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