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