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149 lines
5.2 KiB
C++
149 lines
5.2 KiB
C++
#pragma once
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//#include "CComponent.h"
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#include "MiscWidgets.h"
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/*
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* CArtifactHolder.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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class CArtifactsOfHero;
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class CAnimImage;
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class CButton;
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struct ArtifactLocation;
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class CArtifactHolder
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{
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public:
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CArtifactHolder();
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virtual void artifactRemoved(const ArtifactLocation &artLoc)=0;
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virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0;
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virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0;
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virtual void artifactAssembled(const ArtifactLocation &artLoc)=0;
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};
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class CWindowWithArtifacts : public CArtifactHolder
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{
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public:
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std::vector<CArtifactsOfHero *> artSets;
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void artifactRemoved(const ArtifactLocation &artLoc) override;
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void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc) override;
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void artifactDisassembled(const ArtifactLocation &artLoc) override;
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void artifactAssembled(const ArtifactLocation &artLoc) override;
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};
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/// Artifacts can be placed there. Gets shown at the hero window
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class CArtPlace: public LRClickableAreaWTextComp
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{
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CAnimImage *image;
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CAnimImage *selection;
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void createImage();
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public:
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// consider these members as const - change them only with appropriate methods e.g. lockSlot()
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bool locked;
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bool picked;
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bool marked;
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ArtifactPosition slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START
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void lockSlot(bool on);
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void pickSlot(bool on);
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void selectSlot(bool on);
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CArtifactsOfHero * ourOwner;
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const CArtifactInstance * ourArt; // should be changed only with setArtifact()
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CArtPlace(Point position, const CArtifactInstance * Art = nullptr); //c-tor
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void select ();
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void deselect ();
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void showAll(SDL_Surface * to) override;
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bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here
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void setMeAsDest(bool backpackAsVoid = true);
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void setArtifact(const CArtifactInstance *art);
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static bool askToAssemble(const CArtifactInstance *art, ArtifactPosition slot,
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const CGHeroInstance *hero);
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};
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/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
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class CArtifactsOfHero : public CIntObject
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{
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const CGHeroInstance * curHero;
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std::map<ArtifactPosition, CArtPlace *> artWorn;
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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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ArtifactPosition 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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CButton * 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 omitted in backpack slots
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std::function<void(CArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
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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 artifactRemoved(const ArtifactLocation &al);
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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);//may return null
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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); //unmarks slots in all visible AOHs
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void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
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void setSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
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void updateWornSlots (bool redrawParent = true);
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void updateSlot(ArtifactPosition i);
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void eraseSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
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CArtifactsOfHero(const Point& position, bool createCommonPart = false);
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//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
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CArtifactsOfHero(std::map<ArtifactPosition, CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
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CButton *leftScroll, CButton *rightScroll, bool createCommonPart = false);
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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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