mirror of
https://github.com/vcmi/vcmi.git
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03fdd22b1a
Code reorganizations in bonus system, allowing defining bonusNode-like classes. Fixed some issues with artifact handling (proper updating of GUI when moving, minor fixes). Restoring battle AI for neutrals after loading game.
1248 lines
41 KiB
C++
1248 lines
41 KiB
C++
#ifndef __GUICLASSES_H__
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#define __GUICLASSES_H__
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#include "../global.h"
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#include "GUIBase.h"
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#include "FunctionList.h"
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#include <set>
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#include <list>
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#include <boost/thread/mutex.hpp>
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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/*
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* GUIClasses.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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struct ArtifactLocation;
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class CStackBasicDescriptor;
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class CBonusSystemNode;
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class CArtifact;
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class CDefEssential;
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class AdventureMapButton;
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class CHighlightableButtonsGroup;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class CBattleInterface;
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class CStack;
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class SComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnim;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CGDwelling;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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struct Component;
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class CArmedInstance;
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class CGTownInstance;
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class StackState;
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class CPlayerInterface;
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class CHeroWindow;
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class CArtifact;
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class CArtifactsOfHero;
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class CResDataBar;
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struct SPuzzleInfo;
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class CGGarrison;
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class CStackInstance;
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class IMarket;
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class CTextBox;
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class CArtifactInstance;
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class IBonusBearer;
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extern SDL_Color tytulowy, tlo, zwykly ;
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/// text + comp. + ok button
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class CInfoWindow : public CSimpleWindow
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{ //window able to delete its components when closed
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bool delComps; //whether comps will be deleted
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public:
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int ID; //for identification
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CTextBox *text;
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std::vector<AdventureMapButton *> buttons;
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std::vector<SComponent*> components;
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CSlider *slider;
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void setDelComps(bool DelComps);
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virtual void close();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void sliderMoved(int to);
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CInfoWindow(std::string Text, int player, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, bool delComps); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<SComponent*> *components = NULL, bool DelComps = false);
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};
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/// component selection window
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class CSelWindow : public CInfoWindow
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{ //warning - this window deletes its components by closing!
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public:
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void selectionChange(unsigned to);
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void madeChoice(); //looks for selected component and calls callback
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CSelWindow(const std::string& text, int player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, int askID); //c-tor
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CSelWindow(){}; //c-tor
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//notification - this class inherits important destructor from CInfoWindow
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};
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/// popup displayed on R-click
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class CRClickPopup : public CIntObject
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{
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public:
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virtual void activate();
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virtual void deactivate();
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virtual void close();
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void clickRight(tribool down, bool previousState);
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CRClickPopup();
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virtual ~CRClickPopup(); //d-tor
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static void createAndPush(const std::string &txt);
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static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
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};
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/// popup displayed on R-click
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class CRClickPopupInt : public CRClickPopup
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{
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public:
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IShowActivable *inner;
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bool delInner;
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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CRClickPopupInt(IShowActivable *our, bool deleteInt); //c-tor
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virtual ~CRClickPopupInt(); //d-tor
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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void close();
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void show(SDL_Surface * to);
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor
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void init(int x, int y);
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~CInfoPopup(); //d-tor
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};
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/// common popup window component
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class SComponent : public virtual CIntObject
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck, building, hero, flag
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} type; //component type
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int subtype; //TODO: comment me
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int val; //TODO: comment me
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std::string description; //r-click
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std::string subtitle; //TODO: comment me
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SDL_Surface *img; //our image
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bool free; //should surface be freed on delete
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SDL_Surface * setSurface(std::string defName, int imgPos);
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void init(Etype Type, int Subtype, int Val);
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SComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur=NULL, bool freeSur=false); //c-tor
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SComponent(const Component &c); //c-tor
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SComponent();; //c-tor
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virtual ~SComponent(); //d-tor
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void clickRight(tribool down, bool previousState); //call-in
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SDL_Surface * getImg();
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virtual void show(SDL_Surface * to);
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virtual void activate();
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virtual void deactivate();
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};
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class CSelectableComponent : public SComponent, public KeyShortcut
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{
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public:
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bool selected; //if true, this component is selected
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boost::function<void()> onSelect; //function called on selection change
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void clickLeft(tribool down, bool previousState); //call-in
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void init();
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CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0); //c-tor
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CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0); //c-tor
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~CSelectableComponent(); //d-tor
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virtual void show(SDL_Surface * to);
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void activate();
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void deactivate();
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void select(bool on);
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};
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class CGarrisonInt;
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/// A single garrison slot which holds one creature of a specific amount
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class CGarrisonSlot : public CIntObject
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{
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public:
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int ID; //for identification
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CGarrisonInt *owner;
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const CStackInstance *myStack; //NULL if slot is empty
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const CCreature *creature;
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int count; //number of creatures
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int upg; //0 - up garrison, 1 - down garrison
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bool active; //TODO: comment me
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virtual void hover (bool on); //call-in
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const CArmedInstance * getObj();
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bool our();
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void clickRight(tribool down, bool previousState);
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void clickLeft(tribool down, bool previousState);
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void activate();
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void deactivate();
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void showAll(SDL_Surface * to);
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL);
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~CGarrisonSlot(); //d-tor
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};
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt :public CIntObject
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{
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public:
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int interx; //space between slots
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Point garOffset, //offset between garrisons (not used if only one hero)
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surOffset; //offset between garrison position on the bg surface and position on the screen
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CGarrisonSlot *highlighted; //chosen slot
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std::vector<AdventureMapButton *> splitButtons; //may be empty if no buttons
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SDL_Surface *&sur; //bg surface
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int p2, //TODO: comment me
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shiftPos;//1st slot of the second row, set shiftPoint for effect
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bool splitting, pb,
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smallIcons, //true - 32x32 imgs, false - 58x64
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removableUnits,//player can remove units from up
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twoRows,//slots will be placed in 2 rows
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owned[2];//player owns up or down army [0] upper, [1] lower
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// const CCreatureSet *set1; //top set of creatures
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// const CCreatureSet *set2; //bottom set of creatures
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std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
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const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
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//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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void setArmy(const CArmedInstance *army, bool bottomGarrison);
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void addSplitBtn(AdventureMapButton * button);
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void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
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void activate();
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void createSlots();
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void deleteSlots();
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void recreateSlots();
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void splitClick(); //handles click on split button
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void splitStacks(int am2); //TODO: comment me
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//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)
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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
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~CGarrisonInt(); //d-tor
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};
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/// Status bar which is shown at the bottom of the in-game screens
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class CStatusBar
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: public CIntObject, public IStatusBar
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{
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public:
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SDL_Surface * bg; //background
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int middlex, middley; //middle of statusbar
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std::string current; //text currently printed
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CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
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~CStatusBar(); //d-tor
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void print(const std::string & text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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void show(SDL_Surface * to); //shows statusbar (with current text)
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std::string getCurrent(); //getter for current
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};
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/// Label which shows text
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class CLabel
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: public virtual CIntObject
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{
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public:
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EAlignment alignment;
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EFonts font;
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SDL_Color color;
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std::string text;
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CPicture *bg;
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bool autoRedraw; //whether control will redraw itself on setTxt
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Point textOffset; //text will be blitted at pos + textOffset with appropriate alignment
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bool ignoreLeadingWhitespace;
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virtual void setTxt(const std::string &Txt);
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void showAll(SDL_Surface * to); //shows statusbar (with current text)
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CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly, const std::string &Text = "");
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};
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/// 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
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class CTextBox
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: public CLabel
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{
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public:
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int maxW; //longest line of text in px
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int maxH; //total height needed to print all lines
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int sliderStyle;
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bool redrawParentOnScrolling;
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std::vector<std::string> lines;
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CSlider *slider;
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//CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
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CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
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void showAll(SDL_Surface * to); //shows statusbar (with current text)
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void setTxt(const std::string &Txt);
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void setBounds(int limitW, int limitH);
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void recalculateLines(const std::string &Txt);
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void sliderMoved(int to);
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};
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/// Status bar which is shown at the bottom of the in-game screens
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class CGStatusBar
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: public CLabel, public IStatusBar
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{
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void init();
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public:
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IStatusBar *oldStatusBar;
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//statusbar interface overloads
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void print(const std::string & Text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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std::string getCurrent(); //returns currently displayed text
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void show(SDL_Surface * to); //shows statusbar (with current text)
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CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly, const std::string &Text = "");
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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
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CGStatusBar(int x, int y, std::string name, int maxw=-1);
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~CGStatusBar();
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void calcOffset();
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};
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/// UIElement which can get input focus
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class CFocusable
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: public virtual CIntObject
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{
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public:
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bool focus; //only one focusable control can have focus at one moment
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void giveFocus(); //captures focus
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void moveFocus(); //moves focus to next active control (may be used for tab switching)
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static std::list<CFocusable*> focusables; //all existing objs
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static CFocusable *inputWithFocus; //who has focus now
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CFocusable();
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~CFocusable();
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};
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/// Text input box where players can enter text
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class CTextInput
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: public CLabel, public CFocusable
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{
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public:
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CFunctionList<void(const std::string &)> cb;
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void setText(const std::string &nText, bool callCb = false);
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CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
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CTextInput(const Rect &Pos, SDL_Surface *srf = NULL);
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~CTextInput();
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void keyPressed(const SDL_KeyboardEvent & key);
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};
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/// Listbox UI Element
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class CList : public CIntObject
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{
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public:
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SDL_Surface * bg; //background bitmap
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CDefHandler *arrup, *arrdo; //button arrows for scrolling list
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SDL_Surface *empty, *selection;
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SDL_Rect arrupp, arrdop; //positions of arrows
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int posw, posh; //position width/height
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int selected, //id of selected position, <0 if none
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from;
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const int SIZE; //size of list
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tribool pressed; //true=up; false=down; indeterminate=none
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CList(int Size = 5); //c-tor
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void clickLeft(tribool down, bool previousState);
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void activate();
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void deactivate();
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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
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virtual void genList()=0;
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virtual void select(int which)=0;
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virtual void draw(SDL_Surface * to)=0;
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virtual int size() = 0; //how many elements do we have
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void fixPos(); //scrolls list, so the selection will be visible
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};
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/// List of heroes which is shown at the right of the adventure map screen
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class CHeroList
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: public CList
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{
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public:
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CDefHandler *mobile, *mana; //mana and movement indicators
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int posmobx, posporx, posmanx, posmoby, pospory, posmany;
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CHeroList(int Size); //c-tor
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int getPosOfHero(const CGHeroInstance* h); //hero's position on list
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void genList();
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void select(int which); //call-in
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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void clickLeft(tribool down, bool previousState); //call-in
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void clickRight(tribool down, bool previousState); //call-in
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void hover (bool on); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
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void updateMove(const CGHeroInstance* which); //draws move points bar
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void draw(SDL_Surface * to);
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void show(SDL_Surface * to);
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void init();
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int size(); //how many elements do we have
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};
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/// List of towns which is shown at the right of the adventure map screen
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class CTownList
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: public CList
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{
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public:
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boost::function<void()> fun; //function called on selection change
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int posporx,pospory;
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CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
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~CTownList(); //d-tor
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void genList();
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void select(int which); //call-in
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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void clickLeft(tribool down, bool previousState); //call-in
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void clickRight(tribool down, bool previousState); //call-in
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void hover (bool on); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void draw(SDL_Surface * to);
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void show(SDL_Surface * to);
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int size(); //how many elements do we have
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};
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/// draws picture with creature on background, use Animated=true to get animation
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class CCreaturePic : public CIntObject
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{
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private:
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CPicture *bg; //background
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CCreatureAnim *anim; //displayed animation
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public:
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CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
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~CCreaturePic(); //d-tor
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};
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/// Recruitment window where you can recruit creatures
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class CRecruitmentWindow : public CIntObject
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{
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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<std::pair<int,int> > res; //res_id - cost_per_unit
|
|
};
|
|
std::vector<int> amounts; //how many creatures we can afford
|
|
std::vector<creinfo> creatures; //recruitable creatures
|
|
boost::function<void(int,int)> 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<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //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<CSelectableComponent *> comps; //skills to select
|
|
AdventureMapButton *ok;
|
|
boost::function<void(ui32)> cb;
|
|
|
|
void close();
|
|
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &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<void(int)> 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<Rect> areas;//areas for each visible item
|
|
std::vector<int> 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<int> &_items, CPicture * titlePic, std::string _title, std::string _descr,
|
|
boost::function<void(int)> 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<CArtifactsOfHero *> 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<void()> 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<CTradeableItem*> 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<int> *getItemsIds(bool Left); //NULL if default
|
|
void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
|
|
void removeItems(const std::set<CTradeableItem *> &toRemove);
|
|
void removeItem(CTradeableItem * t);
|
|
void getEmptySlots(std::set<CTradeableItem *> &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<int> 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<int,int> 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; //<text to show, time of add>
|
|
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 IBonusBearer *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<void()> dsm; //dismiss button callback
|
|
CCreaturePic *anim; //related creature's animation
|
|
const CCreature *c; //related creature
|
|
std::vector<SComponent*> 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<void()> Upg = 0, boost::function<void()> 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
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{
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const CGHeroInstance * curHero;
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std::vector<CArtPlace *> 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
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std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
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int backpackPos; //number of first art visible in backpack (in hero's vector)
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public:
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struct SCommonPart
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{
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struct Artpos
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{
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int slotID;
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const CArtifactsOfHero * AOH;
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const CArtifactInstance *art;
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Artpos();
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void clear();
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void setTo(const CArtPlace *place, bool dontTakeBackpack);
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bool valid();
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bool operator==(const ArtifactLocation &al) const;
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} src, dst;
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std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
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void reset();
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} * 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
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bool updateState; // Whether the commonInfo should be updated on setHero or not.
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AdventureMapButton * leftArtRoll, * rightArtRoll;
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bool allowedAssembling;
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std::multiset<const CArtifactInstance*> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be ommited in backpack slots
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void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
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void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
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void artifactAssembled(const ArtifactLocation &al);
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void artifactDisassembled(const ArtifactLocation &al);
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CArtPlace *getArtPlace(int slot);
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void setHero(const CGHeroInstance * hero);
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const CGHeroInstance *getHero() const;
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void dispose(); //free resources not needed after closing windows and reset state
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void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
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void safeRedraw();
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void markPossibleSlots(const CArtifactInstance* art);
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void unmarkSlots(bool withRedraw = true);
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void setSlotData (CArtPlace* artPlace, int slotID);
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void updateWornSlots (bool redrawParent = true);
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void eraseSlotData (CArtPlace* artPlace, int slotID);
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CArtifactsOfHero(const Point& position, bool createCommonPart = false); //c-tor
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~CArtifactsOfHero(); //d-tor
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void updateParentWindow();
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friend class CArtPlace;
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};
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/// Garrison window where you can take creatures out of the hero to place it on the garrison
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class CGarrisonWindow : public CWindowWithGarrison
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{
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public:
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CPicture *bg; //background surface
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AdventureMapButton *quit;
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void close();
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void showAll(SDL_Surface * to);
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CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
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~CGarrisonWindow(); //d-tor
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};
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class CExchangeWindow : public CWindowWithGarrison, public CWindowWithArtifacts
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{
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CStatusBar * ourBar; //internal statusbar
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SDL_Surface *bg; //background
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AdventureMapButton * quit, * questlogButton[2];
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std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
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MoraleLuckBox *morale[2], *luck[2];
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LRClickableAreaWText *speciality[2];
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LRClickableAreaWText *experience[2];
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LRClickableAreaWText *spellPoints[2];
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CHeroArea *portrait[2];
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public:
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const CGHeroInstance * heroInst[2];
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CArtifactsOfHero * artifs[2];
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void close();
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
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void prepareBackground(); //prepares or redraws bg
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CExchangeWindow(si32 hero1, si32 hero2); //c-tor
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~CExchangeWindow(); //d-tor
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};
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/// Here you can buy ships
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class CShipyardWindow : public CIntObject
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{
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public:
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CStatusBar *bar;
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SDL_Surface *bg; //background
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AdventureMapButton *build, *quit;
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unsigned char frame; //frame of the boat animation
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int boat; //which boat graphic should be used
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const boost::function<void()> &onBuy);
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~CShipyardWindow();
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};
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/// Puzzle screen which gets uncovered when you visit obilisks
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class CPuzzleWindow : public CIntObject
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{
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private:
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SDL_Surface * background;
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AdventureMapButton * quitb;
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CResDataBar * resdatabar;
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std::vector<std::pair<SDL_Surface *, const SPuzzleInfo *> > puzzlesToPullBack;
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ui8 animCount;
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public:
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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CPuzzleWindow(const int3 &grailPos, float discoveredRatio);
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~CPuzzleWindow();
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};
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/// Creature transformer window
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class CTransformerWindow : public CIntObject
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{
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public:
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class CItem : public CIntObject
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{
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public:
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int id;//position of creature in hero army
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bool left;//position of the item
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int size; //size of creature stack
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CTransformerWindow * parent;
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void move();
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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CItem(CTransformerWindow * _parent, int _size, int _id);
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~CItem();
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};
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const CArmedInstance *army;//object with army for transforming (hero or town)
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const CGHeroInstance *hero;//only if we have hero in town
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const CGTownInstance *town;//market, town garrison is used if hero == NULL
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CPicture *bg; //background
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std::vector<CItem*> items;
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AdventureMapButton *all, *convert, *cancel;
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CGStatusBar *bar;
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void showAll(SDL_Surface * to);
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void makeDeal();
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void addAll();
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CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
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~CTransformerWindow(); //d-tor
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};
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class CUniversityWindow : public CIntObject
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{
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class CItem : public CPicture
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{
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public:
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int ID;//id of selected skill
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CUniversityWindow * parent;
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void hover(bool on);
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int state();//0=can't learn, 1=learned, 2=can learn
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CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
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};
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public:
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const CGHeroInstance *hero;
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const IMarket * market;
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CPicture * green, * yellow, * red;//colored bars near skills
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CPicture *bg; //background
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std::vector<CItem*> items;
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AdventureMapButton *cancel;
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CGStatusBar *bar;
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CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
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~CUniversityWindow(); //d-tor
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};
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/// Confirmation window for University
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class CUnivConfirmWindow : public CIntObject
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{
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public:
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CUniversityWindow * parent;
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CPicture * bg;
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CGStatusBar *bar;
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AdventureMapButton *confirm, *cancel;
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CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
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void makeDeal(int skill);
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};
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/// Hill fort is the building where you can upgrade units
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class CHillFortWindow : public CWindowWithGarrison
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{
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public:
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int slotsCount;//=7;
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CGStatusBar * bar;
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CDefEssential *resources;
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CPicture *bg; //background surface
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CHeroArea *heroPic;//clickable hero image
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AdventureMapButton *quit,//closes window
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*upgradeAll,//upgrade all creatures
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*upgrade[7];//upgrade single creature
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const CGObjectInstance * fort;
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const CGHeroInstance * hero;
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std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
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std::vector<std::map<int,int> > costs;// costs [slot ID] [resource ID] = resource count for upgrade
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std::vector<int> totalSumm; // totalSum[resource ID] = value
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CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
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~CHillFortWindow(); //d-tor
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void activate();
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void showAll (SDL_Surface *to);
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std::string getDefForSlot(int slot);//return def name for this slot
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std::string getTextForSlot(int slot);//return hover text for this slot
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void makeDeal(int slot);//-1 for upgrading all creatures
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int getState(int slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
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void updateGarrisons();//update buttons after garrison changes
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};
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class CThievesGuildWindow : public CIntObject
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{
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const CGObjectInstance * owner;
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CGStatusBar * statusBar;
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AdventureMapButton * exitb;
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SDL_Surface * background;
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CMinorResDataBar * resdatabar;
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public:
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void activate();
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void show(SDL_Surface * to);
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void bexitf();
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CThievesGuildWindow(const CGObjectInstance * _owner);
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~CThievesGuildWindow();
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};
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#endif //__GUICLASSES_H__
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