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https://github.com/vcmi/vcmi.git
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75f8c8b29a
* use smart pointers for almost all widget fields * use SDL2 texture for cursor * a lot af small tweaks and formatting * removed CompImage class, it is actually useless as long as regular SDLImage support margins * CGuiHandler: use smart pointers for [push|pop]Int
179 lines
5.9 KiB
C++
179 lines
5.9 KiB
C++
/*
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* CBattleInterfaceClasses.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 "../../lib/battle/BattleHex.h"
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#include "../windows/CWindowObject.h"
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struct SDL_Surface;
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class CGHeroInstance;
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class CBattleInterface;
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class CPicture;
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class CFilledTexture;
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class CButton;
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class CToggleButton;
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class CToggleGroup;
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class CLabel;
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class CTextBox;
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struct BattleResult;
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class CStack;
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namespace battle
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{
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class Unit;
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}
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class CAnimImage;
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class CPlayerInterface;
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/// Class which shows the console at the bottom of the battle screen and manages the text of the console
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class CBattleConsole : public CIntObject
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{
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private:
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std::vector< std::string > texts; //a place where texts are stored
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int lastShown; //last shown line of text
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public:
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std::string alterTxt; //if it's not empty, this text is displayed
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std::string ingcAlter; //alternative text set by in-game console - very important!
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int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
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CBattleConsole();
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void showAll(SDL_Surface * to = 0) override;
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bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
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void alterText(const std::string &text); //place string at alterTxt
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void eraseText(ui32 pos); //erases added text at position pos
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void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
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void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
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void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
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};
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/// Hero battle animation
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class CBattleHero : public CIntObject
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{
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void switchToNextPhase();
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public:
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bool flip; //false if it's attacking hero, true otherwise
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std::shared_ptr<CAnimation> animation;
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std::shared_ptr<CAnimation> flagAnimation;
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const CGHeroInstance * myHero; //this animation's hero instance
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const CBattleInterface * myOwner; //battle interface to which this animation is assigned
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int phase; //stage of animation
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int nextPhase; //stage of animation to be set after current phase is fully displayed
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int currentFrame, firstFrame, lastFrame; //frame of animation
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size_t flagAnim;
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ui8 animCount; //for flag animation
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void show(SDL_Surface * to) override; //prints next frame of animation to to
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void setPhase(int newPhase); //sets phase of hero animation
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override; //call-in
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void clickRight(tribool down, bool previousState) override; //call-in
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CBattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const CBattleInterface * owner);
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~CBattleHero();
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};
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class CHeroInfoWindow : public CWindowObject
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{
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private:
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std::vector<std::shared_ptr<CLabel>> labels;
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std::vector<std::shared_ptr<CAnimImage>> icons;
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public:
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CHeroInfoWindow(const InfoAboutHero & hero, Point * position);
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};
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/// Class which manages the battle options window
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class CBattleOptionsWindow : public WindowBase
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{
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private:
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CButton> setToDefault;
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std::shared_ptr<CButton> exit;
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std::shared_ptr<CToggleGroup> animSpeeds;
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std::vector<std::shared_ptr<CLabel>> labels;
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std::vector<std::shared_ptr<CToggleButton>> toggles;
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public:
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CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner);
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void bDefaultf(); //default button callback
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void bExitf(); //exit button callback
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};
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/// Class which is responsible for showing the battle result window
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class CBattleResultWindow : public WindowBase
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{
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private:
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std::shared_ptr<CPicture> background;
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std::vector<std::shared_ptr<CLabel>> labels;
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std::shared_ptr<CButton> exit;
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std::vector<std::shared_ptr<CAnimImage>> icons;
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std::shared_ptr<CTextBox> description;
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CPlayerInterface & owner;
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public:
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CBattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
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~CBattleResultWindow();
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void bExitf(); //exit button callback
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void activate() override;
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void show(SDL_Surface * to = 0) override;
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};
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/// Class which stands for a single hex field on a battlefield
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class CClickableHex : public CIntObject
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{
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private:
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
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ui32 myNumber; //number of hex in commonly used format
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bool accessible; //if true, this hex is accessible for units
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//CStack * ourStack;
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bool strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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CBattleInterface * myInterface; //interface that owns me
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static Point getXYUnitAnim(BattleHex hexNum, const CStack * creature, CBattleInterface * cbi); //returns (x, y) of left top corner of animation
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//for user interactions
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void hover (bool on) override;
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void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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CClickableHex();
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};
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/// Shows the stack queue
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class CStackQueue : public CIntObject
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{
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class StackBox : public CIntObject
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{
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public:
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CAnimImage> icon;
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std::shared_ptr<CLabel> amount;
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std::shared_ptr<CAnimImage> stateIcon;
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void setUnit(const battle::Unit * unit, size_t turn = 0);
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StackBox(CStackQueue * owner);
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};
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static const int QUEUE_SIZE = 10;
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std::shared_ptr<CFilledTexture> background;
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std::vector<std::shared_ptr<StackBox>> stackBoxes;
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CBattleInterface * owner;
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std::shared_ptr<CAnimation> icons;
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std::shared_ptr<CAnimation> stateIcons;
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public:
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const bool embedded;
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CStackQueue(bool Embedded, CBattleInterface * _owner);
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~CStackQueue();
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void update();
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};
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