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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/CAdvmapInterface.h
Michał W. Urbańczyk 7722d058f0 Fixed issues reported by Zamolxis:
* dismiss Hero works blocked in the castles
* the backpack scrollable arrows aren't available (yellow, clickable) even when backpack is empty.
* added missing info texts for buttons in hero window (and added functionality of enable tactic formations button)
* can select (single click) and enter castle (double click) from the map. Same for hero.
* Hero gets automatically selected after End Turn 
* Hero is automatically selected when exiting town
* In Garrison or Hero army: units are selected when we first click on them
Fixed (at least partially) also a problem with disappearing path
2008-08-28 17:36:34 +00:00

177 lines
4.5 KiB
C++

#ifndef CADVENTUREMAPINTERFACE_H
#define CADVENTUREMAPINTERFACE_H
#include <typeinfo>
#include "global.h"
#include "SDL.h"
#include "CPlayerInterface.h"
#include <map>
#include "AdventureMapButton.h"
class CDefHandler;
class CCallback;
struct CPath;
class CAdvMapInt;
class CGHeroInstance;
class CGTownInstance;
class CHeroWindow;
/*****************************/
class CMinimap
: public ClickableL, public ClickableR, public Hoverable, public MotionInterested, public virtual CIntObject
{
public:
SDL_Surface * radar;
SDL_Surface * temps;
std::map<int,SDL_Color> colors;
std::map<int,SDL_Color> colorsBlocked;
std::vector<SDL_Surface *> map, FoW; //one bitmap for each level (terrain, Fog of War)
//TODO flagged buildings
std::string statusbarTxt, rcText;
CMinimap(bool draw=true);
void draw();
void redraw(int level=-1);// (level==-1) => redraw all levels
void updateRadar();
void clickRight (tribool down);
void clickLeft (tribool down);
void hover (bool on);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void activate(); // makes button active
void deactivate(); // makes button inactive (but don't deletes)
void hideTile(int3 pos); //puts FoW
void showTile(int3 pos); //removes FoW
};
class CTerrainRect
: public ClickableL, public ClickableR, public Hoverable, public virtual CIntObject, public KeyInterested,
public MotionInterested
{
public:
int tilesw, tilesh;
int3 curHoveredTile;
CDefHandler * arrows;
CTerrainRect();
CPath * currentPath;
void activate();
void deactivate();
void clickLeft(tribool down);
void clickRight(tribool down);
void hover(bool on);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void keyPressed (SDL_KeyboardEvent & key);
void show();
void showPath();
int3 whichTileIsIt(int x, int y); //x,y are cursor position
int3 whichTileIsIt(); //uses current cursor pos
};
class CResDataBar
:public ClickableR, public virtual CIntObject
{
public:
SDL_Surface * bg;
std::vector<std::pair<int,int> > txtpos;
std::string datetext;
void clickRight (tribool down);
void activate();
void deactivate();
CResDataBar();
~CResDataBar();
void draw();
};
class CInfoBar
:public virtual CIntObject, public TimeInterested
{
public:
CDefHandler *day, *week1, *week2, *week3, *week4;
SComponent * current;
int mode;
int pom;
CInfoBar();
~CInfoBar();
void newDay(int Day);
void showComp(SComponent * comp, int time=5000);
void tick();
void draw(const CGObjectInstance * specific=NULL); // if specific==0 function draws info about selected hero/town
void blitAnim(int mode);//0 - day, 1 - week
CDefHandler * getAnim(int mode);
};
/*****************************/
class CAdvMapInt : public CMainInterface //adventure map interface
{
public:
CAdvMapInt(int Player);
~CAdvMapInt();
int3 position; //top left corner of visible map part
int player;
std::vector<CDefHandler *> gems;
bool scrollingLeft ;
bool scrollingRight ;
bool scrollingUp ;
bool scrollingDown ;
bool updateScreen, updateMinimap ;
unsigned char anim, animValHitCount; //animation frame
unsigned char heroAnim, heroAnimValHitCount; //animation frame
CMinimap minimap;
SDL_Surface * bg;
AdventureMapButton kingOverview,//- kingdom overview
underground,//- underground switch
questlog,//- questlog
sleepWake, //- sleep/wake hero
moveHero, //- move hero
spellbook,//- spellbook
advOptions, //- adventure options
sysOptions,//- system options
nextHero, //- next hero
endTurn;//- end turn
//CHeroList herolist;
CTerrainRect terrain; //visible terrain
CStatusBar statusbar;
CResDataBar resdatabar;
CHeroList heroList;
CTownList townList;
CInfoBar infoBar;
CHeroWindow * heroWindow;
const CArmedInstance *selection;
//fuctions binded to buttons
void fshowOverview();
void fswitchLevel();
void fshowQuestlog();
void fsleepWake();
void fmoveHero();
void fshowSpellbok();
void fadventureOPtions();
void fsystemOptions();
void fnextHero();
void fendTurn();
void activate();
void deactivate();
void show(SDL_Surface * to=NULL); //shows and activates adv. map interface
void hide(); //deactivates advmap interface
void update(); //redraws terrain
void select(const CArmedInstance *sel);
void selectionChanged();
void centerOn(int3 on);
int3 verifyPos(int3 ver);
void handleRightClick(std::string text, tribool down, CIntObject * client);
};
#endif //CADVENTUREMAPINTERFACE_H