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https://github.com/vcmi/vcmi.git
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7e12926baa
* water won't blink behind shipyard in the Castle * in the townlist in castle selected town will by placed on the 2nd place (not 3rd) * fixed memory leaks * properly displaying two-hex creatures in recruit/split/info window * minor improvements
132 lines
3.7 KiB
C++
132 lines
3.7 KiB
C++
#pragma once
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#include "global.h"
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#include "SDL.h"
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#include "CPlayerInterface.h"
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//#include "boost/tuple/tuple.hpp"
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class CGTownInstance;
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class CTownHandler;
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class CHallInterface;
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struct Structure;
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class AdventureMapButton;
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class CBuildingRect : public Hoverable, public MotionInterested, public ClickableL, public ClickableR//, public TimeInterested
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{
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public:
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bool moi; //motion interested is active
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int offset, max; //first and last animation frame
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Structure* str;
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CDefHandler* def;
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SDL_Surface* border;
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SDL_Surface* area;
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CBuildingRect(Structure *Str);
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~CBuildingRect();
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void activate();
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void deactivate();
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bool operator<(const CBuildingRect & p2) const;
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void hover(bool on);
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void clickLeft (tribool down);
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void clickRight (tribool down);
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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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};
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class CCastleInterface : public IShowable, public IActivable
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{
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public:
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bool showing;
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CBuildingRect * hBuild; //highlighted building
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SDL_Surface * townInt;
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SDL_Surface * cityBg;
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const CGTownInstance * town;
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CStatusBar * statusbar;
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CHallInterface * hallInt;
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unsigned char animval, count;
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CDefHandler *hall,*fort, *flag;
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CDefEssential* bicons; //150x70 buildings imgs
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CTownList * townlist;
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CGarrisonInt * garr;
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AdventureMapButton *exit;
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AdventureMapButton *split;
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std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
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CCastleInterface(const CGTownInstance * Town, bool Activate=true);
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~CCastleInterface();
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void townChange();
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void show(SDL_Surface * to=NULL);
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void showAll(SDL_Surface * to=NULL);
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void buildingClicked(int building);
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void enterHall();
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void close();
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void splitF();
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void activate();
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void deactivate();
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void addBuilding(int bid);
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void removeBuilding(int bid);
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void recreateBuildings();
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};
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class CHallInterface : public IShowable, public IActivable
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{
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public:
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class CResDataBar : public IShowable, public CIntObject
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{
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public:
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SDL_Surface *bg;
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void show(SDL_Surface * to=NULL);
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CResDataBar();
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~CResDataBar();
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} resdatabar;
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class CBuildingBox : public Hoverable, public ClickableL, public ClickableR
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{
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public:
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int BID;
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int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
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void hover(bool on);
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void clickLeft (tribool down);
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void clickRight (tribool down);
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void show(SDL_Surface * to=NULL);
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void activate();
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void deactivate();
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CBuildingBox(int id);
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CBuildingBox(int id, int x, int y);
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~CBuildingBox();
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};
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class CBuildWindow: public IShowable, public ClickableR
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{
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public:
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int tid, bid, state; //town id, building id, state
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bool mode; // 0 - normal (with buttons), 1 - r-click popup
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SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
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AdventureMapButton *buy, *cancel;
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void activate();
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void deactivate();
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std::string getTextForState(int state);
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void clickRight (tribool down);
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void show(SDL_Surface * to=NULL);
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void Buy();
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void close();
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CBuildWindow(int Tid, int Bid, int State, bool Mode);
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~CBuildWindow();
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};
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CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
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*status; //0 - already, 1 - can't, 2 - lack of resources
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std::vector< std::vector<CBuildingBox*> >boxes;
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AdventureMapButton *exit;
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SDL_Surface * bg;
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CHallInterface(CCastleInterface * owner);
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~CHallInterface();
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void close();
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void show(SDL_Surface * to=NULL);
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void activate();
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void deactivate();
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}; |