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vcmi/client/widgets/CArtifactHolder.h
Alexander Shishkin 5c09f751b3 Gui cleanup3 - UI refactoring to use smart pointers (#440)
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +07:00

190 lines
6.4 KiB
C++

/*
* CArtifactHolder.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 "MiscWidgets.h"
class CArtifactsOfHero;
class CAnimImage;
class CButton;
struct ArtifactLocation;
class CArtifactHolder
{
public:
CArtifactHolder();
virtual void artifactRemoved(const ArtifactLocation &artLoc)=0;
virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0;
virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0;
virtual void artifactAssembled(const ArtifactLocation &artLoc)=0;
};
class CArtPlace : public LRClickableAreaWTextComp
{
protected:
std::shared_ptr<CAnimImage> image;
virtual void createImage()=0;
public:
const CArtifactInstance * ourArt; // should be changed only with setArtifact()
CArtPlace(Point position, const CArtifactInstance * Art = nullptr);
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
virtual void setArtifact(const CArtifactInstance *art)=0;
};
class CCommanderArtPlace : public CArtPlace
{
protected:
const CGHeroInstance * commanderOwner;
ArtifactPosition commanderSlotID;
void createImage() override;
void returnArtToHeroCallback();
public:
CCommanderArtPlace(Point position, const CGHeroInstance * commanderOwner, ArtifactPosition artSlot, const CArtifactInstance * Art = nullptr);
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
virtual void setArtifact(const CArtifactInstance * art) override;
};
/// Artifacts can be placed there. Gets shown at the hero window
class CHeroArtPlace: public CArtPlace
{
std::shared_ptr<CAnimImage> selection;
void createImage() override;
public:
// consider these members as const - change them only with appropriate methods e.g. lockSlot()
bool locked;
bool picked;
bool marked;
ArtifactPosition slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START
CArtifactsOfHero * ourOwner;
CHeroArtPlace(Point position, const CArtifactInstance * Art = nullptr);
void lockSlot(bool on);
void pickSlot(bool on);
void selectSlot(bool on);
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void select();
void deselect();
void showAll(SDL_Surface * to) override;
bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here
void setMeAsDest(bool backpackAsVoid = true);
void setArtifact(const CArtifactInstance *art) override;
static bool askToAssemble(const CArtifactInstance *art, ArtifactPosition slot,
const CGHeroInstance *hero);
};
/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
class CArtifactsOfHero : public CIntObject
{
public:
using ArtPlacePtr = std::shared_ptr<CHeroArtPlace>;
using ArtPlaceMap = std::map<ArtifactPosition, ArtPlacePtr>;
struct SCommonPart
{
struct Artpos
{
ArtifactPosition slotID;
const CArtifactsOfHero *AOH;
const CArtifactInstance *art;
Artpos();
void clear();
void setTo(const CHeroArtPlace *place, bool dontTakeBackpack);
bool valid();
bool operator==(const ArtifactLocation &al) const;
} src, dst;
std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
void reset();
};
std::shared_ptr<SCommonPart> 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
bool updateState; // Whether the commonInfo should be updated on setHero or not.
std::shared_ptr<CButton> leftArtRoll;
std::shared_ptr<CButton> rightArtRoll;
bool allowedAssembling;
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
std::function<void(CHeroArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
void artifactRemoved(const ArtifactLocation &al);
void artifactAssembled(const ArtifactLocation &al);
void artifactDisassembled(const ArtifactLocation &al);
ArtPlacePtr getArtPlace(int slot);//may return null
void setHero(const CGHeroInstance * hero);
const CGHeroInstance *getHero() const;
void dispose(); //free resources not needed after closing windows and reset state
void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
void safeRedraw();
void markPossibleSlots(const CArtifactInstance* art);
void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs
void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
void updateWornSlots (bool redrawParent = true);
void updateSlot(ArtifactPosition i);
CArtifactsOfHero(const Point& position, bool createCommonPart = false);
//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
CArtifactsOfHero(ArtPlaceMap ArtWorn, std::vector<ArtPlacePtr> Backpack,
std::shared_ptr<CButton> leftScroll, std::shared_ptr<CButton> rightScroll, bool createCommonPart = false);
~CArtifactsOfHero();
void updateParentWindow();
friend class CHeroArtPlace;
private:
const CGHeroInstance * curHero;
ArtPlaceMap artWorn;
std::vector<ArtPlacePtr> backpack; //hero's visible backpack (only 5 elements!)
int backpackPos; //number of first art visible in backpack (in hero's vector)
void eraseSlotData(ArtPlacePtr artPlace, ArtifactPosition slotID);
void setSlotData(ArtPlacePtr artPlace, ArtifactPosition slotID);
};
class CWindowWithArtifacts : public CArtifactHolder
{
std::vector<std::weak_ptr<CArtifactsOfHero>> artSets;
public:
void addSet(std::shared_ptr<CArtifactsOfHero> artSet);
std::shared_ptr<CArtifactsOfHero::SCommonPart> getCommonPart();
void artifactRemoved(const ArtifactLocation &artLoc) override;
void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc) override;
void artifactDisassembled(const ArtifactLocation &artLoc) override;
void artifactAssembled(const ArtifactLocation &artLoc) override;
};