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vcmi/client/battle/BattleWindow.h
2024-07-16 23:36:23 +02:00

148 lines
4.2 KiB
C++

/*
* BattleWindow.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"
#include "../gui/InterfaceObjectConfigurable.h"
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/PossiblePlayerBattleAction.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
VCMI_LIB_NAMESPACE_END
class CButton;
class BattleInterface;
class BattleConsole;
class BattleRenderer;
class StackQueue;
class TurnTimerWidget;
class HeroInfoBasicPanel;
class StackInfoBasicPanel;
class QuickSpellPanel;
/// GUI object that handles functionality of panel at the bottom of combat screen
class BattleWindow : public InterfaceObjectConfigurable
{
BattleInterface & owner;
std::shared_ptr<StackQueue> queue;
std::shared_ptr<BattleConsole> console;
std::shared_ptr<HeroInfoBasicPanel> attackerHeroWindow;
std::shared_ptr<HeroInfoBasicPanel> defenderHeroWindow;
std::shared_ptr<StackInfoBasicPanel> attackerStackWindow;
std::shared_ptr<StackInfoBasicPanel> defenderStackWindow;
std::shared_ptr<QuickSpellPanel> quickSpellWindow;
std::shared_ptr<TurnTimerWidget> attackerTimerWidget;
std::shared_ptr<TurnTimerWidget> defenderTimerWidget;
/// button press handling functions
void bOptionsf();
void bSurrenderf();
void bFleef();
void bAutofightf();
void bSpellf();
void bWaitf();
void bSwitchActionf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
void bTacticNextStack();
void bTacticPhaseEnd();
void bOpenActiveUnit();
void bOpenHoveredUnit();
/// functions for handling actions after they were confirmed by popup window
void reallyFlee();
void reallySurrender();
/// management of alternative actions
std::list<PossiblePlayerBattleAction> alternativeActions;
PossiblePlayerBattleAction defaultAction;
void showAlternativeActionIcon(PossiblePlayerBattleAction);
/// flip battle queue visibility to opposite
void toggleQueueVisibility();
void createQueue();
void toggleStickyHeroWindowsVisibility();
void toggleStickyQuickSpellVisibility();
void createStickyHeroInfoWindows();
void createQuickSpellWindow();
void createTimerInfoWindows();
std::shared_ptr<BattleConsole> buildBattleConsole(const JsonNode &) const;
bool onlyOnePlayerHuman;
public:
BattleWindow(BattleInterface & owner );
/// Closes window once battle finished
void close();
/// Toggle StackQueue visibility
void hideQueue();
void showQueue();
/// Toggle permanent hero info windows visibility (HD mod feature)
void hideStickyHeroWindows();
void showStickyHeroWindows();
/// Toggle permanent quickspell windows visibility
void hideStickyQuickSpellWindow();
void showStickyQuickSpellWindow();
/// Event handler for netpack changing hero mana points
void heroManaPointsChanged(const CGHeroInstance * hero);
/// block all UI elements when player is not allowed to act, e.g. during enemy turn
void blockUI(bool on);
/// Refresh queue after turn order changes
void updateQueue();
// Set positions for hero & stack info window
void setPositionInfoWindow();
/// Refresh sticky variant of hero info window after spellcast, side same as in BattleSpellCast::side
void updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero);
/// Refresh sticky variant of hero info window after spellcast, side same as in BattleSpellCast::side
void updateStackInfoWindow(const CStack * stack);
/// Get mouse-hovered battle queue unit ID if any found
std::optional<uint32_t> getQueueHoveredUnitId();
void activate() override;
void deactivate() override;
void keyPressed(EShortcut key) override;
bool captureThisKey(EShortcut key) override;
void clickPressed(const Point & cursorPosition) override;
void show(Canvas & to) override;
void showAll(Canvas & to) override;
/// Toggle UI to displaying tactics phase
void tacticPhaseStarted();
/// Toggle UI to displaying battle log in place of tactics UI
void tacticPhaseEnded();
/// Set possible alternative options. If more than 1 - the last will be considered as default option
void setAlternativeActions(const std::list<PossiblePlayerBattleAction> &);
/// ends battle with autocombat
void endWithAutocombat();
};