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vcmi/client/CCastleInterface.h
mateuszb b4edd10e6c * beegee's comments patch
* very minor changes
2011-02-22 11:52:36 +00:00

281 lines
8.0 KiB
C++

#ifndef __CCASTLEINTERFACE_H__
#define __CCASTLEINTERFACE_H__
#include "../global.h"
#include "CAnimation.h"
#include "GUIBase.h"
class CGTownInstance;
class CTownHandler;
class CHallInterface;
struct Structure;
class CSpell;
class AdventureMapButton;
class CResDataBar;
class CStatusBar;
class CTownList;
class CRecruitmentWindow;
class CTransformerWindow;
class CPicture;
class CCreaturePic;
class CMinorResDataBar;
/*
* CCastleInterface.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
*
*/
/// Building "button"
class CBuildingRect : public CShowableAnim
{
public:
const Structure* str;
SDL_Surface* border;
SDL_Surface* area;
CBuildingRect(const Structure *Str); //c-tor
~CBuildingRect(); //d-tor
bool operator<(const CBuildingRect & p2) const;
void hover(bool on);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void show(SDL_Surface *to);
void showAll(SDL_Surface *to);
};
/// Hero army slot
class CHeroGSlot : public CIntObject
{
public:
CCastleInterface *owner;
const CGHeroInstance *hero;
int upg; //0 - up garrison, 1 - down garrison
bool highlight; //indicates id the slot is highlighted
void setHighlight(bool on);
void hover (bool on);
void clickLeft(tribool down, bool previousState);
void deactivate();
void show(SDL_Surface * to);
CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h,CCastleInterface * Owner); //c-tor
~CHeroGSlot(); //d-tor
};
/// Huge class which manages the castle window
class CCastleInterface : public CWindowWithGarrison
{
/// Creature info window
class CCreaInfo : public CIntObject
{
public:
int crid,level;
CCreaInfo(int CRID, int LVL); //c-tor
~CCreaInfo();//d-tor
int AddToString(std::string from, std::string & to, int numb);
void hover(bool on);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void show(SDL_Surface * to);
};
/// Town info which gets shown by right-clicking on a town at the map
class CTownInfo : public CIntObject
{
public:
int bid;//typeID
CDefHandler * pic;
CTownInfo(int BID); //c-tor
~CTownInfo();//d-tor
void hover(bool on);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void show(SDL_Surface * to);
};
public:
bool showing; //indicates if interface is active
CBuildingRect * hBuild; //highlighted building
SDL_Surface * townInt;
SDL_Surface * cityBg;
const CGTownInstance * town;
CStatusBar * statusbar;
CResDataBar *resdatabar;
unsigned char animval, count;
int winMode;//0=right-click popup, 1 = normal, 2 = town hall only, 3 = fort only;
CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
*status; //0 - already, 1 - can't, 2 - lack of resources
CTownInfo *hall,*fort,*market;
CDefEssential* bicons; //150x70 buildings imgs
CTownList * townlist;
CHeroGSlot hslotup, hslotdown;
AdventureMapButton *exit;
AdventureMapButton *split;
std::vector<CCreaInfo*> creainfo;//small icons of creatures (bottom-left corner);
std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
CCastleInterface(const CGTownInstance * Town, int listPos = 1); //c-tor
~CCastleInterface(); //d-tor
void castleTeleport(int where);
void townChange();
void keyPressed(const SDL_KeyboardEvent & key);
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void buildingClicked(int building);
void defaultBuildingClicked(int building);//for buildings with simple description + pic left-click messages
void enterFountain(int building);
void enterBlacksmith(int ArtifactID);//support for blacksmith + ballista yard
void enterTavern();
void enterMageGuild();
void splitClicked(); //for hero meeting (splitting stacks is handled by garrison int)
void showRecruitmentWindow( int level );
void enterHall();
void close();
void splitF();
void activate();
void deactivate();
void addBuilding(int bid);
void removeBuilding(int bid);
void recreateBuildings();
void recreateIcons();
};
/// Hall window where you can build things
class CHallInterface : public CIntObject
{
public:
CMinorResDataBar * resdatabar;
/// The building information box which gets shown by right-clicking on a building image
class CBuildingBox : public CIntObject
{
public:
int BID;
int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - already builded today, 6 - cannot afford, 7 - build, 8 - lack of requirements
//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
void hover(bool on);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void show(SDL_Surface * to);
CBuildingBox(int id); //c-tor
CBuildingBox(int id, int x, int y); //c-tor
~CBuildingBox(); //d-tor
};
/// The actual building window where you can decide to buy a building or not
class CBuildWindow: public CIntObject
{
public:
int tid, bid, state; //town id, building id, state
bool mode; // 0 - normal (with buttons), 1 - r-click popup
SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
AdventureMapButton *buy, *cancel;
void activate();
void deactivate();
std::string getTextForState(int state);
void clickRight(tribool down, bool previousState);
void show(SDL_Surface * to);
void Buy();
void close();
CBuildWindow(int Tid, int Bid, int State, bool Mode); //c-tor
~CBuildWindow(); //d-tor
};
std::vector< std::vector<CBuildingBox*> >boxes;
AdventureMapButton *exit;
SDL_Surface * bg; //background
int bid;//building ID
CHallInterface(CCastleInterface * owner); //c-tor
~CHallInterface(); //d-tor
void close();
void showAll(SDL_Surface * to);
void activate();
void deactivate();
};
/// The fort screen where you can afford units
class CFortScreen : public CIntObject
{
class RecArea : public CIntObject
{
public:
int level;
RecArea(int LEVEL):level(LEVEL){used = LCLICK | RCLICK;}; //c-tor
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
};
public:
CMinorResDataBar * resdatabar;
int fortSize;
AdventureMapButton *exit;
SDL_Surface * bg;
std::vector<Rect> positions;
std::vector<RecArea*> recAreas;
std::vector<CCreaturePic*> crePics;
CFortScreen(CCastleInterface * owner); //c-tor
void draw( CCastleInterface * owner, bool first);
~CFortScreen(); //d-tor
void close();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void activate();
void deactivate();
};
/// The mage guild screen where you can see which spells you have
class CMageGuildScreen : public CIntObject
{
public:
class Scroll : public CIntObject
{
public:
const CSpell *spell;
Scroll(const CSpell *Spell);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
};
std::vector<std::vector<SDL_Rect> > positions;
CPicture *bg;
AdventureMapButton *exit;
std::vector<Scroll *> spells;
CMinorResDataBar * resdatabar;
CMageGuildScreen(CCastleInterface * owner); //c-tor
~CMageGuildScreen(); //d-tor
void close();
};
/// The blacksmith window where you can buy one of the three war machines
class CBlacksmithDialog : public CIntObject
{
public:
AdventureMapButton *buy, *cancel;
CPicture *bmp; //background
CPicture *animBG;
CCreatureAnim * anim;
CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid); //c-tor
~CBlacksmithDialog(); //d-tor
void close();
};
#endif // __CCASTLEINTERFACE_H__