatureSet; class CGObjectInstance; class CGDwelling; class CSlider; struct UpgradeInfo; template struct CondSh; class CInGameConsole; class CGarrisonInt; class CInGameConsole; struct Component; class CArmedInstance; class CGTownInstance; class StackState; class CPlayerInterface; class CHeroWindow; class CArtifact; class CArtifactsOfHero; class CResDataBar; struct SPuzzleInfo; class CGGarrison; class CStackInstance; class IMarket; class CTextBox; class CArtifactInstance; extern SDL_Color tytulowy, tlo, zwykly ; /// text + comp. + ok button class CInfoWindow : public CSimpleWindow { //window able to delete its components when closed bool delComps; //whether comps will be deleted public: int ID; //for identification CTextBox *text; std::vector buttons; std::vector components; CSlider *slider; void setDelComps(bool DelComps); virtual void close(); void show(SDL_Surface * to); void showAll(SDL_Surface * to); void sliderMoved(int to); CInfoWindow(std::string Text, int player, const std::vector &comps, std::vector > > &Buttons, bool delComps); //c-tor CInfoWindow(); //c-tor ~CInfoWindow(); //d-tor static void showYesNoDialog( const std::string & text, const std::vector *components, const CFunctionList &onYes, const CFunctionList &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then) static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector *components = NULL, bool DelComps = false); }; /// component selection window class CSelWindow : public CInfoWindow { //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 }; /// popup displayed on R-click class CRClickPopup : public CIntObject { public: virtual void activate(); virtual void deactivate(); virtual void close(); void clickRight(tribool down, bool previousState); CRClickPopup(); virtual ~CRClickPopup(); //d-tor static void createAndPush(const std::string &txt); static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT); }; /// popup displayed on R-click class CRClickPopupInt : public CRClickPopup { public: IShowActivable *inner; bool delInner; void show(SDL_Surface * to); void showAll(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 void close(); void show(SDL_Surface * to); CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor void init(int x, int y); ~CInfoPopup(); //d-tor }; /// common popup window component class SComponent : public virtual CIntObject { public: enum Etype { primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck, building, hero, flag } type; //component type int subtype; //TODO: comment me int val; //TODO: comment me std::string description; //r-click std::string subtitle; //TODO: comment me SDL_Surface *img; //our image bool free; //should surface be freed on delete SDL_Surface * setSurface(std::string defName, int imgPos); void init(Etype Type, int Subtype, int Val); SComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur=NULL, bool freeSur=false); //c-tor SComponent(const Component &c); //c-tor SComponent();; //c-tor virtual ~SComponent(); //d-tor void clickRight(tribool down, bool previousState); //call-in SDL_Surface * getImg(); virtual void show(SDL_Surface * to); virtual void activate(); virtual void deactivate(); }; class CSelectableComponent : public SComponent, public KeyShortcut { public: bool selected; //if true, this component is selected boost::function onSelect; //function called on selection change void clickLeft(tribool down, bool previousState); //call-in void init(); CSelectableComponent(Etype Type, int Sub, int Val, boost::function OnSelect = 0); //c-tor CSelectableComponent(const Component &c, boost::function OnSelect = 0); //c-tor ~CSelectableComponent(); //d-tor virtual void show(SDL_Surface * to); void activate(); void deactivate(); void select(bool on); }; class CGarrisonInt; /// A single garrison slot which holds one creature of a specific amount class CGarrisonSlot : public CIntObject { public: int ID; //for identification CGarrisonInt *owner; const CStackInstance *myStack; //NULL if slot is empty const CCreature *creature; 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(); bool our(); void clickRight(tribool down, bool previousState); void clickLeft(tribool down, bool previousState); void activate(); void deactivate(); void showAll(SDL_Surface * to); CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL); ~CGarrisonSlot(); //d-tor }; /// Class which manages slots of upper and lower garrison, splitting of units class CGarrisonInt :public CIntObject { public: int interx; //space between slots Point garOffset, //offset between garrisons (not used if only one hero) surOffset; //offset between garrison position on the bg surface and position on the screen CGarrisonSlot *highlighted; //chosen slot std::vector splitButtons; //may be empty if no buttons SDL_Surface *&sur; //bg surface int p2, //TODO: comment me shiftPos;//1st slot of the second row, set shiftPoint for effect bool splitting, pb, smallIcons, //true - 32x32 imgs, false - 58x64 removableUnits,//player can remove units from up twoRows,//slots will be placed in 2 rows owned[2];//player owns up or down army [0] upper, [1] lower // const CCreatureSet *set1; //top set of creatures // const CCreatureSet *set2; //bottom set of creatures std::vector slotsUp, slotsDown; //slots of upper and lower garrison const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down //const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns) void setArmy(const CArmedInstance *army, bool bottomGarrison); void addSplitBtn(AdventureMapButton * button); void createSet(std::vector &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg ); void activate(); void createSlots(); void deleteSlots(); void recreateSlots(); void splitClick(); //handles click on split button void splitStacks(int am2); //TODO: comment me //x, y - position; inx - distance between slots; pomsur - background surface, SurOffset - ?; s1, s2 - top and bottom armies; removableUnits - you can take units from top; smallImgs - units images size 64x58 or 32x32; twoRows - display slots in 2 row (1st row = 4, 2nd = 3) CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *&pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=NULL, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor ~CGarrisonInt(); //d-tor }; /// Status bar which is shown at the bottom of the in-game screens 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 }; /// Label which shows text class CLabel : public virtual CIntObject { public: EAlignment alignment; EFonts font; SDL_Color color; std::string text; CPicture *bg; bool autoRedraw; //whether control will redraw itself on setTxt Point textOffset; //text will be blitted at pos + textOffset with appropriate alignment bool ignoreLeadingWhitespace; virtual void setTxt(const std::string &Txt); void showAll(SDL_Surface * to); //shows statusbar (with current text) CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly, const std::string &Text = ""); }; /// a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text class CTextBox : public CLabel { public: int maxW; //longest line of text in px int maxH; //total height needed to print all lines int sliderStyle; bool redrawParentOnScrolling; std::vector lines; CSlider *slider; //CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly); CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly); void showAll(SDL_Surface * to); //shows statusbar (with current text) void setTxt(const std::string &Txt); void setBounds(int limitW, int limitH); void recalculateLines(const std::string &Txt); void sliderMoved(int to); }; /// Status bar which is shown at the bottom of the in-game screens class CGStatusBar : public CLabel, public IStatusBar { void init(); public: IStatusBar *oldStatusBar; //statusbar interface overloads void print(const std::string & Text); //prints text and refreshes statusbar void clear();//clears statusbar and refreshes std::string getCurrent(); //returns currently displayed text void show(SDL_Surface * to); //shows statusbar (with current text) CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly, const std::string &Text = ""); CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar CGStatusBar(int x, int y, std::string name, int maxw=-1); ~CGStatusBar(); void calcOffset(); }; /// UIElement which can get input focus class CFocusable : public virtual CIntObject { public: bool focus; //only one focusable control can have focus at one moment void giveFocus(); //captures focus void moveFocus(); //moves focus to next active control (may be used for tab switching) static std::list focusables; //all existing objs static CFocusable *inputWithFocus; //who has focus now CFocusable(); ~CFocusable(); }; /// Text input box where players can enter text class CTextInput : public CLabel, public CFocusable { public: CFunctionList cb; void setText(const std::string &nText, bool callCb = false); CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList &CB); CTextInput(const Rect &Pos, SDL_Surface *srf = NULL); ~CTextInput(); void showAll(SDL_Surface * to); void clickLeft(tribool down, bool previousState); void keyPressed(const SDL_KeyboardEvent & key); }; /// Listbox UI Element class CList : public CIntObject { 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 tribool pressed; //true=up; false=down; indeterminate=none CList(int Size = 5); //c-tor void clickLeft(tribool down, bool previousState); 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; virtual int size() = 0; //how many elements do we have void fixPos(); //scrolls list, so the selection will be visible }; /// List of heroes which is shown at the right of the adventure map screen class CHeroList : public CList { public: CDefHandler *mobile, *mana; //mana and movement indicators int posmobx, posporx, posmanx, posmoby, pospory, posmany; CHeroList(int Size); //c-tor int getPosOfHero(const CGHeroInstance* h); //hero's position on list void genList(); void select(int which); //call-in void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in void clickLeft(tribool down, bool previousState); //call-in void clickRight(tribool down, bool previousState); //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 draw(SDL_Surface * to); void show(SDL_Surface * to); void init(); int size(); //how many elements do we have }; /// List of towns which is shown at the right of the adventure map screen class CTownList : public CList { public: boost::function fun; //function called on selection change 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(tribool down, bool previousState); //call-in void clickRight(tribool down, bool previousState); //call-in void hover (bool on); //call-in void keyPressed (const SDL_KeyboardEvent & key); //call-in void draw(SDL_Surface * to); void show(SDL_Surface * to); int size(); //how many elements do we have }; /// draws picture with creature on background, use Animated=true to get animation class CCreaturePic : public CIntObject { private: CPicture *bg; //background CCreatureAnim *anim; //displayed animation public: CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor ~CCreaturePic(); //d-tor }; /// Recruitment window where you can recruit creatures class CRecruitmentWindow : public CIntObject { public: static const int SPACE_BETWEEN = 18; static const int CREATURE_WIDTH = 102; static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH; 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; CPicture *bitmap; //background CGStatusBar *bar; int which; //which creature is active const CGDwelling *dwelling; int level; const CArmedInstance *dst; void close(); void Max(); void Buy(); void Cancel(); void sliderMoved(int to); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void showAll(SDL_Surface * to); void initCres(); CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function & Recruit, int y_offset = 0); //creatures - pairs //c-tor ~CRecruitmentWindow(); //d-tor }; /// Split window where creatures can be splitted up into two single unit stacks class CSplitWindow : public CIntObject { public: CGarrisonInt *gar; CSlider *slider; CCreaturePic *animLeft, *animRight; //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(tribool down, bool previousState); //call-in void keyPressed (const SDL_KeyboardEvent & key); //call-in void sliderMoved(int to); }; /// Raised up level windowe where you can select one out of two skills class CLevelWindow : public CIntObject { public: int heroPortrait; 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); }; /// Resource bar like that at the bottom of the adventure map screen class CMinorResDataBar : public CIntObject { public: SDL_Surface *bg; //background bitmap void show(SDL_Surface * to); void showAll(SDL_Surface * to); CMinorResDataBar(); //c-tor ~CMinorResDataBar(); //d-tor }; /// Town portal, castle gate window class CObjectListWindow : public CIntObject { public: boost::function onSelect;//called when OK button is pressed, returns id of selected item. std::string title,descr;//text for title and description CPicture *bg; //background CSlider *slider; CPicture *titleImage;//title image (castle gate\town portal picture) AdventureMapButton *ok, *exit; std::vector areas;//areas for each visible item std::vector items;//id of all items present in list int selected;//currently selected item int length;//size of list (=9) bool init;//true = initialization completed /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item CObjectListWindow(const std::vector &_items, CPicture * titlePic, std::string _title, std::string _descr, boost::function Callback, int initState=-1); //c-tor ~CObjectListWindow(); //d-tor void elementSelected();//call callback and exit void moveList(int which);//called when slider moves void clickLeft(tribool down, bool previousState); //call-in void keyPressed (const SDL_KeyboardEvent & key); //call-in void show(SDL_Surface * to); void showAll(SDL_Surface * to); }; class CWindowWithArtifacts : public virtual CIntObject { public: std::vector artSets; CWindowWithArtifacts(); ~CWindowWithArtifacts(); }; class CTradeWindow : public CWindowWithArtifacts //base for markets and altar of sacrifice { public: enum EType { RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE }; class CTradeableItem : public CIntObject { public: EType type; int id; int serial; bool left; std::string subtitle; //empty if default const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact const CArtifactInstance *getArtInstance() const; // const CArtifact *getArt() const; // void setArtInstance(const CArtifactInstance *art) const; // void setArt(const CArtifact *artT) const; CFunctionList callback; bool downSelection; void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to); void clickRight(tribool down, bool previousState); void hover (bool on); void showAll(SDL_Surface * to); void clickLeft(tribool down, bool previousState); SDL_Surface *getSurface(); std::string getName(int number = -1) const; CTradeableItem(EType Type, int ID, bool Left, int Serial); }; const IMarket *market; const CGHeroInstance *hero; CPicture *bg; //background CArtifactsOfHero *arts; //all indexes: 1 = left, 0 = right std::vector items[2]; CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight) EType itemsType[2]; EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact AdventureMapButton *ok, *max, *deal; CSlider *slider; //for choosing amount to be exchanged bool readyToTrade; CTradeWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c void showAll(SDL_Surface * to); void initSubs(bool Left); void initTypes(); void initItems(bool Left); std::vector *getItemsIds(bool Left); //NULL if default void getPositionsFor(std::vector &poss, bool Left, EType type) const; void removeItems(const std::set &toRemove); void removeItem(CTradeableItem * t); void getEmptySlots(std::set &toRemove); void setMode(EMarketMode Mode); //mode setter virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0; virtual void selectionChanged(bool side) = 0; //true == left virtual Point selectionOffset(bool Left) const = 0; virtual std::string selectionSubtitle(bool Left) const = 0; virtual void garrisonChanged() = 0; virtual void artifactsChanged(bool left) = 0; }; class CMarketplaceWindow : public CTradeWindow { bool printButtonFor(EMarketMode M) const; public: int r1, r2; //suggested amounts of traded resources bool madeTransaction; //if player made at least one transaction CTextBox *traderText; void setMax(); void sliderMoved(int to); void makeDeal(); void selectionChanged(bool side); //true == left CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode Mode = RESOURCE_RESOURCE); //c-tor ~CMarketplaceWindow(); //d-tor Point selectionOffset(bool Left) const; std::string selectionSubtitle(bool Left) const; void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold) void artifactsChanged(bool left); void resourceChanged(int type, int val); void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const; void updateTraderText(); }; class CAltarWindow : public CTradeWindow { public: CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c-tor void getExpValues(); ~CAltarWindow(); //d-tor std::vector sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed expPerUnit; AdventureMapButton *sacrificeAll, *sacrificeBackpack; CLabel *expToLevel, *expOnAltar; void selectionChanged(bool side); //true == left void SacrificeAll(); void SacrificeBackpack(); void putOnAltar(int backpackIndex); bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art); void makeDeal(); void showAll(SDL_Surface * to); void blockTrade(); void sliderMoved(int to); void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const; void mimicCres(); Point selectionOffset(bool Left) const; std::string selectionSubtitle(bool Left) const; void garrisonChanged(); void artifactsChanged(bool left); void calcTotalExp(); void setExpToLevel(); void updateRight(CTradeableItem *toUpdate); void artifactPicked(); int firstFreeSlot(); void moveFromSlotToAltar(int slotID, CTradeableItem* altarSlot, const CArtifactInstance *art); }; class CSystemOptionsWindow : public CIntObject { private: SDL_Surface * background; //background of window AdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart 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 bmainmenuf(); //return to main menu void pushSDLEvent(int type, int usercode); void activate(); void deactivate(); void show(SDL_Surface * to); }; class CTavernWindow : public CIntObject { public: class HeroPortrait : public CIntObject { public: std::string hoverName; vstd::assigner as; const CGHeroInstance *h; char descr[100]; // "XXX is a level Y ZZZ with N artifacts" void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); 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 CPicture *bg; //background CGStatusBar *bar; //tavern's internal status bar int selected;//0 (left) or 1 (right) int oldSelected;//0 (left) or 1 (right) AdventureMapButton *thiefGuild, *cancel, *recruit; const CGObjectInstance *tavernObj; CTavernWindow(const CGObjectInstance *TavernObj); //c-tor ~CTavernWindow(); //d-tor void recruitb(); void close(); void thievesguildb(); void show(SDL_Surface * to); }; class CInGameConsole : public CIntObject { private: std::list< std::pair< std::string, int > > texts; // boost::mutex texts_mx; // protects 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 }; /// Shows a text by moving the mouse cursor over the object class HoverableArea: public virtual CIntObject { public: std::string hoverText; virtual void hover (bool on); HoverableArea(); virtual ~HoverableArea(); }; /// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it class LRClickableAreaWText: public HoverableArea { public: std::string text; LRClickableAreaWText(); LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = ""); virtual ~LRClickableAreaWText(); void init(); virtual void clickLeft(tribool down, bool previousState); virtual void clickRight(tribool down, bool previousState); }; /// Can interact on left and right mouse clicks class LRClickableAreaWTextComp: public LRClickableAreaWText { public: int baseType; int bonusValue, type; virtual void clickLeft(tribool down, bool previousState); LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1); }; class MoraleLuckBox : public LRClickableAreaWTextComp { public: bool morale; //true if morale, false if luck void set(const CBonusSystemNode *node); void showAll(SDL_Surface * to); MoraleLuckBox(bool Morale, const Rect &r); ~MoraleLuckBox(); }; /// Opens hero window by left-clicking on it class CHeroArea: public CIntObject { public: const CGHeroInstance * hero; CHeroArea(int x, int y, const CGHeroInstance * _hero); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); void showAll(SDL_Surface * to); }; /// Opens town screen by left-clicking on it class LRClickableAreaOpenTown: public LRClickableAreaWTextComp { public: const CGTownInstance * town; void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); LRClickableAreaOpenTown(); }; /// Creature info window class CCreInfoWindow : public CIntObject { public: //bool active; //TODO: comment me int type;//0 - rclick popup; 1 - normal window CPicture *bitmap; //background std::string count; //creature count in text format boost::function dsm; //dismiss button callback CCreaturePic *anim; //related creature's animation const CCreature *c; //related creature std::vector upgResCost; //cost of upgrade (if not possible then empty) MoraleLuckBox *luck, *morale; AdventureMapButton *dismiss, *upgrade, *ok; CCreInfoWindow(const CStackInstance &st, int Type = 0, boost::function Upg = 0, boost::function Dsm = 0, UpgradeInfo *ui = NULL); //c-tor CCreInfoWindow(const CStack &st, int Type = 0); //c-tor CCreInfoWindow(int Cid, int Type, int creatureCount); //c-tor void init(const CCreature *cre, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner, int creatureCount); void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false); ~CCreInfoWindow(); //d-tor void activate(); void close(); void clickRight(tribool down, bool previousState); //call-in void dismissF(); void keyPressed (const SDL_KeyboardEvent & key); //call-in void deactivate(); void show(SDL_Surface * to); }; /// Artifacts can be placed there. Gets shown at the hero window class CArtPlace: public LRClickableAreaWTextComp { public: int slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots bool picked; bool marked; bool locked; CArtifactsOfHero * ourOwner; const CArtifactInstance * ourArt; CArtPlace(const CArtifactInstance * Art); //c-tor void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void select (); void deselect (); void activate(); void deactivate(); void showAll(SDL_Surface * to); bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here void setMeAsDest(bool backpackAsVoid = true); void setArtifact(const CArtifactInstance *art); ~CArtPlace(); //d-tor }; /// Contains artifacts of hero. Distincts which artifacts are worn or backpacked class CArtifactsOfHero : public CIntObject { const CGHeroInstance * curHero; //local copy of hero on which we operate std::vector artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5 std::vector backpack; //hero's visible backpack (only 5 elements!) int backpackPos; //number of first art visible in backpack (in hero's vector) public: struct SCommonPart { struct Artpos { int slotID; const CArtifactsOfHero * AOH; const CArtifactInstance *art; Artpos(); void clear(); void setTo(const CArtPlace *place, bool dontTakeBackpack); bool valid(); bool operator==(const ArtifactLocation &al) const; } src, dst; std::set participants; // Needed to mark slots. void reset(); } * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally bool updateState; // Whether the commonInfo should be updated on setHero or not. AdventureMapButton * leftArtRoll, * rightArtRoll; bool allowedAssembling; std::multiset artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be ommited in backpack slots void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst); void artifactAssembled(const ArtifactLocation &al); void artifactDisassembled(const ArtifactLocation &al); CArtPlace *getArtPlace(int slot); void setHero(const CGHeroInstance * hero); void dispose(); //free resources not needed after closing windows and reset state void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right void safeRedraw(); void markPossibleSlots(const CArtifactInstance* art); void unmarkSlots(bool withRedraw = true); void setSlotData (CArtPlace* artPlace, int slotID); void updateWornSlots (); void eraseSlotData (CArtPlace* artPlace, int slotID); CArtifactsOfHero(const Point& position, bool createCommonPart = false); //c-tor ~CArtifactsOfHero(); //d-tor void updateParentWindow(); friend class CArtPlace; }; /// Garrison window where you can take creatures out of the hero to place it on the garrison class CGarrisonWindow : public CWindowWithGarrison { public: CPicture *bg; //background surface AdventureMapButton *quit; void close(); void showAll(SDL_Surface * to); CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor ~CGarrisonWindow(); //d-tor }; class CExchangeWindow : public CWindowWithGarrison, public CWindowWithArtifacts { CStatusBar * ourBar; //internal statusbar SDL_Surface *bg; //background AdventureMapButton * quit, * questlogButton[2]; std::vector secSkillAreas[2], primSkillAreas; MoraleLuckBox *morale[2], *luck[2]; LRClickableAreaWText *speciality[2]; LRClickableAreaWText *experience[2]; LRClickableAreaWText *spellPoints[2]; CHeroArea *portrait[2]; public: const CGHeroInstance * heroInst[2]; CArtifactsOfHero * artifs[2]; void close(); void activate(); void deactivate(); void show(SDL_Surface * to); void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right void prepareBackground(); //prepares or redraws bg CExchangeWindow(si32 hero1, si32 hero2); //c-tor ~CExchangeWindow(); //d-tor }; /// Here you can buy ships class CShipyardWindow : public CIntObject { public: CStatusBar *bar; SDL_Surface *bg; //background AdventureMapButton *build, *quit; unsigned char frame; //frame of the boat animation int boat; //which boat graphic should be used void activate(); void deactivate(); void show(SDL_Surface * to); CShipyardWindow(const std::vector &cost, int state, int boatType, const boost::function &onBuy); ~CShipyardWindow(); }; /// Puzzle screen which gets uncovered when you visit obilisks class CPuzzleWindow : public CIntObject { private: SDL_Surface * background; AdventureMapButton * quitb; CResDataBar * resdatabar; std::vector > puzzlesToPullBack; ui8 animCount; public: void activate(); void deactivate(); void show(SDL_Surface * to); CPuzzleWindow(const int3 &grailPos, float discoveredRatio); ~CPuzzleWindow(); }; /// Creature transformer window class CTransformerWindow : public CIntObject { 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; void move(); void showAll(SDL_Surface * to); void clickLeft(tribool down, bool previousState); CItem(CTransformerWindow * _parent, int _size, int _id); ~CItem(); }; 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 == NULL CPicture *bg; //background std::vector items; AdventureMapButton *all, *convert, *cancel; CGStatusBar *bar; void showAll(SDL_Surface * to); void makeDeal(); void addAll(); CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor ~CTransformerWindow(); //d-tor }; class CUniversityWindow : public CIntObject { class CItem : public CPicture { public: int ID;//id of selected skill CUniversityWindow * parent; void showAll(SDL_Surface * to); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); 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 CPicture *bg; //background std::vector items; AdventureMapButton *cancel; CGStatusBar *bar; CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor ~CUniversityWindow(); //d-tor }; /// Confirmation window for University class CUnivConfirmWindow : public CIntObject { public: CUniversityWindow * parent; CPicture * bg; CGStatusBar *bar; AdventureMapButton *confirm, *cancel; CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor void makeDeal(int skill); }; /// Hill fort is the building where you can upgrade units class CHillFortWindow : public CWindowWithGarrison { public: int slotsCount;//=7; CGStatusBar * bar; CDefEssential *resources; CPicture *bg; //background surface CHeroArea *heroPic;//clickable hero image AdventureMapButton *quit,//closes window *upgradeAll,//upgrade all creatures *upgrade[7];//upgrade single creature const CGObjectInstance * fort; const CGHeroInstance * hero; std::vector currState;//current state of slot - to avoid calls to getState or updating buttons std::vector > costs;// costs [slot ID] [resource ID] = resource count for upgrade std::vector totalSumm; // totalSum[resource ID] = value CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor ~CHillFortWindow(); //d-tor void activate(); void showAll (SDL_Surface *to); std::string getDefForSlot(int slot);//return def name for this slot std::string getTextForSlot(int slot);//return hover text for this slot void makeDeal(int slot);//-1 for upgrading all creatures int getState(int slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade void updateGarrisons();//update buttons after garrison changes }; class CThievesGuildWindow : public CIntObject { const CGObjectInstance * owner; CGStatusBar * statusBar; AdventureMapButton * exitb; SDL_Surface * background; CMinorResDataBar * resdatabar; public: void activate(); void show(SDL_Surface * to); void bexitf(); CThievesGuildWindow(const CGObjectInstance * _owner); ~CThievesGuildWindow(); }; #endif //__GUICLASSES_H__