mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
539 lines
16 KiB
C++
539 lines
16 KiB
C++
#ifndef CPLAYERINTERFACE_H
|
|
#define CPLAYERINTERFACE_H
|
|
#include "global.h"
|
|
#include "CGameInterface.h"
|
|
#include "SDL_framerate.h"
|
|
#include <map>
|
|
#include <boost/function.hpp>
|
|
|
|
class CDefEssential;
|
|
class AdventureMapButton;
|
|
class CDefHandler;
|
|
struct HeroMoveDetails;
|
|
class CDefEssential;
|
|
class CGHeroInstance;
|
|
class CAdvMapInt;
|
|
class CCastleInterface;
|
|
class CStack;
|
|
class SComponent;
|
|
class CCreature;
|
|
struct SDL_Surface;
|
|
struct CPath;
|
|
class CCreatureAnimation;
|
|
class CSelectableComponent;
|
|
class CCreatureSet;
|
|
class CGObjectInstance;
|
|
class CSlider;
|
|
|
|
class IShowable
|
|
{
|
|
public:
|
|
virtual void show(SDL_Surface * to = NULL)=0;
|
|
};
|
|
|
|
class IStatusBar
|
|
{
|
|
public:
|
|
virtual ~IStatusBar(){}; //d-tor
|
|
virtual void print(std::string text)=0; //prints text and refreshes statusbar
|
|
virtual void clear()=0;//clears statusbar and refreshes
|
|
virtual void show()=0; //shows statusbar (with current text)
|
|
virtual std::string getCurrent()=0;
|
|
};
|
|
|
|
class IActivable
|
|
{
|
|
public:
|
|
virtual void activate()=0;
|
|
virtual void deactivate()=0;
|
|
virtual ~IActivable(){};
|
|
};
|
|
|
|
class CIntObject //interface object
|
|
{
|
|
public:
|
|
SDL_Rect pos;
|
|
int ID;
|
|
};
|
|
class CSimpleWindow : public virtual CIntObject, public IShowable
|
|
{
|
|
public:
|
|
SDL_Surface * bitmap;
|
|
CIntObject * owner;
|
|
virtual void show(SDL_Surface * to = NULL);
|
|
CSimpleWindow():bitmap(NULL),owner(NULL){};
|
|
virtual ~CSimpleWindow();
|
|
};
|
|
class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
|
|
{
|
|
public:
|
|
int bitmapOffset;
|
|
int type; //advmapbutton=2
|
|
bool abs;
|
|
bool active;
|
|
bool notFreeButton;
|
|
CIntObject * ourObj; // "owner"
|
|
int state;
|
|
std::vector< std::vector<SDL_Surface*> > imgs;
|
|
int curimg;
|
|
virtual void show(SDL_Surface * to = NULL);
|
|
virtual void activate()=0;
|
|
virtual void deactivate()=0;
|
|
CButtonBase();
|
|
virtual ~CButtonBase();
|
|
};
|
|
class ClickableL : public virtual CIntObject //for left-clicks
|
|
{
|
|
public:
|
|
bool pressedL;
|
|
ClickableL();
|
|
virtual ~ClickableL(){};
|
|
virtual void clickLeft (boost::logic::tribool down)=0;
|
|
virtual void activate()=0;
|
|
virtual void deactivate()=0;
|
|
};
|
|
class ClickableR : public virtual CIntObject //for right-clicks
|
|
{
|
|
public:
|
|
bool pressedR;
|
|
ClickableR();
|
|
virtual ~ClickableR(){};
|
|
virtual void clickRight (boost::logic::tribool down)=0;
|
|
virtual void activate()=0;
|
|
virtual void deactivate()=0;
|
|
};
|
|
class Hoverable : public virtual CIntObject
|
|
{
|
|
public:
|
|
Hoverable(){hovered=false;}
|
|
virtual ~Hoverable(){};
|
|
bool hovered;
|
|
virtual void hover (bool on)=0;
|
|
virtual void activate()=0;
|
|
virtual void deactivate()=0;
|
|
};
|
|
class KeyInterested : public virtual CIntObject
|
|
{
|
|
public:
|
|
virtual ~KeyInterested(){};
|
|
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
|
|
virtual void activate()=0;
|
|
virtual void deactivate()=0;
|
|
};
|
|
class MotionInterested: public virtual CIntObject
|
|
{
|
|
public:
|
|
bool strongInterest; //if true - report all mouse movements, if not - only when hovered
|
|
MotionInterested(){strongInterest=false;};
|
|
virtual ~MotionInterested(){};
|
|
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
|
|
virtual void activate()=0;
|
|
virtual void deactivate()=0;
|
|
};
|
|
class TimeInterested: public virtual CIntObject
|
|
{
|
|
public:
|
|
virtual ~TimeInterested(){};
|
|
int toNextTick;
|
|
virtual void tick()=0;
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
};
|
|
template <typename T> class CSCButton: public CButtonBase, public ClickableL //prosty guzik, ktory tylko zmienia obrazek
|
|
{
|
|
public:
|
|
int3 posr; //position in the bitmap
|
|
int state;
|
|
T* delg;
|
|
void(T::*func)(boost::logic::tribool);
|
|
CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(boost::logic::tribool), T* Delg=NULL);
|
|
void clickLeft (boost::logic::tribool down);
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
};
|
|
|
|
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
|
|
{ //okno usuwa swoje komponenty w chwili zamkniecia
|
|
public:
|
|
CSCButton<CInfoWindow> okb;
|
|
std::vector<SComponent*> components;
|
|
virtual void okClicked(boost::logic::tribool down);
|
|
virtual void close();
|
|
CInfoWindow();
|
|
virtual ~CInfoWindow();
|
|
};
|
|
class CSelWindow : public CInfoWindow //component selection window
|
|
{ //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac
|
|
public:
|
|
void selectionChange(CSelectableComponent * to);
|
|
void okClicked(boost::logic::tribool down);
|
|
void close();
|
|
CSelWindow(){};
|
|
};
|
|
|
|
class CRClickPopup : public IShowable, public ClickableR
|
|
{
|
|
public:
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
virtual void close()=0;
|
|
void clickRight (boost::logic::tribool down);
|
|
virtual ~CRClickPopup(){};
|
|
};
|
|
|
|
class CInfoPopup : public CRClickPopup
|
|
{
|
|
public:
|
|
bool free;
|
|
SDL_Surface * bitmap;
|
|
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
|
|
void close();
|
|
void show(SDL_Surface * to = NULL);
|
|
CInfoPopup(){free=false;bitmap=NULL;}
|
|
~CInfoPopup(){};
|
|
};
|
|
|
|
class SComponent : public ClickableR
|
|
{
|
|
public:
|
|
enum Etype
|
|
{
|
|
primskill, secskill, resource, creature, artifact, experience
|
|
} type;
|
|
int subtype;
|
|
int val;
|
|
|
|
std::string description; //r-click
|
|
std::string subtitle;
|
|
|
|
SComponent(Etype Type, int Subtype, int Val);
|
|
//SComponent(const & SComponent r);
|
|
|
|
void clickRight (boost::logic::tribool down);
|
|
virtual SDL_Surface * getImg();
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
};
|
|
|
|
class CSelectableComponent : public SComponent, public ClickableL
|
|
{
|
|
public:
|
|
bool selected;
|
|
|
|
bool customB;
|
|
SDL_Surface * border, *myBitmap;
|
|
CSelWindow * owner;
|
|
|
|
|
|
void clickLeft(boost::logic::tribool down);
|
|
CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner=NULL, SDL_Surface * Border=NULL);
|
|
~CSelectableComponent();
|
|
void activate();
|
|
void deactivate();
|
|
void select(bool on);
|
|
SDL_Surface * getImg();
|
|
};
|
|
class CGarrisonInt;
|
|
class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
|
|
{
|
|
public:
|
|
CGarrisonInt *owner;
|
|
const CCreature * creature;
|
|
int count;
|
|
int upg; //0 - up garrison, 1 - down garrison
|
|
bool active;
|
|
|
|
virtual void hover (bool on);
|
|
const CArmedInstance * getObj();
|
|
void clickRight (boost::logic::tribool down);
|
|
void clickLeft(boost::logic::tribool down);
|
|
void activate();
|
|
void deactivate();
|
|
void show();
|
|
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
|
|
~CGarrisonSlot();
|
|
};
|
|
|
|
class CGarrisonInt :public CIntObject
|
|
{
|
|
public:
|
|
int interx, intery;
|
|
CGarrisonSlot *highlighted;
|
|
|
|
SDL_Surface *sur;
|
|
int offx, offy, p2;
|
|
bool ignoreEvent, update, active, splitting, pb;
|
|
|
|
const CCreatureSet *set1;
|
|
const CCreatureSet *set2;
|
|
|
|
std::vector<CGarrisonSlot*> *sup, *sdown;
|
|
const CArmedInstance *oup, *odown;
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show();
|
|
void activeteSlots();
|
|
void deactiveteSlots();
|
|
void deleteSlots();
|
|
void createSlots();
|
|
void recreateSlots();
|
|
|
|
void splitClick();
|
|
void splitStacks(int am2);
|
|
|
|
CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL);
|
|
~CGarrisonInt();
|
|
};
|
|
|
|
class CPlayerInterface : public CGameInterface
|
|
{
|
|
public:
|
|
bool makingTurn;
|
|
SDL_Event * current;
|
|
IActivable *curint;
|
|
CAdvMapInt * adventureInt;
|
|
CCastleInterface * castleInt;
|
|
FPSmanager * mainFPSmng;
|
|
IStatusBar *statusbar;
|
|
//TODO: town interace, battle interface, other interfaces
|
|
|
|
CCallback * cb;
|
|
|
|
std::vector<ClickableL*> lclickable;
|
|
std::vector<ClickableR*> rclickable;
|
|
std::vector<Hoverable*> hoverable;
|
|
std::vector<KeyInterested*> keyinterested;
|
|
std::vector<MotionInterested*> motioninterested;
|
|
std::vector<TimeInterested*> timeinterested;
|
|
std::vector<IShowable*> objsToBlit;
|
|
|
|
SDL_Surface * hInfo, *tInfo;
|
|
std::vector<std::pair<int, int> > slotsPos;
|
|
CDefEssential *luck22, *luck30, *luck42, *luck82,
|
|
*morale22, *morale30, *morale42, *morale82,
|
|
*halls, *forts, *bigTownPic;
|
|
std::map<int,SDL_Surface*> heroWins;
|
|
std::map<int,SDL_Surface*> townWins;
|
|
|
|
//overloaded funcs from Interface
|
|
void yourTurn();
|
|
void heroMoved(const HeroMoveDetails & details);
|
|
void tileRevealed(int3 pos);
|
|
void tileHidden(int3 pos);
|
|
void heroKilled(const CGHeroInstance* hero);
|
|
void heroCreated(const CGHeroInstance* hero);
|
|
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
|
|
void receivedResource(int type, int val);
|
|
void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID);
|
|
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
|
|
void garrisonChanged(const CGObjectInstance * obj);
|
|
void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
|
|
|
|
//battles
|
|
void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::logic::tribool side); //called by engine when battle starts; side=0 - left, side=1 - right
|
|
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
|
|
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
|
void actionStarted(BattleAction action);//occurs BEFORE every action taken by any stack or by the hero
|
|
void actionFinished(BattleAction action);//occurs AFTER every action taken by any stack or by the hero
|
|
BattleAction activeStack(int stackID); //called when it's turn of that stack
|
|
void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CArmedInstance *hero1, CArmedInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner);
|
|
void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
|
|
void battleStackAttacking(int ID, int dest);
|
|
void battleStackIsAttacked(int ID, int dmg, int killed, int IDby);
|
|
void battleStackKilled(int ID, int dmg, int killed, int IDby);
|
|
|
|
|
|
//-------------//
|
|
|
|
void showComp(SComponent comp);
|
|
|
|
void openTownWindow(const CGTownInstance * town); //shows townscreen
|
|
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
|
|
SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
|
|
void handleEvent(SDL_Event * sEvent);
|
|
void handleKeyDown(SDL_Event *sEvent);
|
|
void handleKeyUp(SDL_Event *sEvent);
|
|
void handleMouseMotion(SDL_Event *sEvent);
|
|
void init(ICallback * CB);
|
|
int3 repairScreenPos(int3 pos);
|
|
void showInfoDialog(std::string text, std::vector<SComponent*> & components);
|
|
void removeObjToBlit(IShowable* obj);
|
|
SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
|
|
SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
|
|
|
|
SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
|
|
|
|
CPlayerInterface(int Player, int serial);
|
|
};
|
|
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(std::string text); //prints text and refreshes statusbar
|
|
void clear();//clears statusbar and refreshes
|
|
void show(); //shows statusbar (with current text)
|
|
std::string getCurrent();
|
|
};
|
|
|
|
class CList
|
|
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
|
|
{
|
|
public:
|
|
SDL_Surface * bg;
|
|
CDefHandler *arrup, *arrdo;
|
|
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;
|
|
boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
|
|
|
|
CList(int Size = 5);
|
|
void clickLeft(boost::logic::tribool down);
|
|
void activate();
|
|
void deactivate();
|
|
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
|
|
virtual void genList()=0;
|
|
virtual void select(int which)=0;
|
|
virtual void draw()=0;
|
|
};
|
|
class CHeroList
|
|
: public CList
|
|
{
|
|
public:
|
|
CDefHandler *mobile, *mana;
|
|
std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
|
|
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
|
|
|
|
CHeroList(int Size = 5);
|
|
void genList();
|
|
void select(int which);
|
|
void mouseMoved (SDL_MouseMotionEvent & sEvent);
|
|
void clickLeft(boost::logic::tribool down);
|
|
void clickRight(boost::logic::tribool down);
|
|
void hover (bool on);
|
|
void keyPressed (SDL_KeyboardEvent & key);
|
|
void updateHList();
|
|
void updateMove(const CGHeroInstance* which); //draws move points bar
|
|
void redrawAllOne(int which);
|
|
void draw();
|
|
void init();
|
|
};
|
|
|
|
class CTownList
|
|
: public CList
|
|
{
|
|
public:
|
|
boost::function<void()> fun;
|
|
std::vector<const CGTownInstance*> items;
|
|
int posporx,pospory;
|
|
|
|
CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
|
|
~CTownList();
|
|
void genList();
|
|
void select(int which);
|
|
void mouseMoved (SDL_MouseMotionEvent & sEvent);
|
|
void clickLeft(boost::logic::tribool down);
|
|
void clickRight(boost::logic::tribool down);
|
|
void hover (bool on);
|
|
void keyPressed (SDL_KeyboardEvent & key);
|
|
void draw();
|
|
};
|
|
|
|
class CCreaturePic //draws 100x130 picture with creature on background, use nextFrame=true to get animation
|
|
{
|
|
public:
|
|
CCreature *c;
|
|
CCreatureAnimation *anim;
|
|
CCreaturePic(CCreature *cre);
|
|
~CCreaturePic();
|
|
int blitPic(SDL_Surface *to, int x, int y, bool nextFrame);
|
|
SDL_Surface * getPic(bool nextFrame);
|
|
};
|
|
|
|
class CRecrutationWindow : public IShowable, public ClickableL
|
|
{
|
|
public:
|
|
struct creinfo
|
|
{
|
|
SDL_Rect pos;
|
|
CCreaturePic *pic;
|
|
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;
|
|
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
|
|
CSlider *slider;
|
|
AdventureMapButton *max, *buy, *cancel;
|
|
SDL_Surface *bitmap;
|
|
int which; //which creature is active
|
|
|
|
void close();
|
|
void Max();
|
|
void Buy();
|
|
void Cancel();
|
|
void sliderMoved(int to);
|
|
void clickLeft(boost::logic::tribool down);
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount>
|
|
~CRecrutationWindow();
|
|
};
|
|
|
|
class CSplitWindow : public IShowable, public KeyInterested
|
|
{
|
|
public:
|
|
CGarrisonInt *gar;
|
|
CSlider *slider;
|
|
CCreaturePic *anim;
|
|
AdventureMapButton *ok, *cancel;
|
|
SDL_Surface *bitmap;
|
|
int a1, a2, c;
|
|
bool which;
|
|
|
|
CSplitWindow(int cid, int max, CGarrisonInt *Owner);
|
|
~CSplitWindow();
|
|
void activate();
|
|
void split();
|
|
void close();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
void keyPressed (SDL_KeyboardEvent & key);
|
|
void sliderMoved(int to);
|
|
};
|
|
|
|
class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
|
|
{
|
|
public:
|
|
int type;//0 - rclick popup; 1 - normal window
|
|
SDL_Surface *bitmap;
|
|
bool anf;
|
|
|
|
boost::function<void()> dsm;
|
|
CCreaturePic *anim;
|
|
CCreature *c;
|
|
|
|
AdventureMapButton *dismiss, *upgrade, *ok;
|
|
CCreInfoWindow(int Cid, int Type, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm);
|
|
~CCreInfoWindow();
|
|
void activate();
|
|
void close();
|
|
void clickRight(boost::logic::tribool down);
|
|
void dismissF();
|
|
void keyPressed (SDL_KeyboardEvent & key);
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
};
|
|
|
|
#endif //CPLAYERINTERFACE_H
|