mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
10fc1892a8
- renamed CAdventureMapButton to more expectable CButton - merged CButtonBase into CButton - created more generic class for clickable elements - created more generic class for selectable elements - renamed CHighlightableButton to CToggleButton - renamed CHighlightableButtonsGrous to CToggleGroup - minimized differences between API of all these classes - removed all but one contructors in buttons, with same parameters across all classes
123 lines
3.9 KiB
C++
123 lines
3.9 KiB
C++
#pragma once
|
|
|
|
#include "../windows/CWindowObject.h"
|
|
|
|
/*
|
|
* CGarrisonInt.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
|
|
*
|
|
*/
|
|
|
|
class CGarrisonInt;
|
|
class CButton;
|
|
class CArmedInstance;
|
|
class CAnimImage;
|
|
class CCreatureSet;
|
|
class CGarrisonSlot;
|
|
class CStackInstance;
|
|
class CLabel;
|
|
|
|
/// A single garrison slot which holds one creature of a specific amount
|
|
class CGarrisonSlot : public CIntObject
|
|
{
|
|
SlotID ID; //for identification
|
|
CGarrisonInt *owner;
|
|
const CStackInstance *myStack; //nullptr if slot is empty
|
|
const CCreature *creature;
|
|
int upg; //0 - up garrison, 1 - down garrison
|
|
|
|
CAnimImage * creatureImage;
|
|
CAnimImage * selectionImage; // image for selection, not always visible
|
|
CLabel * stackCount;
|
|
|
|
void setHighlight(bool on);
|
|
public:
|
|
virtual void hover (bool on); //call-in
|
|
const CArmedInstance * getObj() const;
|
|
bool our() const;
|
|
void clickRight(tribool down, bool previousState);
|
|
void clickLeft(tribool down, bool previousState);
|
|
void update();
|
|
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);
|
|
|
|
friend class CGarrisonInt;
|
|
};
|
|
|
|
/// Class which manages slots of upper and lower garrison, splitting of units
|
|
class CGarrisonInt :public CIntObject
|
|
{
|
|
CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
|
|
bool inSplittingMode;
|
|
|
|
public:
|
|
void selectSlot(CGarrisonSlot * slot); //null = deselect
|
|
const CGarrisonSlot * getSelection();
|
|
|
|
void setSplittingMode(bool on);
|
|
bool getSplittingMode();
|
|
|
|
int interx; //space between slots
|
|
Point garOffset; //offset between garrisons (not used if only one hero)
|
|
std::vector<CButton *> splitButtons; //may be empty if no buttons
|
|
|
|
SlotID p2; //TODO: comment me
|
|
int shiftPos;//1st slot of the second row, set shiftPoint for effect
|
|
bool pb,
|
|
smallIcons, //true - 32x32 imgs, false - 58x64
|
|
removableUnits,//player can remove units from up
|
|
twoRows,//slots will be placed in 2 rows
|
|
owned[2];//player owns up or down army [0] upper, [1] lower
|
|
|
|
// const CCreatureSet *set1; //top set of creatures
|
|
// const CCreatureSet *set2; //bottom set of creatures
|
|
|
|
std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
|
|
const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
|
|
//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
|
|
|
|
void setArmy(const CArmedInstance *army, bool bottomGarrison);
|
|
void addSplitBtn(CButton * button);
|
|
void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
|
|
|
|
void createSlots();
|
|
void recreateSlots();
|
|
|
|
void splitClick(); //handles click on split button
|
|
void splitStacks(int amountLeft, int amountRight); //TODO: comment me
|
|
//x, y - position;
|
|
//inx - distance between slots;
|
|
//pomsur, SurOffset - UNUSED
|
|
//s1, s2 - top and bottom armies;
|
|
//removableUnits - you can take units from top;
|
|
//smallImgs - units images size 64x58 or 32x32;
|
|
//twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
|
|
CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
|
|
};
|
|
|
|
class CGarrisonHolder
|
|
{
|
|
public:
|
|
CGarrisonHolder();
|
|
virtual void updateGarrisons()=0;
|
|
};
|
|
|
|
class CWindowWithGarrison : public virtual CGarrisonHolder
|
|
{
|
|
public:
|
|
CGarrisonInt *garr;
|
|
virtual void updateGarrisons();
|
|
};
|
|
|
|
/// Garrison window where you can take creatures out of the hero to place it on the garrison
|
|
class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
|
|
{
|
|
public:
|
|
CButton * quit;
|
|
|
|
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
|
|
};
|