mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
496 lines
14 KiB
C++
496 lines
14 KiB
C++
#pragma once
|
|
|
|
#include "../lib/GameConstants.h"
|
|
#include "../lib/ResourceSet.h"
|
|
#include "../lib/CConfigHandler.h"
|
|
#include "gui/CArtifactHolder.h"
|
|
#include "gui/CGarrisonInt.h"
|
|
#include "CAnimation.h"
|
|
|
|
/*
|
|
* 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 CAdventureMapButton;
|
|
class CHighlightableButtonsGroup;
|
|
class CDefHandler;
|
|
struct HeroMoveDetails;
|
|
class CDefEssential;
|
|
class CGHeroInstance;
|
|
class CAdvMapInt;
|
|
class CCastleInterface;
|
|
class CBattleInterface;
|
|
class CStack;
|
|
class CComponent;
|
|
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 CCreatureArtifactSet;
|
|
class CResDataBar;
|
|
struct SPuzzleInfo;
|
|
class CGGarrison;
|
|
class CStackInstance;
|
|
class IMarket;
|
|
class CTextBox;
|
|
class CArtifactInstance;
|
|
class IBonusBearer;
|
|
class CArtPlace;
|
|
class CAnimImage;
|
|
struct InfoAboutArmy;
|
|
struct InfoAboutHero;
|
|
struct InfoAboutTown;
|
|
|
|
class CCreaturePic;
|
|
class MoraleLuckBox;
|
|
class CHeroArea;
|
|
class CMinorResDataBar;
|
|
|
|
class CComponentBox;
|
|
|
|
/// Recruitment window where you can recruit creatures
|
|
class CRecruitmentWindow : public CWindowObject
|
|
{
|
|
class CCreatureCard : public CIntObject
|
|
{
|
|
CRecruitmentWindow * parent;
|
|
CCreaturePic *pic; //creature's animation
|
|
bool selected;
|
|
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void showAll(SDL_Surface *to);
|
|
public:
|
|
const CCreature * creature;
|
|
si32 amount;
|
|
|
|
void select(bool on);
|
|
|
|
CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount);
|
|
};
|
|
|
|
/// small class to display creature costs
|
|
class CCostBox : public CIntObject
|
|
{
|
|
std::map<int, std::pair<CLabel *, CAnimImage * > > resources;
|
|
public:
|
|
//res - resources to show
|
|
void set(TResources res);
|
|
//res - visible resources
|
|
CCostBox(Rect position, std::string title);
|
|
void createItems(TResources res);
|
|
};
|
|
|
|
std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
|
|
|
|
int level;
|
|
const CArmedInstance *dst;
|
|
|
|
CCreatureCard * selected;
|
|
std::vector<CCreatureCard *> cards;
|
|
|
|
CSlider *slider; //for selecting amount
|
|
CAdventureMapButton *maxButton, *buyButton, *cancelButton;
|
|
//labels for visible values
|
|
CLabel * title;
|
|
CLabel * availableValue;
|
|
CLabel * toRecruitValue;
|
|
CCostBox * costPerTroopValue;
|
|
CCostBox * totalCostValue;
|
|
|
|
void select(CCreatureCard * card);
|
|
void buy();
|
|
void sliderMoved(int to);
|
|
|
|
void showAll(SDL_Surface *to);
|
|
public:
|
|
const CGDwelling * const dwelling;
|
|
CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const std::function<void(CreatureID,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
|
|
void availableCreaturesChanged();
|
|
};
|
|
|
|
/// Split window where creatures can be split up into two single unit stacks
|
|
class CSplitWindow : public CWindowObject
|
|
{
|
|
std::function<void(int, int)> callback;
|
|
int leftAmount;
|
|
int rightAmount;
|
|
|
|
int leftMin;
|
|
int rightMin;
|
|
|
|
CSlider *slider;
|
|
CCreaturePic *animLeft, *animRight; //creature's animation
|
|
CAdventureMapButton *ok, *cancel;
|
|
|
|
CTextInput *leftInput, *rightInput;
|
|
void setAmountText(std::string text, bool left);
|
|
void setAmount(int value, bool left);
|
|
void sliderMoved(int value);
|
|
void apply();
|
|
|
|
public:
|
|
/**
|
|
* creature - displayed creature
|
|
* callback(leftAmount, rightAmount) - function to call on close
|
|
* leftMin, rightMin - minimal amount of creatures in each stack
|
|
* leftAmount, rightAmount - amount of creatures in each stack
|
|
*/
|
|
CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback,
|
|
int leftMin, int rightMin, int leftAmount, int rightAmount);
|
|
};
|
|
|
|
/// Raised up level windowe where you can select one out of two skills
|
|
class CLevelWindow : public CWindowObject
|
|
{
|
|
CComponentBox * box; //skills to select
|
|
std::function<void(ui32)> cb;
|
|
|
|
void selectionChanged(unsigned to);
|
|
public:
|
|
|
|
CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback); //c-tor
|
|
~CLevelWindow(); //d-tor
|
|
|
|
};
|
|
|
|
/// Town portal, castle gate window
|
|
class CObjectListWindow : public CWindowObject
|
|
{
|
|
class CItem : public CIntObject
|
|
{
|
|
CObjectListWindow *parent;
|
|
CLabel *text;
|
|
CPicture *border;
|
|
public:
|
|
const size_t index;
|
|
CItem(CObjectListWindow *parent, size_t id, std::string text);
|
|
|
|
void select(bool on);
|
|
void clickLeft(tribool down, bool previousState);
|
|
};
|
|
|
|
std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
|
|
CLabel * title;
|
|
CLabel * descr;
|
|
|
|
CListBox * list;
|
|
CIntObject * titleImage;//title image (castle gate\town portal picture)
|
|
CAdventureMapButton *ok, *exit;
|
|
|
|
std::vector< std::pair<int, std::string> > items;//all items present in list
|
|
|
|
void init(CIntObject * titlePic, std::string _title, std::string _descr);
|
|
public:
|
|
size_t selected;//index of currently selected item
|
|
/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
|
|
/// Image can be nullptr
|
|
///item names will be taken from map objects
|
|
CObjectListWindow(const std::vector<int> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
|
|
std::function<void(int)> Callback);
|
|
CObjectListWindow(const std::vector<std::string> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
|
|
std::function<void(int)> Callback);
|
|
|
|
CIntObject *genItem(size_t index);
|
|
void elementSelected();//call callback and close this window
|
|
void changeSelection(size_t which);
|
|
void keyPressed (const SDL_KeyboardEvent & key);
|
|
};
|
|
|
|
class CSystemOptionsWindow : public CWindowObject
|
|
{
|
|
private:
|
|
CLabel *title;
|
|
CLabelGroup *leftGroup;
|
|
CLabelGroup *rightGroup;
|
|
CAdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
|
|
CHighlightableButtonsGroup * heroMoveSpeed;
|
|
CHighlightableButtonsGroup * mapScrollSpeed;
|
|
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
|
|
|
|
//CHighlightableButton * showPath;
|
|
CHighlightableButton * showReminder;
|
|
CHighlightableButton * quickCombat;
|
|
CHighlightableButton * spellbookAnim;
|
|
CHighlightableButton * newCreatureWin;
|
|
CHighlightableButton * fullscreen;
|
|
|
|
CAdventureMapButton *gameResButton;
|
|
CLabel *gameResLabel;
|
|
|
|
SettingsListener onFullscreenChanged;
|
|
|
|
void setMusicVolume( int newVolume );
|
|
void setSoundVolume( int newVolume );
|
|
void setHeroMoveSpeed( int newSpeed );
|
|
void setMapScrollingSpeed( int newSpeed );
|
|
|
|
//functions bound to buttons
|
|
void bloadf(); //load game
|
|
void bsavef(); //save game
|
|
void bquitf(); //quit game
|
|
void breturnf(); //return to game
|
|
void brestartf(); //restart game
|
|
void bmainmenuf(); //return to main menu
|
|
|
|
//functions for checkboxes
|
|
void toggleReminder(bool on);
|
|
void toggleQuickCombat(bool on);
|
|
void toggleSpellbookAnim(bool on);
|
|
void toggleCreatureWin(bool on);
|
|
void toggleFullscreen(bool on);
|
|
|
|
void selectGameRes();
|
|
void setGameRes(int index);
|
|
void closeAndPushEvent(int eventType, int code = 0);
|
|
|
|
public:
|
|
CSystemOptionsWindow(); //c-tor
|
|
};
|
|
|
|
class CTavernWindow : public CWindowObject
|
|
{
|
|
public:
|
|
class HeroPortrait : public CIntObject
|
|
{
|
|
public:
|
|
std::string hoverName;
|
|
std::string description; // "XXX is a level Y ZZZ with N artifacts"
|
|
const CGHeroInstance *h;
|
|
|
|
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);
|
|
|
|
private:
|
|
int *_sel;
|
|
const int _id;
|
|
|
|
} *h1, *h2; //recruitable heroes
|
|
|
|
CGStatusBar *bar; //tavern's internal status bar
|
|
int selected;//0 (left) or 1 (right)
|
|
int oldSelected;//0 (left) or 1 (right)
|
|
|
|
CAdventureMapButton *thiefGuild, *cancel, *recruit;
|
|
const CGObjectInstance *tavernObj;
|
|
|
|
CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
|
|
~CTavernWindow(); //d-tor
|
|
|
|
void recruitb();
|
|
void thievesguildb();
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
|
|
{
|
|
CGStatusBar * ourBar; //internal statusbar
|
|
|
|
CAdventureMapButton * quit, * questlogButton[2];
|
|
|
|
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
|
|
|
|
MoraleLuckBox *morale[2], *luck[2];
|
|
|
|
LRClickableAreaWText *specialty[2];
|
|
LRClickableAreaWText *experience[2];
|
|
LRClickableAreaWText *spellPoints[2];
|
|
CHeroArea *portrait[2];
|
|
|
|
public:
|
|
|
|
const CGHeroInstance* heroInst[2];
|
|
CArtifactsOfHero * artifs[2];
|
|
|
|
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
|
|
|
|
void prepareBackground(); //prepares or redraws bg
|
|
|
|
CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID); //c-tor
|
|
~CExchangeWindow(); //d-tor
|
|
};
|
|
|
|
/// Here you can buy ships
|
|
class CShipyardWindow : public CWindowObject
|
|
{
|
|
public:
|
|
CGStatusBar *bar;
|
|
CPicture *bgWater;
|
|
|
|
CLabel *title;
|
|
CLabel *costLabel;
|
|
|
|
CAnimImage *woodPic, *goldPic;
|
|
CLabel *woodCost, *goldCost;
|
|
|
|
CAnimImage *bgShip;
|
|
CAdventureMapButton *build, *quit;
|
|
|
|
CGStatusBar * statusBar;
|
|
|
|
CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const std::function<void()> &onBuy);
|
|
};
|
|
|
|
/// Puzzle screen which gets uncovered when you visit obilisks
|
|
class CPuzzleWindow : public CWindowObject
|
|
{
|
|
private:
|
|
int3 grailPos;
|
|
|
|
CAdventureMapButton * quitb;
|
|
|
|
std::vector<CPicture * > piecesToRemove;
|
|
ui8 currentAlpha;
|
|
|
|
public:
|
|
void showAll(SDL_Surface * to);
|
|
void show(SDL_Surface * to);
|
|
|
|
CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
|
|
};
|
|
|
|
/// Creature transformer window
|
|
class CTransformerWindow : public CWindowObject, public CGarrisonHolder
|
|
{
|
|
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;
|
|
CAnimImage *icon;
|
|
|
|
void move();
|
|
void clickLeft(tribool down, bool previousState);
|
|
void update();
|
|
CItem(CTransformerWindow * parent, int size, int id);
|
|
};
|
|
|
|
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 == nullptr
|
|
std::vector<CItem*> items;
|
|
|
|
CAdventureMapButton *all, *convert, *cancel;
|
|
CGStatusBar *bar;
|
|
void makeDeal();
|
|
void addAll();
|
|
void updateGarrisons();
|
|
CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
|
|
};
|
|
|
|
class CUniversityWindow : public CWindowObject
|
|
{
|
|
class CItem : public CAnimImage
|
|
{
|
|
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
|
|
std::vector<CItem*> items;
|
|
|
|
CAdventureMapButton *cancel;
|
|
CGStatusBar *bar;
|
|
|
|
CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
|
|
};
|
|
|
|
/// Confirmation window for University
|
|
class CUnivConfirmWindow : public CWindowObject
|
|
{
|
|
public:
|
|
CUniversityWindow * parent;
|
|
CGStatusBar *bar;
|
|
CAdventureMapButton *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 CWindowObject, public CWindowWithGarrison
|
|
{
|
|
public:
|
|
|
|
int slotsCount;//=7;
|
|
CGStatusBar * bar;
|
|
CDefEssential *resources;
|
|
CHeroArea *heroPic;//clickable hero image
|
|
CAdventureMapButton *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<TResources> costs;// costs [slot ID] [resource ID] = resource count for upgrade
|
|
TResources totalSumm; // totalSum[resource ID] = value
|
|
|
|
CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
|
|
|
|
void showAll (SDL_Surface *to);
|
|
std::string getDefForSlot(SlotID slot);//return def name for this slot
|
|
std::string getTextForSlot(SlotID slot);//return hover text for this slot
|
|
void makeDeal(SlotID slot);//-1 for upgrading all creatures
|
|
int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
|
|
void updateGarrisons();//update buttons after garrison changes
|
|
};
|
|
|
|
class CThievesGuildWindow : public CWindowObject
|
|
{
|
|
const CGObjectInstance * owner;
|
|
|
|
CGStatusBar * statusBar;
|
|
CAdventureMapButton * exitb;
|
|
CMinorResDataBar * resdatabar;
|
|
|
|
public:
|
|
CThievesGuildWindow(const CGObjectInstance * _owner);
|
|
};
|