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https://github.com/vcmi/vcmi.git
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2710017049
* presumably fixed crash occurring sometimes on battle end * fixed problems when attacking with two-hex creature another two-hex creature, when tile before our destination was blocked * minor changes
904 lines
28 KiB
C++
904 lines
28 KiB
C++
#ifndef __CPLAYERINTERFACE_H__
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#define __CPLAYERINTERFACE_H__
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#include "global.h"
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#include "CGameInterface.h"
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#include "SDL_framerate.h"
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#include <map>
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#include <list>
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#include <algorithm>
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#ifdef __GNUC__
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#define sprintf_s snprintf
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#endif
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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class CDefEssential;
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class AdventureMapButton;
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class CHighlightableButtonsGroup;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class CBattleInterface;
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class CStack;
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class SComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnimation;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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namespace boost
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{
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class mutex;
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class recursive_mutex;
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};
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struct Point
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{
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int x, y;
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//constructors
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Point(){};
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Point(int X, int Y)
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:x(X),y(Y)
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{};
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Point(const int3 &a)
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:x(a.x),y(a.y)
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{}
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Point operator+(const Point &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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Point& operator+=(const Point &b)
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{
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x += b.x;
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y += b.y;
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return *this;
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}
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Point operator-(const Point &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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Point& operator-=(const Point &b)
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{
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x -= b.x;
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y -= b.y;
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return *this;
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}
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bool operator<(const Point &b) const //product order
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{
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return x < b.x && y < b.y;
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}
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};
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struct Rect : public SDL_Rect
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{
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Rect()//default c-tor
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{
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x = y = w = h = -1;
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}
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Rect(int X, int Y, int W, int H) //c-tor
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{
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x = X;
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y = Y;
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w = W;
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h = H;
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}
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Rect(const SDL_Rect & r) //c-tor
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{
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x = r.x;
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y = r.y;
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w = r.w;
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h = r.h;
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}
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bool isIn(int qx, int qy) const //determines if given point lies inside rect
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{
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if (qx > x && qx<x+w && qy>y && qy<y+h)
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return true;
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return false;
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}
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bool isIn(const Point &q) const //determines if given point lies inside rect
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{
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return isIn(q.x,q.y);
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}
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Point topLeft() const //top left corner of this rect
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{
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return Point(x,y);
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}
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Point topRight() const //top right corner of this rect
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{
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return Point(x+w,y);
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}
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Point bottomLeft() const //bottom left corner of this rect
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{
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return Point(x,y+h);
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}
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Point bottomRight() const //bottom right corner of this rect
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{
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return Point(x+w,y+h);
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}
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Rect operator+(const Rect &p) const //moves this rect by p's rect position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect operator+(const Point &p) const //moves this rect by p's point position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect& operator=(const Rect &p) //assignment operator
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{
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x = p.x;
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y = p.y;
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w = p.w;
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h = p.h;
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return *this;
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}
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Rect& operator+=(const Rect &p) //works as operator+
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{
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x += p.x;
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y += p.y;
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return *this;
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}
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Rect operator&(const Rect &p) const //rect intersection
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{
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bool intersect = true;
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if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
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{
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intersect = false;
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}
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else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
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{
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intersect = false;
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}
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else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
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{
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intersect = false;
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}
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else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
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{
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intersect = false;
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}
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if(intersect)
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{
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Rect ret;
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ret.x = std::max(this->x, p.x);
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ret.y = std::max(this->y, p.y);
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Point bR; //bottomRight point of returned rect
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bR.x = std::min(this->w+this->x, p.w+p.x);
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bR.y = std::min(this->h+this->y, p.h+p.y);
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ret.w = bR.x - ret.x;
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ret.h = bR.y - ret.y;
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return ret;
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}
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else
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{
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return Rect();
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}
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}
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};
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class IShowable
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{
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public:
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virtual void show(SDL_Surface * to = NULL)=0;
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virtual ~IShowable(){};
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};
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class IStatusBar
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{
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public:
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virtual ~IStatusBar(){}; //d-tor
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virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
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virtual void clear()=0;//clears statusbar and refreshes
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virtual void show()=0; //shows statusbar (with current text)
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virtual std::string getCurrent()=0; //returns currently displayed text
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};
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class IActivable
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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virtual ~IActivable(){};
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};
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class IShowActivable : public IShowable, public IActivable
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{
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public:
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virtual ~IShowActivable(){};
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};
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class CMainInterface : public IShowActivable
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{
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public:
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IShowActivable *subInt;
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};
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class CIntObject //interface object
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{
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public:
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Rect pos; //position of object on the screen
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int ID; //object uniqe ID, rarely (if at all) used
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//virtual bool isIn(int x, int y)
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//{
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// return pos.isIn(x,y);
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//}
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virtual ~CIntObject(){}; //d-tor
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};
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class CSimpleWindow : public virtual CIntObject, public IShowable
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{
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public:
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SDL_Surface * bitmap;
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CIntObject * owner; //who made this window
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virtual void show(SDL_Surface * to = NULL);
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CSimpleWindow():bitmap(NULL),owner(NULL){}; //c-tor
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virtual ~CSimpleWindow(); //d-tor
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};
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class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
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{
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public:
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int bitmapOffset; //TODO: comment me
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int type; //advmapbutton=2 //TODO: comment me
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bool abs;//TODO: comment me
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bool active; //if true, this button is active and can be pressed
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bool notFreeButton; //TODO: comment me
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CIntObject * ourObj; // "owner"
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int state; //TODO: comment me
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std::vector< std::vector<SDL_Surface*> > imgs; //images for this button
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int curimg; //curently displayed image from imgs
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate()=0;
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virtual void deactivate()=0;
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CButtonBase(); //c-tor
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virtual ~CButtonBase(); //d-tor
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};
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class ClickableL : public virtual CIntObject //for left-clicks
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{
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public:
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bool pressedL; //for determining if object is L-pressed
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ClickableL(); //c-tor
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virtual ~ClickableL();//{};
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virtual void clickLeft (boost::logic::tribool down)=0;
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virtual void activate();
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virtual void deactivate();
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};
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class ClickableR : public virtual CIntObject //for right-clicks
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{
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public:
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bool pressedR; //for determining if object is R-pressed
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ClickableR(); //c-tor
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virtual ~ClickableR();//{};
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virtual void clickRight (boost::logic::tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class Hoverable : public virtual CIntObject
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{
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public:
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Hoverable(){hovered=false;} //c-tor
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virtual ~Hoverable();//{}; //d-tor
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bool hovered; //for determining if object is hovered
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virtual void hover (bool on)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class KeyInterested : public virtual CIntObject
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{
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public:
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virtual ~KeyInterested();//{};
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virtual void keyPressed(const SDL_KeyboardEvent & key)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class KeyShortcut : public KeyInterested, public ClickableL
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{
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public:
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std::set<int> assignedKeys;
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KeyShortcut(){}; //c-tor
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KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
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KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
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virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
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};
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class MotionInterested: public virtual CIntObject
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{
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public:
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bool strongInterest; //if true - report all mouse movements, if not - only when hovered
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MotionInterested(){strongInterest=false;};
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virtual ~MotionInterested(){};
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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class TimeInterested: public virtual CIntObject
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{
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public:
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virtual ~TimeInterested(){}; //d-tor
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int toNextTick;
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virtual void tick()=0;
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virtual void activate();
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virtual void deactivate();
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};
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class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{ //window able to delete its components when closed
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public:
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bool delComps; //whether comps will be deleted
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std::vector<AdventureMapButton *> buttons;
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std::vector<SComponent*> components;
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virtual void close();
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virtual void show(SDL_Surface * to = NULL);
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void activate();
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void deactivate();
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CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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};
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class CSelWindow : public CInfoWindow //component selection window
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{ //warning - this window deletes its components by closing!
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public:
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void selectionChange(unsigned to);
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void close();
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CSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> &comps, std::vector<std::pair<std::string,boost::function<void()> > > &Buttons); //c-tor
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CSelWindow(){}; //c-tor
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//notification - this class inherits important destructor from CInfoWindow
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};
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class CRClickPopup : public IShowable, public ClickableR //popup displayed on R-click
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{
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public:
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virtual void activate();
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virtual void deactivate();
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virtual void close()=0;
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void clickRight (boost::logic::tribool down);
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virtual ~CRClickPopup(){}; //d-tor
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
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void close();
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void show(SDL_Surface * to = NULL);
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CInfoPopup(){free=false;bitmap=NULL;} //default c-tor
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~CInfoPopup(){}; //d-tor
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};
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class SComponent : public ClickableR //common popup window component
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck
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} type; //component type
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int subtype; //TODO: comment me
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int val; //TODO: comment me
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std::string description; //r-click
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std::string subtitle; //TODO: comment me
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void init(Etype Type, int Subtype, int Val);
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SComponent(Etype Type, int Subtype, int Val); //c-tor
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SComponent(const Component &c); //c-tor
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SComponent(){}; //c-tor
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virtual ~SComponent(){}; //d-tor
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void clickRight (boost::logic::tribool down); //call-in
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virtual SDL_Surface * getImg();
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate();
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virtual void deactivate();
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};
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class CCustomImgComponent : public SComponent
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{
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public:
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bool free; //should surface be freed on delete
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SDL_Surface *bmp; //our image
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SDL_Surface * getImg();
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CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor
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~CCustomImgComponent(); //d-tor
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};
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class CSelectableComponent : public SComponent, public KeyShortcut
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{
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public:
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bool selected; //if true, this component is selected
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bool customB; //TODO: comment me
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SDL_Surface * border, *myBitmap;
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boost::function<void()> onSelect; //function called on selection change
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void clickLeft(boost::logic::tribool down); //call-in
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void init(SDL_Surface * Border);
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CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
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CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
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~CSelectableComponent(); //d-tor
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virtual void show(SDL_Surface * to = NULL);
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void activate();
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void deactivate();
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void select(bool on);
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SDL_Surface * getImg(); //returns myBitmap
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};
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class CGarrisonInt;
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class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
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{
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public:
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CGarrisonInt *owner;
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const CCreature * creature; //creature in slot
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int count; //number of creatures
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int upg; //0 - up garrison, 1 - down garrison
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bool active; //TODO: comment me
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virtual void hover (bool on); //call-in
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const CArmedInstance * getObj();
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void clickRight (boost::logic::tribool down);
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void clickLeft(boost::logic::tribool down);
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void activate();
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void deactivate();
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void show();
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
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~CGarrisonSlot();
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};
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class CGarrisonInt :public CIntObject
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{
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public:
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int interx, intery; //intervals between slots
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CGarrisonSlot *highlighted; //choosen slot
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SDL_Surface *&sur; //TODO: comment me
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int offx, offy, p2; //TODO: comment me
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bool ignoreEvent, update, active, splitting, pb;
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const CCreatureSet *set1; //top set of creatures
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const CCreatureSet *set2; //bottom set of creatures
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std::vector<CGarrisonSlot*> *sup, *sdown; //TODO: comment me
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const CArmedInstance *oup, *odown; //TODO: comment me
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void activate();
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void deactivate();
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void show();
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void activeteSlots();
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void deactiveteSlots();
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void deleteSlots();
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void createSlots();
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void recreateSlots();
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void splitClick(); //handles click on split button
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void splitStacks(int am2); //TODO: comment me
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CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *&pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL); //c-tor
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~CGarrisonInt(); //d-tor
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};
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class CPlayerInterface : public CGameInterface
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{
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public:
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//minor interfaces
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CondSh<bool> *showingDialog; //indicates if dialog box is displayed
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boost::recursive_mutex *pim; //locks read/write of this
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bool makingTurn; //indicates if player is already making his turn
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int heroMoveSpeed; //speed of player's hero movement
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void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;} //set for the member above
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int mapScrollingSpeed; //map scrolling speed
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void setMapScrollingSpeed(int newSpeed) {mapScrollingSpeed = newSpeed;} //set the member above
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SDL_Event * current; //current event
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CMainInterface *curint;
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CAdvMapInt * adventureInt;
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CCastleInterface * castleInt;
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CBattleInterface * battleInt;
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FPSmanager * mainFPSmng;
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IStatusBar *statusbar; //advmap statusbar; should it be used by other windows with statusbar?
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//to commucate with engine
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CCallback * cb;
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const BattleAction *curAction;
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bool stillMoveHero;
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std::list<CInfoWindow *> dialogs;
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//GUI elements
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std::list<ClickableL*> lclickable;
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std::list<ClickableR*> rclickable;
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std::list<Hoverable*> hoverable;
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std::list<KeyInterested*> keyinterested;
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std::list<MotionInterested*> motioninterested;
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std::list<TimeInterested*> timeinterested;
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std::vector<IShowable*> objsToBlit;
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//overloaded funcs from CGameInterface
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void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
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void garrisonChanged(const CGObjectInstance * obj);
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void heroArtifactSetChanged(const CGHeroInstance*hero);
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void heroCreated(const CGHeroInstance* hero);
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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void heroInGarrisonChange(const CGTownInstance *town);
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void heroKilled(const CGHeroInstance* hero);
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void heroMoved(const HeroMoveDetails & details);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void heroManaPointsChanged(const CGHeroInstance * hero);
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void heroMovePointsChanged(const CGHeroInstance * hero);
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
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void receivedResource(int type, int val);
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components);
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void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
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void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
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void tileHidden(const std::set<int3> &pos);
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void tileRevealed(const std::set<int3> &pos);
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void yourTurn();
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void availableCreaturesChanged(const CGTownInstance *town);
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void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
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void serialize(COSer<CSaveFile> &h, const int version); //saving
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void serialize(CISer<CLoadFile> &h, const int version); //loading
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//for battles
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void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(int stackID); //called when it's turn of that stack
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void battleAttack(BattleAttack *ba); //stack performs attack
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void battleEnd(BattleResult *br); //end of battle
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void battleResultQuited();
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void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(int ID, int dest, int distance, bool end);
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void battleSpellCasted(SpellCasted *sc);
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void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
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void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
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void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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//-------------//
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bool shiftPressed() const;
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void redrawHeroWin(const CGHeroInstance * hero);
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void updateWater();
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void showComp(SComponent comp); //TODO: comment me
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void openTownWindow(const CGTownInstance * town); //shows townscreen
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void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
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SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero
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void handleEvent(SDL_Event * sEvent);
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void handleKeyDown(SDL_Event *sEvent);
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void handleKeyUp(SDL_Event *sEvent);
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void handleMouseMotion(SDL_Event *sEvent);
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void init(ICallback * CB);
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int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
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void removeObjToBlit(IShowable* obj);
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void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, bool deactivateCur=true);
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void showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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bool moveHero(const CGHeroInstance *h, CPath * path);
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CPlayerInterface(int Player, int serial);//c-tor
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~CPlayerInterface();//d-tor
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//////////////////////////////////////////////////////////////////////////
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template <typename Handler> void serializeTempl(Handler &h, const int version);
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};
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class CStatusBar
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: public CIntObject, public IStatusBar
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|
{
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public:
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SDL_Surface * bg; //background
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int middlex, middley; //middle of statusbar
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std::string current; //text currently printed
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CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
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~CStatusBar(); //d-tor
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void print(const std::string & text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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void show(); //shows statusbar (with current text)
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std::string getCurrent(); //getter for current
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};
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class CList
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
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{
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public:
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SDL_Surface * bg; //background bitmap
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CDefHandler *arrup, *arrdo; //button arrows for scrolling list
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SDL_Surface *empty, *selection;
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SDL_Rect arrupp, arrdop; //positions of arrows
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int posw, posh; //position width/height
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int selected, //id of selected position, <0 if none
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from;
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const int SIZE; //size of list
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boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
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CList(int Size = 5); //c-tor
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void clickLeft(boost::logic::tribool down);
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void activate();
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void deactivate();
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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
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virtual void genList()=0;
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virtual void select(int which)=0;
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virtual void draw()=0;
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};
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class CHeroList
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: public CList
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|
{
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public:
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CDefHandler *mobile, *mana; //mana and movement indicators
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std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
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int posmobx, posporx, posmanx, posmoby, pospory, posmany;
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CHeroList(int Size); //c-tor
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int getPosOfHero(const CArmedInstance* h); //hero's position on list
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void genList();
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void select(int which); //call-in
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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void clickLeft(boost::logic::tribool down); //call-in
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void clickRight(boost::logic::tribool down); //call-in
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void hover (bool on); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
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void updateMove(const CGHeroInstance* which); //draws move points bar
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void redrawAllOne(int which); //not imeplemented
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void draw();
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|
void init();
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|
};
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|
|
class CTownList
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|
: public CList
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|
{
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|
public:
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|
boost::function<void()> fun; //function called on selection change
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|
std::vector<const CGTownInstance*> items; //towns on list
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|
int posporx,pospory;
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CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
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|
~CTownList(); //d-tor
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|
void genList();
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|
void select(int which); //call-in
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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|
void clickLeft(boost::logic::tribool down); //call-in
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|
void clickRight(boost::logic::tribool down); //call-in
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|
void hover (bool on); //call-in
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|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
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|
void draw();
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|
};
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|
|
class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
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|
{
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|
public:
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|
bool big; //big => 100x130; !big => 100x120
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|
CCreature *c; //which creature's picture
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|
CCreatureAnimation *anim; //displayed animation
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|
CCreaturePic(CCreature *cre, bool Big=true); //c-tor
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|
~CCreaturePic(); //d-tor
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|
int blitPic(SDL_Surface *to, int x, int y, bool nextFrame); //prints creature on screen
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|
SDL_Surface * getPic(bool nextFrame); //returns frame of animation
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|
};
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|
|
|
class CRecrutationWindow : public IShowable, public ClickableL, public ClickableR
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|
{
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|
public:
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|
struct creinfo
|
|
{
|
|
SDL_Rect pos;
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|
CCreaturePic *pic; //creature's animation
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|
int ID, amount; //creature ID and available amount
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|
std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
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|
};
|
|
std::vector<int> amounts; //how many creatures we can afford
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|
std::vector<creinfo> creatures; //recruitable creatures
|
|
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
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|
CSlider *slider; //for selecting amount
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|
AdventureMapButton *max, *buy, *cancel;
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|
SDL_Surface *bitmap; //background
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|
CStatusBar *bar;
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|
int which; //which creature is active
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|
|
|
void close();
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|
void Max();
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|
void Buy();
|
|
void Cancel();
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|
void sliderMoved(int to);
|
|
void clickLeft(boost::logic::tribool down);
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|
void clickRight(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> //c-tor
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|
~CRecrutationWindow(); //d-tor
|
|
};
|
|
|
|
class CSplitWindow : public IShowable, public KeyInterested, public ClickableL
|
|
{
|
|
public:
|
|
CGarrisonInt *gar;
|
|
CSlider *slider;
|
|
CCreaturePic *anim; //creature's animation
|
|
AdventureMapButton *ok, *cancel;
|
|
SDL_Surface *bitmap; //background
|
|
int a1, a2, c; //TODO: comment me
|
|
bool which; //TODO: comment me
|
|
int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions
|
|
|
|
CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack
|
|
~CSplitWindow(); //d-tor
|
|
void activate();
|
|
void split();
|
|
void close();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
void clickLeft(boost::logic::tribool down); //call-in
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
void sliderMoved(int to);
|
|
};
|
|
|
|
class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
|
|
{
|
|
public:
|
|
bool active; //TODO: comment me
|
|
int type;//0 - rclick popup; 1 - normal window
|
|
SDL_Surface *bitmap; //background
|
|
char anf; //TODO: comment me
|
|
std::string count; //creature count in text format
|
|
|
|
boost::function<void()> dsm; //TODO: comment me
|
|
CCreaturePic *anim;
|
|
CCreature *c;
|
|
CInfoWindow *dependant; //it may be dialog asking whther upgrade/dismiss stack (if opened)
|
|
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
|
|
|
|
AdventureMapButton *dismiss, *upgrade, *ok;
|
|
CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //c-tor
|
|
~CCreInfoWindow(); //d-tor
|
|
void activate();
|
|
void close();
|
|
void clickRight(boost::logic::tribool down); //call-in
|
|
void dismissF();
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
void onUpgradeYes();
|
|
void onUpgradeNo();
|
|
};
|
|
|
|
class CLevelWindow : public IShowable, public CIntObject
|
|
{
|
|
public:
|
|
int heroType;
|
|
SDL_Surface *bitmap; //background
|
|
std::vector<CSelectableComponent *> comps; //skills to select
|
|
AdventureMapButton *ok;
|
|
boost::function<void(ui32)> cb;
|
|
|
|
void close();
|
|
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor
|
|
~CLevelWindow(); //d-tor
|
|
void activate();
|
|
void deactivate();
|
|
void selectionChanged(unsigned to);
|
|
void show(SDL_Surface * to = NULL);
|
|
};
|
|
|
|
class CMinorResDataBar : public IShowable, public CIntObject
|
|
{
|
|
public:
|
|
SDL_Surface *bg; //background bitmap
|
|
void show(SDL_Surface * to=NULL);
|
|
CMinorResDataBar(); //c-tor
|
|
~CMinorResDataBar(); //d-tor
|
|
};
|
|
|
|
class CMarketplaceWindow : public IShowActivable, public CIntObject
|
|
{
|
|
public:
|
|
class CTradeableItem : public ClickableL
|
|
{
|
|
public:
|
|
int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag
|
|
int id;
|
|
bool left;
|
|
CFunctionList<void()> callback;
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to=NULL);
|
|
void clickLeft(boost::logic::tribool down);
|
|
SDL_Surface *getSurface();
|
|
CTradeableItem(int Type, int ID, bool Left);
|
|
};
|
|
|
|
SDL_Surface *bg; //background
|
|
std::vector<CTradeableItem*> left, right;
|
|
std::vector<std::string> rSubs; //offer caption
|
|
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
|
|
|
|
int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
|
|
r1, r2; //TODO: comment me
|
|
AdventureMapButton *ok, *max, *deal;
|
|
CSlider *slider;
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to=NULL);
|
|
void setMax();
|
|
void sliderMoved(int to);
|
|
void makeDeal();
|
|
void selectionChanged(bool side); //true == left
|
|
CMarketplaceWindow(int Mode=0); //c-tor
|
|
~CMarketplaceWindow(); //d-tor
|
|
void setMode(int mode); //mode setter
|
|
void clear();
|
|
};
|
|
|
|
class CSystemOptionsWindow : public IShowActivable, public CIntObject
|
|
{
|
|
private:
|
|
SDL_Surface * background; //background of window
|
|
AdventureMapButton *load, *save, *restart, *mainMenu, * quitGame, * backToMap; //load, restart and main menu are not used yet
|
|
CHighlightableButtonsGroup * heroMoveSpeed;
|
|
CHighlightableButtonsGroup * mapScrollSpeed;
|
|
public:
|
|
CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
|
|
~CSystemOptionsWindow(); //d-tor
|
|
|
|
//functions bound to buttons
|
|
void bsavef(); //save game
|
|
void bquitf(); //quit game
|
|
void breturnf(); //return to game
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
};
|
|
|
|
class CTavernWindow : public IShowActivable, public CIntObject
|
|
{
|
|
public:
|
|
class HeroPortrait : public ClickableL, public ClickableR, public Hoverable
|
|
{
|
|
public:
|
|
std::string hoverName;
|
|
vstd::assigner<int,int> as;
|
|
const CGHeroInstance *h;
|
|
void activate();
|
|
void deactivate();
|
|
void clickLeft(boost::logic::tribool down);
|
|
void clickRight(boost::logic::tribool down);
|
|
void hover (bool on);
|
|
HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
|
|
void show(SDL_Surface * to = NULL);
|
|
} h1, h2; //recruitable heroes
|
|
|
|
SDL_Surface *bg; //background
|
|
CStatusBar *bar;
|
|
int selected;//0 (left) or 1 (right)
|
|
|
|
AdventureMapButton *thiefGuild, *cancel, *recruit;
|
|
|
|
CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip); //c-tor
|
|
~CTavernWindow(); //d-tor
|
|
|
|
void recruitb();
|
|
void close();
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
};
|
|
|
|
extern CPlayerInterface * LOCPLINT;
|
|
|
|
|
|
#endif // __CPLAYERINTERFACE_H__
|