#pragma once #include "../widgets/AdventureMapClasses.h" #include "CWindowObject.h" #include "../widgets/TextControls.h" #include "../widgets/Buttons.h" #include "../../lib/spells/ViewSpellInt.h" class CDefHandler; class CCallback; struct CGPath; class CAdvMapInt; class CGHeroInstance; class CGTownInstance; class CHeroWindow; class CSpell; class IShipyard; enum class EMapAnimRedrawStatus; class CFadeAnimation; struct MapDrawingInfo; /*****************************/ /* * CAdvmapInterface.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 * */ enum class EAdvMapMode { NORMAL, WORLD_VIEW }; /// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,... class CAdventureOptions : public CWindowObject { public: CButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay; CAdventureOptions(); static void showScenarioInfo(); }; /// Holds information about which tiles of the terrain are shown/not shown at the screen class CTerrainRect : public CIntObject { SDL_Surface * fadeSurface; EMapAnimRedrawStatus lastRedrawStatus; CFadeAnimation * fadeAnim; public: int tilesw, tilesh; //width and height of terrain to blit in tiles int3 curHoveredTile; int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels) CTerrainRect(); virtual ~CTerrainRect(); CGPath * currentPath; void deactivate() override; void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; void hover(bool on) override; void mouseMoved (const SDL_MouseMotionEvent & sEvent) override; void show(SDL_Surface * to) override; void showAll(SDL_Surface * to) override; void showAnim(SDL_Surface * to); void showPath(const SDL_Rect * extRect, SDL_Surface * to); int3 whichTileIsIt(const int x, const int y); //x,y are cursor position int3 whichTileIsIt(); //uses current cursor pos /// @returns number of visible tiles on screen respecting current map scaling int3 tileCountOnScreen(); /// animates view by caching current surface and crossfading it with normal screen void fadeFromCurrentView(); bool needsAnimUpdate(); }; /// Resources bar which shows information about how many gold, crystals,... you have /// Current date is displayed too class CResDataBar : public CIntObject { public: SDL_Surface * bg; std::vector > txtpos; std::string datetext; void clickRight(tribool down, bool previousState) override; CResDataBar(); CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist); ~CResDataBar(); void draw(SDL_Surface * to); void show(SDL_Surface * to) override; void showAll(SDL_Surface * to) override; }; /// That's a huge class which handles general adventure map actions and /// shows the right menu(questlog, spellbook, end turn,..) from where you /// can get to the towns and heroes. class CAdvMapInt : public CIntObject { //Return object that must be active at this tile (=clickable) const CGObjectInstance *getActiveObject(const int3 &tile); public: CAdvMapInt(); ~CAdvMapInt(); int3 position; //top left corner of visible map part PlayerColor player; bool duringAITurn; enum{LEFT=1, RIGHT=2, UP=4, DOWN=8}; ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN enum{NA, INGAME, WAITING} state; bool updateScreen; ui8 anim, animValHitCount; //animation frame ui8 heroAnim, heroAnimValHitCount; //animation frame EAdvMapMode mode; float worldViewScale; struct WorldViewOptions { bool showAllTerrain; //for expert viewEarth std::vector iconPositions; WorldViewOptions(); void clear(); void adjustDrawingInfo(MapDrawingInfo & info); }; WorldViewOptions worldViewOptions; SDL_Surface * bg; SDL_Surface * bgWorldView; std::vector gems; CMinimap minimap; CGStatusBar statusbar; CButton * kingOverview; CButton * underground; CButton * questlog; CButton * sleepWake; CButton * moveHero; CButton * spellbook; CButton * advOptions; CButton * sysOptions; CButton * nextHero; CButton * endTurn; CButton * worldViewUnderground; CTerrainRect terrain; //visible terrain CResDataBar resdatabar; CHeroList heroList; CTownList townList; CInfoBar infoBar; CAdvMapPanel *panelMain; // panel that holds all right-side buttons in normal view CAdvMapWorldViewPanel *panelWorldView; // panel that holds all buttons and other ui in world view CAdvMapPanel *activeMapPanel; // currently active panel (either main or world view, depending on current mode) CDefHandler * worldViewIconsDef; // images for world view overlay const CSpell *spellBeingCasted; //nullptr if none const CArmedInstance *selection; //currently selected town/hero //functions bound to buttons void fshowOverview(); void fworldViewBack(); void fworldViewScale1x(); void fworldViewScale2x(); void fworldViewScale4x(); void fswitchLevel(); void fshowQuestlog(); void fsleepWake(); void fmoveHero(); void fshowSpellbok(); void fadventureOPtions(); void fsystemOptions(); void fnextHero(); void fendTurn(); void activate() override; void deactivate() override; void show(SDL_Surface * to) override; //redraws terrain void showAll(SDL_Surface * to) override; //shows and activates adv. map interface void select(const CArmedInstance *sel, bool centerView = true); void selectionChanged(); void centerOn(int3 on, bool fade = false); void centerOn(const CGObjectInstance *obj, bool fade = false); int3 verifyPos(int3 ver); void handleRightClick(std::string text, tribool down); void keyPressed(const SDL_KeyboardEvent & key) override; void mouseMoved (const SDL_MouseMotionEvent & sEvent) override; bool isActive(); bool isHeroSleeping(const CGHeroInstance *hero); void setHeroSleeping(const CGHeroInstance *hero, bool sleep); int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only void setPlayer(PlayerColor Player); void startHotSeatWait(PlayerColor Player); void startTurn(); void endingTurn(); void aiTurnStarted(); void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn void quickCombatLock(); //should be called when quick battle started void quickCombatUnlock(); void tileLClicked(const int3 &mapPos); void tileHovered(const int3 &mapPos); void tileRClicked(const int3 &mapPos); void enterCastingMode(const CSpell * sp); void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1)); const CGHeroInstance * curHero() const; const CGTownInstance * curTown() const; const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else //button updates void updateSleepWake(const CGHeroInstance *h); void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate); void updateSpellbook(const CGHeroInstance *h); void updateNextHero(const CGHeroInstance *h); /// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL void changeMode(EAdvMapMode newMode, float newScale = 0.36f); }; extern CAdvMapInt *adventureInt;