1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/client/GUIClasses.h
Ivan Savenko 61af4c745e - recursive directory parser for LodHandler - for creature abilities and new main menu images
- fixed screen updating on closing window
- minor fixes
2011-04-23 10:27:44 +00:00

1270 lines
42 KiB
C++

#ifndef __GUICLASSES_H__
#define __GUICLASSES_H__
#include "../global.h"
#include "GUIBase.h"
#include "FunctionList.h"
#include <set>
#include <list>
#include <boost/thread/mutex.hpp>
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
/*
* GUIClasses.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
*
*/
struct ArtifactLocation;
class CStackBasicDescriptor;
class CBonusSystemNode;
class CArtifact;
class CDefEssential;
class AdventureMapButton;
class CHighlightableButtonsGroup;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class CCastleInterface;
class CBattleInterface;
class CStack;
class SComponent;
class CCreature;
struct SDL_Surface;
struct CPath;
class CCreatureAnim;
class CSelectableComponent;
class CCreatureSet;
class CGObjectInstance;
class CGDwelling;
class CSlider;
struct UpgradeInfo;
template <typename T> struct CondSh;
class CInGameConsole;
class CGarrisonInt;
class CInGameConsole;
struct Component;
class CArmedInstance;
class CGTownInstance;
class StackState;
class CPlayerInterface;
class CHeroWindow;
class CArtifact;
class CArtifactsOfHero;
class CResDataBar;
struct SPuzzleInfo;
class CGGarrison;
class CStackInstance;
class IMarket;
class CTextBox;
class CArtifactInstance;
class IBonusBearer;
class CArtPlace;
extern SDL_Color tytulowy, tlo, zwykly ;
/// text + comp. + ok button
class CInfoWindow : public CSimpleWindow
{ //window able to delete its components when closed
bool delComps; //whether comps will be deleted
public:
typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
typedef std::vector<SComponent*> TCompsInfo;
int ID; //for identification
CTextBox *text;
std::vector<AdventureMapButton *> buttons;
std::vector<SComponent*> components;
CSlider *slider;
void setDelComps(bool DelComps);
virtual void close();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void sliderMoved(int to);
CInfoWindow(std::string Text, int player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
CInfoWindow(); //c-tor
~CInfoWindow(); //d-tor
static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<SComponent*> *components = NULL, bool DelComps = false);
};
/// component selection window
class CSelWindow : public CInfoWindow
{ //warning - this window deletes its components by closing!
public:
void selectionChange(unsigned to);
void madeChoice(); //looks for selected component and calls callback
CSelWindow(const std::string& text, int player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, int askID); //c-tor
CSelWindow(){}; //c-tor
//notification - this class inherits important destructor from CInfoWindow
};
/// popup displayed on R-click
class CRClickPopup : public CIntObject
{
public:
virtual void activate();
virtual void deactivate();
virtual void close();
void clickRight(tribool down, bool previousState);
CRClickPopup();
virtual ~CRClickPopup(); //d-tor
static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
};
/// popup displayed on R-click
class CRClickPopupInt : public CRClickPopup
{
public:
IShowActivable *inner;
bool delInner;
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
CRClickPopupInt(IShowActivable *our, bool deleteInt); //c-tor
virtual ~CRClickPopupInt(); //d-tor
};
class CInfoPopup : public CRClickPopup
{
public:
bool free; //TODO: comment me
SDL_Surface * bitmap; //popup background
void close();
void show(SDL_Surface * to);
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor
void init(int x, int y);
~CInfoPopup(); //d-tor
};
/// common popup window component
class SComponent : public virtual CIntObject
{
public:
enum Etype
{
primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck, building, hero, flag
} type; //component type
int subtype; //TODO: comment me
int val; //TODO: comment me
std::string description; //r-click
std::string subtitle; //TODO: comment me
SDL_Surface *img; //our image
bool free; //should surface be freed on delete
SDL_Surface * setSurface(std::string defName, int imgPos);
void init(Etype Type, int Subtype, int Val);
SComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur=NULL, bool freeSur=false); //c-tor
SComponent(const Component &c); //c-tor
SComponent();; //c-tor
virtual ~SComponent(); //d-tor
void clickRight(tribool down, bool previousState); //call-in
SDL_Surface * getImg();
virtual void show(SDL_Surface * to);
virtual void activate();
virtual void deactivate();
};
class CSelectableComponent : public SComponent, public KeyShortcut
{
public:
bool selected; //if true, this component is selected
boost::function<void()> onSelect; //function called on selection change
void clickLeft(tribool down, bool previousState); //call-in
void init();
CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0); //c-tor
CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0); //c-tor
~CSelectableComponent(); //d-tor
virtual void show(SDL_Surface * to);
void activate();
void deactivate();
void select(bool on);
};
class CGarrisonInt;
/// A single garrison slot which holds one creature of a specific amount
class CGarrisonSlot : public CIntObject
{
public:
int ID; //for identification
CGarrisonInt *owner;
const CStackInstance *myStack; //NULL if slot is empty
const CCreature *creature;
int count; //number of creatures
int upg; //0 - up garrison, 1 - down garrison
bool active; //TODO: comment me
virtual void hover (bool on); //call-in
const CArmedInstance * getObj();
bool our();
void clickRight(tribool down, bool previousState);
void clickLeft(tribool down, bool previousState);
void activate();
void deactivate();
void showAll(SDL_Surface * to);
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL);
~CGarrisonSlot(); //d-tor
};
/// Class which manages slots of upper and lower garrison, splitting of units
class CGarrisonInt :public CIntObject
{
public:
int interx; //space between slots
Point garOffset; //offset between garrisons (not used if only one hero)
CGarrisonSlot *highlighted; //chosen slot
std::vector<AdventureMapButton *> splitButtons; //may be empty if no buttons
int p2, //TODO: comment me
shiftPos;//1st slot of the second row, set shiftPoint for effect
bool splitting, 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(AdventureMapButton * button);
void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
void activate();
void createSlots();
void deleteSlots();
void recreateSlots();
void splitClick(); //handles click on split button
void splitStacks(int am2); //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, 2nd = 3)
CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=NULL, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
~CGarrisonInt(); //d-tor
};
/// Status bar which is shown at the bottom of the in-game screens
class CStatusBar
: public CIntObject, public IStatusBar
{
public:
SDL_Surface * bg; //background
int middlex, middley; //middle of statusbar
std::string current; //text currently printed
CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
~CStatusBar(); //d-tor
void print(const std::string & text); //prints text and refreshes statusbar
void clear();//clears statusbar and refreshes
void show(SDL_Surface * to); //shows statusbar (with current text)
std::string getCurrent(); //getter for current
};
/// Label which shows text
class CLabel
: public virtual CIntObject
{
public:
EAlignment alignment;
EFonts font;
SDL_Color color;
std::string text;
CPicture *bg;
bool autoRedraw; //whether control will redraw itself on setTxt
Point textOffset; //text will be blitted at pos + textOffset with appropriate alignment
bool ignoreLeadingWhitespace;
virtual void setTxt(const std::string &Txt);
void showAll(SDL_Surface * to); //shows statusbar (with current text)
CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly, const std::string &Text = "");
};
/// a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
class CTextBox
: public CLabel
{
public:
int maxW; //longest line of text in px
int maxH; //total height needed to print all lines
int sliderStyle;
bool redrawParentOnScrolling;
std::vector<std::string> lines;
CSlider *slider;
//CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
void showAll(SDL_Surface * to); //shows statusbar (with current text)
void setTxt(const std::string &Txt);
void setBounds(int limitW, int limitH);
void recalculateLines(const std::string &Txt);
void sliderMoved(int to);
};
/// Status bar which is shown at the bottom of the in-game screens
class CGStatusBar
: public CLabel, public IStatusBar
{
void init();
public:
IStatusBar *oldStatusBar;
//statusbar interface overloads
void print(const std::string & Text); //prints text and refreshes statusbar
void clear();//clears statusbar and refreshes
std::string getCurrent(); //returns currently displayed text
void show(SDL_Surface * to); //shows statusbar (with current text)
CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly, const std::string &Text = "");
CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
CGStatusBar(int x, int y, std::string name, int maxw=-1);
~CGStatusBar();
void calcOffset();
};
/// UIElement which can get input focus
class CFocusable
: public virtual CIntObject
{
public:
bool focus; //only one focusable control can have focus at one moment
void giveFocus(); //captures focus
void moveFocus(); //moves focus to next active control (may be used for tab switching)
static std::list<CFocusable*> focusables; //all existing objs
static CFocusable *inputWithFocus; //who has focus now
CFocusable();
~CFocusable();
};
/// Text input box where players can enter text
class CTextInput
: public CLabel, public CFocusable
{
public:
CFunctionList<void(const std::string &)> cb;
void setText(const std::string &nText, bool callCb = false);
CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
CTextInput(const Rect &Pos, SDL_Surface *srf = NULL);
~CTextInput();
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void keyPressed(const SDL_KeyboardEvent & key);
};
/// Listbox UI Element
class CList : public CIntObject
{
public:
SDL_Surface * bg; //background bitmap
CDefHandler *arrup, *arrdo; //button arrows for scrolling list
SDL_Surface *empty, *selection;
SDL_Rect arrupp, arrdop; //positions of arrows
int posw, posh; //position width/height
int selected, //id of selected position, <0 if none
from;
const int SIZE; //size of list
tribool pressed; //true=up; false=down; indeterminate=none
CList(int Size = 5); //c-tor
void clickLeft(tribool down, bool previousState);
void activate();
void deactivate();
virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
virtual void genList()=0;
virtual void select(int which)=0;
virtual void draw(SDL_Surface * to)=0;
virtual int size() = 0; //how many elements do we have
void fixPos(); //scrolls list, so the selection will be visible
};
/// List of heroes which is shown at the right of the adventure map screen
class CHeroList
: public CList
{
public:
CDefHandler *mobile, *mana; //mana and movement indicators
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
CHeroList(int Size); //c-tor
int getPosOfHero(const CGHeroInstance* h); //hero's position on list
void genList();
void select(int which); //call-in
void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
void clickLeft(tribool down, bool previousState); //call-in
void clickRight(tribool down, bool previousState); //call-in
void hover (bool on); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
void updateMove(const CGHeroInstance* which); //draws move points bar
void draw(SDL_Surface * to);
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void init();
int size(); //how many elements do we have
};
/// List of towns which is shown at the right of the adventure map screen
class CTownList
: public CList
{
public:
boost::function<void()> fun; //function called on selection change
int posporx,pospory;
CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
~CTownList(); //d-tor
void genList();
void select(int which); //call-in
void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
void clickLeft(tribool down, bool previousState); //call-in
void clickRight(tribool down, bool previousState); //call-in
void hover (bool on); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void draw(SDL_Surface * to);
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
int size(); //how many elements do we have
};
/// draws picture with creature on background, use Animated=true to get animation
class CCreaturePic : public CIntObject
{
private:
CPicture *bg; //background
CCreatureAnim *anim; //displayed animation
public:
CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
~CCreaturePic(); //d-tor
};
/// Recruitment window where you can recruit creatures
class CRecruitmentWindow : public CIntObject
{
public:
static const int SPACE_BETWEEN = 18;
static const int CREATURE_WIDTH = 102;
static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
struct creinfo
{
SDL_Rect pos;
CCreaturePic *pic; //creature's animation
int ID, amount; //creature ID and available amount
std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
};
std::vector<int> amounts; //how many creatures we can afford
std::vector<creinfo> creatures; //recruitable creatures
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
CSlider *slider; //for selecting amount
AdventureMapButton *max, *buy, *cancel;
CPicture *bitmap; //background
CGStatusBar *bar;
int which; //which creature is active
const CGDwelling *dwelling;
int level;
const CArmedInstance *dst;
void close();
void Max();
void Buy();
void Cancel();
void sliderMoved(int to);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void showAll(SDL_Surface * to);
void initCres();
CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
~CRecruitmentWindow(); //d-tor
};
/// Split window where creatures can be splitted up into two single unit stacks
class CSplitWindow : public CIntObject
{
public:
CGarrisonInt *gar;
CSlider *slider;
CCreaturePic *animLeft, *animRight; //creature's animation
AdventureMapButton *ok, *cancel;
SDL_Surface *bitmap; //background
int a1, a2, c; //TODO: comment me
bool which; //which creature is selected
int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions
CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack
~CSplitWindow(); //d-tor
void activate();
void split();
void close();
void deactivate();
void show(SDL_Surface * to);
void clickLeft(tribool down, bool previousState); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void sliderMoved(int to);
};
/// Raised up level windowe where you can select one out of two skills
class CLevelWindow : public CIntObject
{
public:
int heroPortrait;
SDL_Surface *bitmap; //background
std::vector<CSelectableComponent *> comps; //skills to select
AdventureMapButton *ok;
boost::function<void(ui32)> cb;
void close();
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor
~CLevelWindow(); //d-tor
void activate();
void deactivate();
void selectionChanged(unsigned to);
void show(SDL_Surface * to);
};
/// Resource bar like that at the bottom of the adventure map screen
class CMinorResDataBar : public CIntObject
{
public:
SDL_Surface *bg; //background bitmap
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
CMinorResDataBar(); //c-tor
~CMinorResDataBar(); //d-tor
};
/// Town portal, castle gate window
class CObjectListWindow : public CIntObject
{
public:
boost::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
std::string title,descr;//text for title and description
CPicture *bg; //background
CSlider *slider;
CPicture *titleImage;//title image (castle gate\town portal picture)
AdventureMapButton *ok, *exit;
std::vector<Rect> areas;//areas for each visible item
std::vector<int> items;//id of all items present in list
int selected;//currently selected item
int length;//size of list (=9)
bool init;//true = initialization completed
/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
CObjectListWindow(const std::vector<int> &_items, CPicture * titlePic, std::string _title, std::string _descr,
boost::function<void(int)> Callback, int initState=-1); //c-tor
~CObjectListWindow(); //d-tor
void elementSelected();//call callback and exit
void moveList(int which);//called when slider moves
void clickLeft(tribool down, bool previousState); //call-in
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
};
class CWindowWithArtifacts : public virtual CIntObject
{
public:
std::vector<CArtifactsOfHero *> artSets;
CWindowWithArtifacts();
~CWindowWithArtifacts();
};
class CTradeWindow : public CWindowWithArtifacts //base for markets and altar of sacrifice
{
public:
enum EType
{
RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE
};
class CTradeableItem : public CIntObject
{
const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact
public:
EType type;
int id;
int serial;
bool left;
std::string subtitle; //empty if default
const CArtifactInstance *getArtInstance() const;
void setArtInstance(const CArtifactInstance *art);
// const CArtifact *getArt() const;
// void setArt(const CArtifact *artT) const;
CFunctionList<void()> callback;
bool downSelection;
void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to);
void clickRight(tribool down, bool previousState);
void hover (bool on);
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
SDL_Surface *getSurface();
std::string getName(int number = -1) const;
CTradeableItem(EType Type, int ID, bool Left, int Serial);
};
const IMarket *market;
const CGHeroInstance *hero;
CPicture *bg; //background
CArtifactsOfHero *arts;
//all indexes: 1 = left, 0 = right
std::vector<CTradeableItem*> items[2];
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
EType itemsType[2];
EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
AdventureMapButton *ok, *max, *deal;
CSlider *slider; //for choosing amount to be exchanged
bool readyToTrade;
CTradeWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c
void showAll(SDL_Surface * to);
void initSubs(bool Left);
void initTypes();
void initItems(bool Left);
std::vector<int> *getItemsIds(bool Left); //NULL if default
void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
void removeItems(const std::set<CTradeableItem *> &toRemove);
void removeItem(CTradeableItem * t);
void getEmptySlots(std::set<CTradeableItem *> &toRemove);
void setMode(EMarketMode Mode); //mode setter
void artifactSelected(CArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot
virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0;
virtual void selectionChanged(bool side) = 0; //true == left
virtual Point selectionOffset(bool Left) const = 0;
virtual std::string selectionSubtitle(bool Left) const = 0;
virtual void garrisonChanged() = 0;
virtual void artifactsChanged(bool left) = 0;
};
class CMarketplaceWindow : public CTradeWindow
{
bool printButtonFor(EMarketMode M) const;
public:
int r1, r2; //suggested amounts of traded resources
bool madeTransaction; //if player made at least one transaction
CTextBox *traderText;
void setMax();
void sliderMoved(int to);
void makeDeal();
void selectionChanged(bool side); //true == left
CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode Mode = RESOURCE_RESOURCE); //c-tor
~CMarketplaceWindow(); //d-tor
Point selectionOffset(bool Left) const;
std::string selectionSubtitle(bool Left) const;
void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
void artifactsChanged(bool left);
void resourceChanged(int type, int val);
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
void updateTraderText();
};
class CAltarWindow : public CTradeWindow
{
public:
CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c-tor
void getExpValues();
~CAltarWindow(); //d-tor
std::vector<int> sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed
expPerUnit;
AdventureMapButton *sacrificeAll, *sacrificeBackpack;
CLabel *expToLevel, *expOnAltar;
void selectionChanged(bool side); //true == left
void SacrificeAll();
void SacrificeBackpack();
void putOnAltar(int backpackIndex);
bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art);
void makeDeal();
void showAll(SDL_Surface * to);
void blockTrade();
void sliderMoved(int to);
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
void mimicCres();
Point selectionOffset(bool Left) const;
std::string selectionSubtitle(bool Left) const;
void garrisonChanged();
void artifactsChanged(bool left);
void calcTotalExp();
void setExpToLevel();
void updateRight(CTradeableItem *toUpdate);
void artifactPicked();
int firstFreeSlot();
void moveFromSlotToAltar(int slotID, CTradeableItem* altarSlot, const CArtifactInstance *art);
};
class CSystemOptionsWindow : public CIntObject
{
private:
SDL_Surface * background; //background of window
AdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
CHighlightableButtonsGroup * heroMoveSpeed;
CHighlightableButtonsGroup * mapScrollSpeed;
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
public:
CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
~CSystemOptionsWindow(); //d-tor
//functions bound to buttons
void bsavef(); //save game
void bquitf(); //quit game
void breturnf(); //return to game
void bmainmenuf(); //return to main menu
void pushSDLEvent(int type, int usercode);
void activate();
void deactivate();
void show(SDL_Surface * to);
};
class CTavernWindow : public CIntObject
{
public:
class HeroPortrait : public CIntObject
{
public:
std::string hoverName;
vstd::assigner<int,int> as;
const CGHeroInstance *h;
char descr[100]; // "XXX is a level Y ZZZ with N artifacts"
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover (bool on);
HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
void show(SDL_Surface * to);
} *h1, *h2; //recruitable heroes
CPicture *bg; //background
CGStatusBar *bar; //tavern's internal status bar
int selected;//0 (left) or 1 (right)
int oldSelected;//0 (left) or 1 (right)
AdventureMapButton *thiefGuild, *cancel, *recruit;
const CGObjectInstance *tavernObj;
CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
~CTavernWindow(); //d-tor
void recruitb();
void close();
void thievesguildb();
void show(SDL_Surface * to);
};
class CInGameConsole : public CIntObject
{
private:
std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
boost::mutex texts_mx; // protects texts
std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
int defaultTimeout; //timeout for new texts (in ms)
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
public:
std::string enteredText;
void activate();
void deactivate();
void show(SDL_Surface * to);
void print(const std::string &txt);
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void startEnteringText();
void endEnteringText(bool printEnteredText);
void refreshEnteredText();
CInGameConsole(); //c-tor
};
/// Shows a text by moving the mouse cursor over the object
class HoverableArea: public virtual CIntObject
{
public:
std::string hoverText;
virtual void hover (bool on);
HoverableArea();
virtual ~HoverableArea();
};
/// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
class LRClickableAreaWText: public HoverableArea
{
public:
std::string text;
LRClickableAreaWText();
LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = "");
virtual ~LRClickableAreaWText();
void init();
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
};
/// Can interact on left and right mouse clicks
class LRClickableAreaWTextComp: public LRClickableAreaWText
{
public:
int baseType;
int bonusValue, type;
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
SComponent * createComponent() const;
};
class MoraleLuckBox : public LRClickableAreaWTextComp
{
public:
bool morale; //true if morale, false if luck
void set(const IBonusBearer *node);
void showAll(SDL_Surface * to);
MoraleLuckBox(bool Morale, const Rect &r);
~MoraleLuckBox();
};
/// Opens hero window by left-clicking on it
class CHeroArea: public CIntObject
{
public:
const CGHeroInstance * hero;
CHeroArea(int x, int y, const CGHeroInstance * _hero);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
void showAll(SDL_Surface * to);
};
/// Opens town screen by left-clicking on it
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
{
public:
const CGTownInstance * town;
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
LRClickableAreaOpenTown();
};
/// Creature info window
class CCreInfoWindow : public CIntObject
{
public:
//bool active; //TODO: comment me
int type;//0 - rclick popup; 1 - normal window
CPicture *bitmap; //background
std::string count; //creature count in text format
boost::function<void()> dsm; //dismiss button callback
CCreaturePic *anim; //related creature's animation
const CCreature *c; //related creature
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
MoraleLuckBox *luck, *morale;
AdventureMapButton *dismiss, *upgrade, *ok;
CCreInfoWindow(const CStackInstance &st, int Type = 0, boost::function<void()> Upg = 0, boost::function<void()> Dsm = 0, UpgradeInfo *ui = NULL); //c-tor
CCreInfoWindow(const CStack &st, int Type = 0); //c-tor
CCreInfoWindow(int Cid, int Type, int creatureCount); //c-tor
void init(const CCreature *cre, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner, int creatureCount);
void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
~CCreInfoWindow(); //d-tor
void activate();
void close();
void clickRight(tribool down, bool previousState); //call-in
void dismissF();
void keyPressed (const SDL_KeyboardEvent & key); //call-in
void deactivate();
void show(SDL_Surface * to);
};
/// Artifacts can be placed there. Gets shown at the hero window
class CArtPlace: public LRClickableAreaWTextComp
{
public:
int slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
bool picked;
bool marked;
bool locked;
CArtifactsOfHero * ourOwner;
const CArtifactInstance * ourArt;
CArtPlace(const CArtifactInstance * Art); //c-tor
CArtPlace(Point position, const CArtifactInstance * Art = NULL); //c-tor
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void select ();
void deselect ();
void activate();
void deactivate();
void showAll(SDL_Surface * to);
bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here
void setMeAsDest(bool backpackAsVoid = true);
void setArtifact(const CArtifactInstance *art);
~CArtPlace(); //d-tor
};
/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
class CArtifactsOfHero : public CIntObject
{
const CGHeroInstance * curHero;
std::vector<CArtPlace *> artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
int backpackPos; //number of first art visible in backpack (in hero's vector)
public:
struct SCommonPart
{
struct Artpos
{
int slotID;
const CArtifactsOfHero * AOH;
const CArtifactInstance *art;
Artpos();
void clear();
void setTo(const CArtPlace *place, bool dontTakeBackpack);
bool valid();
bool operator==(const ArtifactLocation &al) const;
} src, dst;
std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
void reset();
} * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
bool updateState; // Whether the commonInfo should be updated on setHero or not.
AdventureMapButton * leftArtRoll, * rightArtRoll;
bool allowedAssembling;
std::multiset<const CArtifactInstance*> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be ommited in backpack slots
boost::function<void(CArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
void artifactRemoved(const ArtifactLocation &al);
void artifactAssembled(const ArtifactLocation &al);
void artifactDisassembled(const ArtifactLocation &al);
CArtPlace *getArtPlace(int slot);
void setHero(const CGHeroInstance * hero);
const CGHeroInstance *getHero() const;
void dispose(); //free resources not needed after closing windows and reset state
void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
void safeRedraw();
void markPossibleSlots(const CArtifactInstance* art);
void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs
void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
void setSlotData (CArtPlace* artPlace, int slotID);
void updateWornSlots (bool redrawParent = true);
void updateSlot(int i);
void eraseSlotData (CArtPlace* artPlace, int slotID);
CArtifactsOfHero(const Point& position, bool createCommonPart = false);
//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
CArtifactsOfHero(std::vector<CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
AdventureMapButton *leftScroll, AdventureMapButton *rightScroll, bool createCommonPart = false);
~CArtifactsOfHero(); //d-tor
void updateParentWindow();
friend class CArtPlace;
};
/// Garrison window where you can take creatures out of the hero to place it on the garrison
class CGarrisonWindow : public CWindowWithGarrison
{
public:
CPicture *bg; //background surface
AdventureMapButton *quit;
void close();
void showAll(SDL_Surface * to);
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
~CGarrisonWindow(); //d-tor
};
class CExchangeWindow : public CWindowWithGarrison, public CWindowWithArtifacts
{
CStatusBar * ourBar; //internal statusbar
SDL_Surface *bg; //background
AdventureMapButton * quit, * questlogButton[2];
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
MoraleLuckBox *morale[2], *luck[2];
LRClickableAreaWText *speciality[2];
LRClickableAreaWText *experience[2];
LRClickableAreaWText *spellPoints[2];
CHeroArea *portrait[2];
public:
const CGHeroInstance * heroInst[2];
CArtifactsOfHero * artifs[2];
void close();
void activate();
void deactivate();
void show(SDL_Surface * to);
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
void prepareBackground(); //prepares or redraws bg
CExchangeWindow(si32 hero1, si32 hero2); //c-tor
~CExchangeWindow(); //d-tor
};
/// Here you can buy ships
class CShipyardWindow : public CIntObject
{
public:
CStatusBar *bar;
SDL_Surface *bg; //background
AdventureMapButton *build, *quit;
unsigned char frame; //frame of the boat animation
int boat; //which boat graphic should be used
void activate();
void deactivate();
void show(SDL_Surface * to);
CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const boost::function<void()> &onBuy);
~CShipyardWindow();
};
/// Puzzle screen which gets uncovered when you visit obilisks
class CPuzzleWindow : public CIntObject
{
private:
SDL_Surface * background;
AdventureMapButton * quitb;
CResDataBar * resdatabar;
std::vector<std::pair<SDL_Surface *, const SPuzzleInfo *> > puzzlesToPullBack;
ui8 animCount;
public:
void activate();
void deactivate();
void show(SDL_Surface * to);
CPuzzleWindow(const int3 &grailPos, float discoveredRatio);
~CPuzzleWindow();
};
/// Creature transformer window
class CTransformerWindow : public CIntObject
{
public:
class CItem : public CIntObject
{
public:
int id;//position of creature in hero army
bool left;//position of the item
int size; //size of creature stack
CTransformerWindow * parent;
void move();
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
CItem(CTransformerWindow * _parent, int _size, int _id);
~CItem();
};
const CArmedInstance *army;//object with army for transforming (hero or town)
const CGHeroInstance *hero;//only if we have hero in town
const CGTownInstance *town;//market, town garrison is used if hero == NULL
CPicture *bg; //background
std::vector<CItem*> items;
AdventureMapButton *all, *convert, *cancel;
CGStatusBar *bar;
void showAll(SDL_Surface * to);
void makeDeal();
void addAll();
CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
~CTransformerWindow(); //d-tor
};
class CUniversityWindow : public CIntObject
{
class CItem : public CPicture
{
public:
int ID;//id of selected skill
CUniversityWindow * parent;
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
int state();//0=can't learn, 1=learned, 2=can learn
CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
};
public:
const CGHeroInstance *hero;
const IMarket * market;
CPicture * green, * yellow, * red;//colored bars near skills
CPicture *bg; //background
std::vector<CItem*> items;
AdventureMapButton *cancel;
CGStatusBar *bar;
CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
~CUniversityWindow(); //d-tor
};
/// Confirmation window for University
class CUnivConfirmWindow : public CIntObject
{
public:
CUniversityWindow * parent;
CPicture * bg;
CGStatusBar *bar;
AdventureMapButton *confirm, *cancel;
CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
void makeDeal(int skill);
};
/// Hill fort is the building where you can upgrade units
class CHillFortWindow : public CWindowWithGarrison
{
public:
int slotsCount;//=7;
CGStatusBar * bar;
CDefEssential *resources;
CPicture *bg; //background surface
CHeroArea *heroPic;//clickable hero image
AdventureMapButton *quit,//closes window
*upgradeAll,//upgrade all creatures
*upgrade[7];//upgrade single creature
const CGObjectInstance * fort;
const CGHeroInstance * hero;
std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
std::vector<std::map<int,int> > costs;// costs [slot ID] [resource ID] = resource count for upgrade
std::vector<int> totalSumm; // totalSum[resource ID] = value
CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
~CHillFortWindow(); //d-tor
void activate();
void showAll (SDL_Surface *to);
std::string getDefForSlot(int slot);//return def name for this slot
std::string getTextForSlot(int slot);//return hover text for this slot
void makeDeal(int slot);//-1 for upgrading all creatures
int getState(int slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
void updateGarrisons();//update buttons after garrison changes
};
class CThievesGuildWindow : public CIntObject
{
const CGObjectInstance * owner;
CGStatusBar * statusBar;
AdventureMapButton * exitb;
SDL_Surface * background;
CMinorResDataBar * resdatabar;
public:
void activate();
void show(SDL_Surface * to);
void bexitf();
CThievesGuildWindow(const CGObjectInstance * _owner);
~CThievesGuildWindow();
};
#endif //__GUICLASSES_H__