#ifndef CADVENTUREMAPINTERFACE_H #define CADVENTUREMAPINTERFACE_H #include #include "global.h" #include "SDL.h" #include "CGameInterface.h" #include #include class CDefHandler; class CCallback; class CTownInstance; class CPath; class AdventureMapButton : public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase { public: std::string name; //for status bar std::string helpBox; //for right-click help char key; //key shortcut void (CAdvMapInt::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button void clickRight (tribool down); void clickLeft (tribool down); void hover (bool on); void keyPressed (SDL_KeyboardEvent & key); void activate(); // makes button active void deactivate(); // makes button inactive (but don't deletes) AdventureMapButton(); //c-tor AdventureMapButton( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)(), int x, int y, std::string defName, bool activ=false, std::vector * add = NULL );//c-tor }; /*****************************/ class CList : public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested { public: SDL_Surface * bg; CDefHandler *arrup, *arrdo; 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; tribool pressed; //true=up; false=down; indeterminate=none void clickLeft(tribool down); void activate(); void deactivate(); virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0; virtual void genList()=0; virtual void select(int which)=0; virtual void draw()=0; }; class CHeroList : public CList { public: CDefHandler *mobile, *mana; std::vector > items; int posmobx, posporx, posmanx, posmoby, pospory, posmany; CHeroList(); void genList(); void select(int which); void mouseMoved (SDL_MouseMotionEvent & sEvent); void clickLeft(tribool down); void clickRight(tribool down); void hover (bool on); void keyPressed (SDL_KeyboardEvent & key); void updateHList(); void redrawAllOne(int which); void draw(); void init(); }; class CTownList : public CList { public: std::vector items; int posporx,pospory; CTownList(); void genList(); void select(int which); void mouseMoved (SDL_MouseMotionEvent & sEvent); void clickLeft(tribool down); void clickRight(tribool down); void hover (bool on); void keyPressed (SDL_KeyboardEvent & key); void draw(); }; class CResourceBar :public ClickableR, public CIntObject { SDL_Surface * bg; void clickRight(tribool down); void refresh(); }; class CDataBar :public ClickableR, public CIntObject { SDL_Surface * bg; void clickRight(tribool down); void refresh(); }; class CStatusBar : public CIntObject { public: SDL_Surface * bg; //background int middlex, middley; //middle of statusbar std::string current; //text currently printed CStatusBar(int x, int y); //c-tor ~CStatusBar(); //d-tor void print(std::string text); //prints text and refreshes statusbar void clear();//clears statusbar and refreshes void show(); //shows statusbar (with current text) }; class CMinimap : public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject { public: CDefHandler * radar; //radar.def; TODO: radars for maps with custom dimensions std::map colors; std::map colorsBlocked; std::vector map; //one bitmap for each level //TODO flagged buildings std::string statusbarTxt; CMinimap(bool draw=true); void draw(); void redraw(int level=-1);// (level==-1) => redraw all levels void updateRadar(); void clickRight (tribool down); void clickLeft (tribool down); void hover (bool on); void mouseMoved (SDL_MouseMotionEvent & sEvent); void activate(); // makes button active void deactivate(); // makes button inactive (but don't deletes) }; class CTerrainRect : public ClickableL, public ClickableR, public Hoverable, public virtual CIntObject, public KeyInterested, public MotionInterested { public: int tilesw, tilesh; CDefHandler * arrows; CTerrainRect(); CPath * currentPath; void activate(); void deactivate(); void clickLeft(tribool down); void clickRight(tribool down); void hover(bool on); void mouseMoved (SDL_MouseMotionEvent & sEvent); void keyPressed (SDL_KeyboardEvent & key); void show(); }; class CResDataBar :public ClickableR, public virtual CIntObject { public: SDL_Surface * bg; std::vector > txtpos; std::string datetext; void clickRight (tribool down); void activate(); void deactivate(); CResDataBar(); ~CResDataBar(); void draw(); }; class CInfoBar :public virtual CIntObject { CInfoBar(); void draw(void * specific=NULL); // if specific==0 function draws info about selected hero/town }; /*****************************/ class CAdvMapInt //adventure map interface { public: CAdvMapInt(int Player); ~CAdvMapInt(); int3 position; //top left corner of visible map part int player; std::vector gems; bool scrollingLeft ; bool scrollingRight ; bool scrollingUp ; bool scrollingDown ; bool updateScreen ; unsigned char anim, animValHitCount; //animation frame CMinimap minimap; SDL_Surface * bg; AdventureMapButton kingOverview,//- kingdom overview underground,//- underground switch questlog,//- questlog sleepWake, //- sleep/wake hero moveHero, //- move hero spellbook,//- spellbook advOptions, //- adventure options sysOptions,//- system options nextHero, //- next hero endTurn;//- end turn //CHeroList herolist; CTerrainRect terrain; //visible terrain CStatusBar statusbar; CResDataBar resdatabar; CHeroList heroList; CTownList townList; //fuctions binded to buttons void fshowOverview(); void fswitchLevel(); void fshowQuestlog(); void fsleepWake(); void fmoveHero(); void fshowSpellbok(); void fadventureOPtions(); void fsystemOptions(); void fnextHero(); void fendTurn(); void show(); //shows and activates adv. map interface void update(); //redraws terrain void centerOn(int3 on); struct CurrentSelection { int type; //0 - hero, 1 - town const void* selected; CurrentSelection(); //ctor } selection; }; #endif //CADVENTUREMAPINTERFACE_H