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vcmi/client/battle/BattleWindow.h
2022-12-21 18:04:19 +02:00

97 lines
2.4 KiB
C++

/*
* BattleWindow.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 "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
VCMI_LIB_NAMESPACE_END
class CButton;
class BattleInterface;
class BattleConsole;
class BattleRenderer;
class StackQueue;
/// GUI object that handles functionality of panel at the bottom of combat screen
class BattleWindow : public WindowBase
{
BattleInterface & owner;
std::shared_ptr<StackQueue> queue;
std::shared_ptr<BattleConsole> console;
std::shared_ptr<CPicture> menuTactics;
std::shared_ptr<CPicture> menuBattle;
std::shared_ptr<CButton> bOptions;
std::shared_ptr<CButton> bSurrender;
std::shared_ptr<CButton> bFlee;
std::shared_ptr<CButton> bAutofight;
std::shared_ptr<CButton> bSpell;
std::shared_ptr<CButton> bWait;
std::shared_ptr<CButton> bDefence;
std::shared_ptr<CButton> bConsoleUp;
std::shared_ptr<CButton> bConsoleDown;
std::shared_ptr<CButton> btactNext;
std::shared_ptr<CButton> btactEnd;
/// button press handling functions
void bOptionsf();
void bSurrenderf();
void bFleef();
void bAutofightf();
void bSpellf();
void bWaitf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
void bTacticNextStack();
void bTacticPhaseEnd();
/// functions for handling actions after they were confirmed by popup window
void reallyFlee();
void reallySurrender();
/// Toggle StackQueue visibility
void hideQueue();
void showQueue();
public:
BattleWindow(BattleInterface & owner );
~BattleWindow();
/// Closes window once battle finished (explicit declaration to move into public visibility)
using WindowBase::close;
/// block all UI elements when player is not allowed to act, e.g. during enemy turn
void blockUI(bool on);
/// Refresh queue after turn order changes
void updateQueue();
void activate() override;
void deactivate() override;
void keyPressed(const SDL_KeyboardEvent & key) override;
void clickRight(tribool down, bool previousState) override;
void show(SDL_Surface *to) override;
void showAll(SDL_Surface *to) override;
/// Toggle UI to displaying tactics phase
void tacticPhaseStarted();
/// Toggle UI to displaying battle log in place of tactics UI
void tacticPhaseEnded();
};