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vcmi/client/battle/BattleInterfaceClasses.h
2022-12-21 13:18:16 +02:00

197 lines
5.9 KiB
C++

/*
* BattleInterfaceClasses.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"
#include "../../lib/battle/BattleHex.h"
#include "../windows/CWindowObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
struct BattleResult;
class CStack;
namespace battle
{
class Unit;
}
VCMI_LIB_NAMESPACE_END
class Canvas;
struct SDL_Surface;
class BattleInterface;
class CPicture;
class CFilledTexture;
class CButton;
class CToggleButton;
class CToggleGroup;
class CLabel;
class CTextBox;
class CAnimImage;
class CPlayerInterface;
/// Class which shows the console at the bottom of the battle screen and manages the text of the console
class BattleConsole : public CIntObject, public IStatusBar
{
private:
/// List of all texts added during battle, essentially - log of entire battle
std::vector< std::string > logEntries;
/// Current scrolling position, to allow showing older entries via scroll buttons
int scrollPosition;
/// current hover text set on mouse move, takes priority over log entries
std::string hoverText;
/// current text entered via in-game console, takes priority over both log entries and hover text
std::string consoleText;
/// if true then we are currently entering console text
bool enteringText;
public:
BattleConsole(const Rect & position);
void showAll(SDL_Surface * to) override;
void deactivate() override;
bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
// IStatusBar interface
void write(const std::string & Text) override;
void clearIfMatching(const std::string & Text) override;
void clear() override;
void setEnteringMode(bool on) override;
void setEnteredText(const std::string & text) override;
};
/// Hero battle animation
class BattleHero : public CIntObject
{
void switchToNextPhase();
public:
bool flip; //false if it's attacking hero, true otherwise
std::shared_ptr<CAnimation> animation;
std::shared_ptr<CAnimation> flagAnimation;
const CGHeroInstance * myHero; //this animation's hero instance
const BattleInterface * myOwner; //battle interface to which this animation is assigned
int phase; //stage of animation
int nextPhase; //stage of animation to be set after current phase is fully displayed
int currentFrame, firstFrame, lastFrame; //frame of animation
size_t flagAnim;
ui8 animCount; //for flag animation
void render(Canvas & canvas); //prints next frame of animation to to
void setPhase(int newPhase); //sets phase of hero animation
void hover(bool on) override;
void clickLeft(tribool down, bool previousState) override; //call-in
void clickRight(tribool down, bool previousState) override; //call-in
BattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface & owner);
};
class HeroInfoWindow : public CWindowObject
{
private:
std::vector<std::shared_ptr<CLabel>> labels;
std::vector<std::shared_ptr<CAnimImage>> icons;
public:
HeroInfoWindow(const InfoAboutHero & hero, Point * position);
};
/// Class which manages the battle options window
class BattleOptionsWindow : public CWindowObject
{
private:
std::shared_ptr<CButton> setToDefault;
std::shared_ptr<CButton> exit;
std::shared_ptr<CToggleGroup> animSpeeds;
std::vector<std::shared_ptr<CLabel>> labels;
std::vector<std::shared_ptr<CToggleButton>> toggles;
public:
BattleOptionsWindow(BattleInterface & owner);
void bDefaultf(); //default button callback
void bExitf(); //exit button callback
};
/// Class which is responsible for showing the battle result window
class BattleResultWindow : public WindowBase
{
private:
std::shared_ptr<CPicture> background;
std::vector<std::shared_ptr<CLabel>> labels;
std::shared_ptr<CButton> exit;
std::vector<std::shared_ptr<CAnimImage>> icons;
std::shared_ptr<CTextBox> description;
CPlayerInterface & owner;
public:
BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
void bExitf(); //exit button callback
void activate() override;
void show(SDL_Surface * to = 0) override;
};
/// Class which stands for a single hex field on a battlefield
class ClickableHex : public CIntObject
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
ui32 myNumber; //number of hex in commonly used format
bool strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
BattleInterface * myInterface; //interface that owns me
//for user interactions
void hover (bool on) override;
void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
ClickableHex();
};
/// Shows the stack queue
class StackQueue : public CIntObject
{
class StackBox : public CIntObject
{
StackQueue * owner;
public:
std::shared_ptr<CPicture> background;
std::shared_ptr<CAnimImage> icon;
std::shared_ptr<CLabel> amount;
std::shared_ptr<CAnimImage> stateIcon;
void setUnit(const battle::Unit * unit, size_t turn = 0);
StackBox(StackQueue * owner);
};
static const int QUEUE_SIZE = 10;
std::shared_ptr<CFilledTexture> background;
std::vector<std::shared_ptr<StackBox>> stackBoxes;
BattleInterface & owner;
std::shared_ptr<CAnimation> icons;
std::shared_ptr<CAnimation> stateIcons;
int32_t getSiegeShooterIconID();
public:
const bool embedded;
StackQueue(bool Embedded, BattleInterface & owner);
void update();
};