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vcmi/CPreGame.h
Michał W. Urbańczyk d5b8919bb3 Częściowo zrobione okno wyboru scenariusza.
Uwaga - wersja wczesna, z błędami. Niektórych nawet jestem świadomy.

Poza tym zmiany, które za ten cały czas mi się powprowadzały, a które zostaną bezlitośnie wypunktowane przez Traca.
2007-06-28 10:47:28 +00:00

112 lines
3.1 KiB
C++

#ifndef CPREGAME_H
#define CPREGAME_H
#include "SDL.h"
#include "CSemiDefHandler.h"
#include "CSemiLodHandler.h"
#include "CPreGameTextHandler.h"
#include "CMessage.h"
#include "map.h"
#include "CMusicHandler.h"
class CPreGame;
extern CPreGame * CPG;
struct RanSel
{
Button<> horcpl[9], horcte[9], conpl[9], conte[8], water[4], monster[4], //last is random
size[4], twoLevel, showRand;
CGroup<> *Ghorcpl, *Ghorcte, *Gconpl, *Gconte, *Gwater, *Gmonster, *Gsize;
};
class MapSel
{
public:
bool showed;
SDL_Surface * bg;
int selected;
CSemiDefHandler * Dtypes, * Dvic, * Dloss, *Dsizes;
std::vector<Mapa*> scenList;
std::vector<SDL_Surface*> scenImgs;
int current;
std::vector<CMapInfo> ourMaps;
IntBut<> small, medium, large, xlarge, all;
Button<> nrplayer, mapsize, type, name, viccon, loscon;
Slider<> *slid, *descslid;
int sizeFilter;
int whichWL(int nr);
int countWL();
void draw();
void init();
std::string gdiff(std::string ss);
void printMaps(int from,int to=18, int at=0, bool abs=false);
void select(int which);
void printSelectedInfo();
MapSel();
~MapSel();
};
class ScenSel
{
public:
bool listShowed;
RanSel ransel;
MapSel mapsel;
SDL_Surface * background, *scenInf, *scenList, *randMap, *options ;
Button<> bScens, bOptions, bRandom, bBegin, bBack;
IntSelBut<> bEasy, bNormal, bHard, bExpert, bImpossible;
Button<> * pressed;
CPoinGroup<> * difficulty;
std::vector<Mapa> maps;
int selectedDiff;
void initRanSel();
void showRanSel();
void hideRanSel();
void genScenList();
~ScenSel(){delete difficulty;};
} ;
class CPreGame
{
public:
std::vector<Slider<> *> interested;
CMusicHandler * mush;
CSemiLodHandler * slh ;
std::vector<Button<> *> btns;
CPreGameTextHandler * preth ;
SDL_Rect * currentMessage;
SDL_Surface * behindCurMes;
CSemiDefHandler *ok, *cancel;
enum EState { //where are we?
mainMenu, newGame, loadGame, ScenarioList
} state;
struct menuItems {
SDL_Surface * background, *bgAd;
CSemiDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit;
int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
} * ourMainMenu, * ourNewMenu;
ScenSel * ourScenSel;
std::string map; //selected map
std::vector<CSemiLodHandler *> handledLods;
CPreGame(); //c-tor
std::string buttonText(int which);
menuItems * currentItems();
void(CPreGame::*handleOther)(SDL_Event&);
void scenHandleEv(SDL_Event& sEvent);
void quitAskBox();
void quit(){exit(0);};
void initScenSel();
void showScenSel();
void showScenList();
void showOptions();
void initNewMenu();
void showNewMenu();
void showMainMenu();
void runLoop(); // runs mainloop of PreGame
void initMainMenu(); //loads components for main menu
void highlightButton(int which, int on);
void showCenBox (std::string data);
void showAskBox (std::string data, void(*f1)(),void(*f2)());
void hideBox ();
void printMapsFrom(int from);
};
#endif //CPREGAME_H