1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/CPlayerInterface.h
mateuszb 016e766fbb * next part of shooting in battles (there will be more of them)
* now compiles under MSVC
* small refactoring / cleaning / fixing / etc.
2008-07-31 12:59:42 +00:00

541 lines
16 KiB
C++

#ifndef CPLAYERINTERFACE_H
#define CPLAYERINTERFACE_H
#include "global.h"
#include "CGameInterface.h"
#include "SDL_framerate.h"
#include <map>
#include <boost/function.hpp>
class CDefEssential;
class AdventureMapButton;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class CCastleInterface;
class CStack;
class SComponent;
class CCreature;
struct SDL_Surface;
struct CPath;
class CCreatureAnimation;
class CSelectableComponent;
class CCreatureSet;
class CGObjectInstance;
class CSlider;
class IShowable
{
public:
virtual void show(SDL_Surface * to = NULL)=0;
};
class IStatusBar
{
public:
virtual ~IStatusBar(){}; //d-tor
virtual void print(std::string text)=0; //prints text and refreshes statusbar
virtual void clear()=0;//clears statusbar and refreshes
virtual void show()=0; //shows statusbar (with current text)
virtual std::string getCurrent()=0;
};
class IActivable
{
public:
virtual void activate()=0;
virtual void deactivate()=0;
virtual ~IActivable(){};
};
class CIntObject //interface object
{
public:
SDL_Rect pos;
int ID;
};
class CSimpleWindow : public virtual CIntObject, public IShowable
{
public:
SDL_Surface * bitmap;
CIntObject * owner;
virtual void show(SDL_Surface * to = NULL);
CSimpleWindow():bitmap(NULL),owner(NULL){};
virtual ~CSimpleWindow();
};
class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
{
public:
int bitmapOffset;
int type; //advmapbutton=2
bool abs;
bool active;
bool notFreeButton;
CIntObject * ourObj; // "owner"
int state;
std::vector< std::vector<SDL_Surface*> > imgs;
int curimg;
virtual void show(SDL_Surface * to = NULL);
virtual void activate()=0;
virtual void deactivate()=0;
CButtonBase();
virtual ~CButtonBase();
};
class ClickableL : public virtual CIntObject //for left-clicks
{
public:
bool pressedL;
ClickableL();
virtual ~ClickableL(){};
virtual void clickLeft (boost::logic::tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class ClickableR : public virtual CIntObject //for right-clicks
{
public:
bool pressedR;
ClickableR();
virtual ~ClickableR(){};
virtual void clickRight (boost::logic::tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class Hoverable : public virtual CIntObject
{
public:
Hoverable(){hovered=false;}
virtual ~Hoverable(){};
bool hovered;
virtual void hover (bool on)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
{
public:
virtual ~KeyInterested(){};
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class MotionInterested: public virtual CIntObject
{
public:
bool strongInterest; //if true - report all mouse movements, if not - only when hovered
MotionInterested(){strongInterest=false;};
virtual ~MotionInterested(){};
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class TimeInterested: public virtual CIntObject
{
public:
virtual ~TimeInterested(){};
int toNextTick;
virtual void tick()=0;
virtual void activate();
virtual void deactivate();
};
template <typename T> class CSCButton: public CButtonBase, public ClickableL //prosty guzik, ktory tylko zmienia obrazek
{
public:
int3 posr; //position in the bitmap
int state;
T* delg;
void(T::*func)(boost::logic::tribool);
CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(boost::logic::tribool), T* Delg=NULL);
void clickLeft (boost::logic::tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
};
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
{ //okno usuwa swoje komponenty w chwili zamkniecia
public:
CSCButton<CInfoWindow> okb;
std::vector<SComponent*> components;
virtual void okClicked(boost::logic::tribool down);
virtual void close();
CInfoWindow();
virtual ~CInfoWindow();
};
class CSelWindow : public CInfoWindow //component selection window
{ //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac
public:
void selectionChange(CSelectableComponent * to);
void okClicked(boost::logic::tribool down);
void close();
CSelWindow(){};
};
class CRClickPopup : public IShowable, public ClickableR
{
public:
virtual void activate();
virtual void deactivate();
virtual void close()=0;
void clickRight (boost::logic::tribool down);
virtual ~CRClickPopup(){};
};
class CInfoPopup : public CRClickPopup
{
public:
bool free;
SDL_Surface * bitmap;
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
void close();
void show(SDL_Surface * to = NULL);
CInfoPopup(){free=false;bitmap=NULL;}
~CInfoPopup(){};
};
class SComponent : public ClickableR
{
public:
enum Etype
{
primskill, secskill, resource, creature, artifact, experience
} type;
int subtype;
int val;
std::string description; //r-click
std::string subtitle;
SComponent(Etype Type, int Subtype, int Val);
//SComponent(const & SComponent r);
void clickRight (boost::logic::tribool down);
virtual SDL_Surface * getImg();
virtual void activate();
virtual void deactivate();
};
class CSelectableComponent : public SComponent, public ClickableL
{
public:
bool selected;
bool customB;
SDL_Surface * border, *myBitmap;
CSelWindow * owner;
void clickLeft(boost::logic::tribool down);
CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner=NULL, SDL_Surface * Border=NULL);
~CSelectableComponent();
void activate();
void deactivate();
void select(bool on);
SDL_Surface * getImg();
};
class CGarrisonInt;
class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
{
public:
CGarrisonInt *owner;
const CCreature * creature;
int count;
int upg; //0 - up garrison, 1 - down garrison
bool active;
virtual void hover (bool on);
const CArmedInstance * getObj();
void clickRight (boost::logic::tribool down);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
void show();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
~CGarrisonSlot();
};
class CGarrisonInt :public CIntObject
{
public:
int interx, intery;
CGarrisonSlot *highlighted;
SDL_Surface *sur;
int offx, offy, p2;
bool ignoreEvent, update, active, splitting, pb;
const CCreatureSet *set1;
const CCreatureSet *set2;
std::vector<CGarrisonSlot*> *sup, *sdown;
const CArmedInstance *oup, *odown;
void activate();
void deactivate();
void show();
void activeteSlots();
void deactiveteSlots();
void deleteSlots();
void createSlots();
void recreateSlots();
void splitClick();
void splitStacks(int am2);
CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL);
~CGarrisonInt();
};
class CPlayerInterface : public CGameInterface
{
public:
bool makingTurn;
SDL_Event * current;
IActivable *curint;
CAdvMapInt * adventureInt;
CCastleInterface * castleInt;
FPSmanager * mainFPSmng;
IStatusBar *statusbar;
//TODO: town interace, battle interface, other interfaces
CCallback * cb;
std::vector<ClickableL*> lclickable;
std::vector<ClickableR*> rclickable;
std::vector<Hoverable*> hoverable;
std::vector<KeyInterested*> keyinterested;
std::vector<MotionInterested*> motioninterested;
std::vector<TimeInterested*> timeinterested;
std::vector<IShowable*> objsToBlit;
SDL_Surface * hInfo, *tInfo;
std::vector<std::pair<int, int> > slotsPos;
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82,
*halls, *forts, *bigTownPic;
std::map<int,SDL_Surface*> heroWins;
std::map<int,SDL_Surface*> townWins;
//overloaded funcs from Interface
void yourTurn();
void heroMoved(const HeroMoveDetails & details);
void tileRevealed(int3 pos);
void tileHidden(int3 pos);
void heroKilled(const CGHeroInstance* hero);
void heroCreated(const CGHeroInstance* hero);
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
void receivedResource(int type, int val);
void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID);
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
void garrisonChanged(const CGObjectInstance * obj);
void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
//battles
void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::logic::tribool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void actionStarted(BattleAction action);//occurs BEFORE every action taken by any stack or by the hero
void actionFinished(BattleAction action);//occurs AFTER every action taken by any stack or by the hero
BattleAction activeStack(int stackID); //called when it's turn of that stack
void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CArmedInstance *hero1, CArmedInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner);
void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
void battleStackAttacking(int ID, int dest);
void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting);
void battleStackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
//-------------//
void showComp(SComponent comp);
void openTownWindow(const CGTownInstance * town); //shows townscreen
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
void handleEvent(SDL_Event * sEvent);
void handleKeyDown(SDL_Event *sEvent);
void handleKeyUp(SDL_Event *sEvent);
void handleMouseMotion(SDL_Event *sEvent);
void init(ICallback * CB);
int3 repairScreenPos(int3 pos);
void showInfoDialog(std::string text, std::vector<SComponent*> & components);
void removeObjToBlit(IShowable* obj);
SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
CPlayerInterface(int Player, int serial);
};
class CStatusBar
: public CIntObject, public IStatusBar
{
public:
SDL_Surface * bg; //background
int middlex, middley; //middle of statusbar
std::string current; //text currently printed
CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //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)
std::string getCurrent();
};
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;
const int SIZE;
boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
CList(int Size = 5);
void clickLeft(boost::logic::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<std::pair<const CGHeroInstance*, CPath *> > items;
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
CHeroList(int Size = 5);
void genList();
void select(int which);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void updateHList();
void updateMove(const CGHeroInstance* which); //draws move points bar
void redrawAllOne(int which);
void draw();
void init();
};
class CTownList
: public CList
{
public:
boost::function<void()> fun;
std::vector<const CGTownInstance*> items;
int posporx,pospory;
CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
~CTownList();
void genList();
void select(int which);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void draw();
};
class CCreaturePic //draws 100x130 picture with creature on background, use nextFrame=true to get animation
{
public:
CCreature *c;
CCreatureAnimation *anim;
CCreaturePic(CCreature *cre);
~CCreaturePic();
int blitPic(SDL_Surface *to, int x, int y, bool nextFrame);
SDL_Surface * getPic(bool nextFrame);
};
class CRecrutationWindow : public IShowable, public ClickableL
{
public:
struct creinfo
{
SDL_Rect pos;
CCreaturePic *pic;
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;
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
CSlider *slider;
AdventureMapButton *max, *buy, *cancel;
SDL_Surface *bitmap;
int which; //which creature is active
void close();
void Max();
void Buy();
void Cancel();
void sliderMoved(int to);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount>
~CRecrutationWindow();
};
class CSplitWindow : public IShowable, public KeyInterested
{
public:
CGarrisonInt *gar;
CSlider *slider;
CCreaturePic *anim;
AdventureMapButton *ok, *cancel;
SDL_Surface *bitmap;
int a1, a2, c;
bool which;
CSplitWindow(int cid, int max, CGarrisonInt *Owner);
~CSplitWindow();
void activate();
void split();
void close();
void deactivate();
void show(SDL_Surface * to = NULL);
void keyPressed (SDL_KeyboardEvent & key);
void sliderMoved(int to);
};
class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
{
public:
int type;//0 - rclick popup; 1 - normal window
SDL_Surface *bitmap;
bool anf;
boost::function<void()> dsm;
CCreaturePic *anim;
CCreature *c;
AdventureMapButton *dismiss, *upgrade, *ok;
CCreInfoWindow(int Cid, int Type, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm);
~CCreInfoWindow();
void activate();
void close();
void clickRight(boost::logic::tribool down);
void dismissF();
void keyPressed (SDL_KeyboardEvent & key);
void deactivate();
void show(SDL_Surface * to = NULL);
};
#endif //CPLAYERINTERFACE_H