mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
198 lines
5.9 KiB
C++
198 lines
5.9 KiB
C++
/*
|
|
* AdventureMapInterface.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
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include "../gui/CIntObject.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CGObjectInstance;
|
|
class CGHeroInstance;
|
|
class CGTownInstance;
|
|
class CArmedInstance;
|
|
class IShipyard;
|
|
struct CGPathNode;
|
|
struct ObjectPosInfo;
|
|
struct Component;
|
|
class int3;
|
|
|
|
VCMI_LIB_NAMESPACE_END
|
|
|
|
class CButton;
|
|
class IImage;
|
|
class CAnimImage;
|
|
class CGStatusBar;
|
|
class AdventureMapWidget;
|
|
class AdventureMapShortcuts;
|
|
class CAnimation;
|
|
class MapView;
|
|
class CResDataBar;
|
|
class CHeroList;
|
|
class CTownList;
|
|
class CInfoBar;
|
|
class CMinimap;
|
|
class MapAudioPlayer;
|
|
class TurnTimerWidget;
|
|
enum class EAdventureState;
|
|
|
|
struct MapDrawingInfo;
|
|
|
|
/// 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 AdventureMapInterface : public CIntObject
|
|
{
|
|
private:
|
|
/// currently acting player
|
|
PlayerColor currentPlayerID;
|
|
|
|
/// if true, cursor was changed to scrolling and must be reset back once scroll is over
|
|
bool scrollingWasActive;
|
|
|
|
/// if true, then scrolling was blocked via ctrl and should not restart until player move cursor outside scrolling area
|
|
bool scrollingWasBlocked;
|
|
|
|
/// how much should the background dimmed, when windows are on the top
|
|
int backgroundDimLevel;
|
|
|
|
/// spell for which player is selecting target, or nullptr if none
|
|
const CSpell *spellBeingCasted;
|
|
|
|
std::shared_ptr<MapAudioPlayer> mapAudio;
|
|
std::shared_ptr<AdventureMapWidget> widget;
|
|
std::shared_ptr<AdventureMapShortcuts> shortcuts;
|
|
std::shared_ptr<TurnTimerWidget> watches;
|
|
|
|
private:
|
|
void setState(EAdventureState state);
|
|
|
|
/// updates active state of game window whenever game state changes
|
|
void adjustActiveness();
|
|
|
|
/// checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
|
|
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const;
|
|
|
|
/// check and if necessary reacts on scrolling by moving cursor to screen edge
|
|
void handleMapScrollingUpdate(uint32_t msPassed);
|
|
|
|
void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
|
|
|
|
const CGObjectInstance *getActiveObject(const int3 &tile);
|
|
|
|
/// exits currently opened world view mode and returns to normal map
|
|
void exitCastingMode();
|
|
|
|
/// casts current spell at specified location
|
|
void performSpellcasting(const int3 & castTarget);
|
|
|
|
/// dim interface if some windows opened
|
|
void dim(Canvas & to);
|
|
|
|
protected:
|
|
/// CIntObject interface implementation
|
|
|
|
void activate() override;
|
|
void deactivate() override;
|
|
|
|
void tick(uint32_t msPassed) override;
|
|
void show(Canvas & to) override;
|
|
void showAll(Canvas & to) override;
|
|
|
|
void keyPressed(EShortcut key) override;
|
|
|
|
void onScreenResize() override;
|
|
|
|
public:
|
|
AdventureMapInterface();
|
|
|
|
void hotkeyAbortCastingMode();
|
|
void hotkeyExitWorldView();
|
|
void hotkeyEndingTurn();
|
|
void hotkeyNextTown();
|
|
void hotkeySwitchMapLevel();
|
|
void hotkeyZoom(int delta);
|
|
|
|
/// Called by PlayerInterface when specified player is ready to start his turn
|
|
void onHotseatWaitStarted(PlayerColor playerID);
|
|
|
|
/// Called by PlayerInterface when AI or remote human player starts his turn
|
|
void onEnemyTurnStarted(PlayerColor playerID, bool isHuman);
|
|
|
|
/// Called by PlayerInterface when local human player starts his turn
|
|
void onPlayerTurnStarted(PlayerColor playerID);
|
|
|
|
/// Called by PlayerInterface when interface should be switched to specified player without starting turn
|
|
void onCurrentPlayerChanged(PlayerColor playerID);
|
|
|
|
/// Called by PlayerInterface when specific map tile changed and must be updated on minimap
|
|
void onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions);
|
|
|
|
/// Called by PlayerInterface when hero starts movement
|
|
void onHeroMovementStarted(const CGHeroInstance * hero);
|
|
|
|
/// Called by PlayerInterface when hero state changed and hero list must be updated
|
|
void onHeroChanged(const CGHeroInstance * hero);
|
|
|
|
/// Called by PlayerInterface when town state changed and town list must be updated
|
|
void onTownChanged(const CGTownInstance * town);
|
|
|
|
/// Called when currently selected object changes
|
|
void onSelectionChanged(const CArmedInstance *sel);
|
|
|
|
/// Called when town order changes
|
|
void onTownOrderChanged();
|
|
|
|
/// Called when hero order changes
|
|
void onHeroOrderChanged();
|
|
|
|
/// Called when map audio should be paused, e.g. on combat or town screen access
|
|
void onAudioPaused();
|
|
|
|
/// Called when map audio should be resume, opposite to onPaused
|
|
void onAudioResumed();
|
|
|
|
/// Requests to display provided information inside infobox
|
|
void showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer);
|
|
|
|
/// Changes position on map to center selected location
|
|
void centerOnTile(int3 on);
|
|
void centerOnObject(const CGObjectInstance *obj);
|
|
|
|
/// called by MapView whenever currently visible area changes
|
|
/// visibleArea describes now visible map section measured in tiles
|
|
void onMapViewMoved(const Rect & visibleArea, int mapLevel);
|
|
|
|
/// called by MapView whenever tile is clicked
|
|
void onTileLeftClicked(const int3 & mapPos);
|
|
|
|
/// called by MapView whenever tile is hovered
|
|
void onTileHovered(const int3 & mapPos);
|
|
|
|
/// called by MapView whenever tile is clicked
|
|
void onTileRightClicked(const int3 & mapPos);
|
|
|
|
/// called by spell window when spell to cast has been selected
|
|
void enterCastingMode(const CSpell * sp);
|
|
|
|
/// returns area of screen covered by terrain (main game area)
|
|
Rect terrainAreaPixels() const;
|
|
|
|
/// opens world view at default scale
|
|
void openWorldView();
|
|
|
|
/// opens world view at specific scale
|
|
void openWorldView(int tileSize);
|
|
|
|
/// opens world view with specific info, e.g. after View Earth/Air is shown
|
|
void openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain);
|
|
};
|
|
|
|
extern std::shared_ptr<AdventureMapInterface> adventureInt;
|