#pragma once #include "../windows/CWindowObject.h" /* * CGarrisonInt.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 * */ class CGarrisonInt; class CButton; class CArmedInstance; class CAnimImage; class CCreatureSet; class CGarrisonSlot; class CStackInstance; class CLabel; /// A single garrison slot which holds one creature of a specific amount class CGarrisonSlot : public CIntObject { SlotID ID; //for identification CGarrisonInt *owner; const CStackInstance *myStack; //nullptr if slot is empty const CCreature *creature; /// Type of Garrison for slot (up or down) enum EGarrisonType { UP=0, ///< 0 - up garrison (Garrisoned) DOWN, ///< 1 - down garrison (Visiting) } upg; ///< Flag indicating if it is the up or down garrison CAnimImage * creatureImage; CAnimImage * selectionImage; // image for selection, not always visible CLabel * stackCount; bool viewInfo(); bool highlightOrDropArtifact(); bool split(); bool mustForceReselection() const; void setHighlight(bool on); public: virtual void hover (bool on) override; //call-in const CArmedInstance * getObj() const; bool our() const; bool ally() const; void clickRight(tribool down, bool previousState) override; void clickLeft(tribool down, bool previousState) override; void update(); CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * Creature=nullptr); friend class CGarrisonInt; }; /// Class which manages slots of upper and lower garrison, splitting of units class CGarrisonInt :public CIntObject { /// Chosen slot. Should be changed only via selectSlot. CGarrisonSlot *highlighted; bool inSplittingMode; public: void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect const CGarrisonSlot * getSelection(); void setSplittingMode(bool on); bool getSplittingMode(); int interx; ///< Space between slots Point garOffset; ///< Offset between garrisons (not used if only one hero) std::vector splitButtons; ///< May be empty if no buttons SlotID p2; ///< TODO: comment me bool 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) std::vector slotsUp, slotsDown; ///< Slots of upper and lower garrison const CArmedInstance *armedObjs[2]; ///< [0] is upper, [1] is down void setArmy(const CArmedInstance *army, bool bottomGarrison); void addSplitBtn(CButton * button); void createSet(std::vector &ret, const CCreatureSet * set, int posX, int distance, int posY, CGarrisonSlot::EGarrisonType Upg ); void createSlots(); void recreateSlots(); void splitClick(); ///< handles click on split button void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me /// Constructor /// @param x, y Position /// @param inx Distance between slots; /// @param garsOffset /// @param pomsur, SurOffset UNUSED /// @param s1, s2 Top and bottom armies /// @param _removableUnits You can take units from top /// @param smallImgs Units images size 64x58 or 32x32 /// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots) CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); }; class CGarrisonHolder { public: CGarrisonHolder(); virtual void updateGarrisons()=0; }; class CWindowWithGarrison : public virtual CGarrisonHolder { public: CGarrisonInt *garr; virtual void updateGarrisons() override; }; /// Garrison window where you can take creatures out of the hero to place it on the garrison class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison { public: CButton * quit; CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor };