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https://github.com/vcmi/vcmi.git
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6cd90195f4
* new day animation (TODO: dorobic zeby pierwsza klatka wchodzila - wkrotce sie tym zajme) * some stuff for selection window * minor improvements
219 lines
5.6 KiB
C++
219 lines
5.6 KiB
C++
#pragma once
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#include "global.h"
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#include "CGameInterface.h"
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#include "SDL.h"
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#include "SDL_framerate.h"
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class CDefEssential;
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class CHeroInstance;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class IShowable
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{
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public:
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virtual void show(SDL_Surface * to = NULL)=0;
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};
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class IActivable
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class CIntObject //interface object
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{
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public:
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SDL_Rect pos;
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int ID;
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};
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class CSimpleWindow : public virtual CIntObject, public IShowable
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{
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public:
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SDL_Surface * bitmap;
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CIntObject * owner;
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virtual void show(SDL_Surface * to = NULL);
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CSimpleWindow():bitmap(NULL),owner(NULL){};
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virtual ~CSimpleWindow();
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};
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class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
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{
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public:
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int type; //advmapbutton=2
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bool abs;
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bool active;
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CIntObject * ourObj; // "owner"
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int state;
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std::vector< std::vector<SDL_Surface*> > imgs;
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int curimg;
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate()=0;
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virtual void deactivate()=0;
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CButtonBase();
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virtual ~CButtonBase(){};
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};
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class ClickableL : public virtual CIntObject //for left-clicks
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{
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public:
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bool pressedL;
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ClickableL();
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virtual void clickLeft (tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class ClickableR : public virtual CIntObject //for right-clicks
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{
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public:
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bool pressedR;
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ClickableR();
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virtual void clickRight (tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class Hoverable : public virtual CIntObject
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{
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public:
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Hoverable(){hovered=false;}
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bool hovered;
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virtual void hover (bool on)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class KeyInterested : public virtual CIntObject
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{
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public:
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virtual void keyPressed (SDL_KeyboardEvent & key)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class MotionInterested: public virtual CIntObject
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{
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public:
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virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class TimeInterested: public virtual CIntObject
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{
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public:
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int toNextTick;
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virtual void tick()=0;
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virtual void activate();
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virtual void deactivate();
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};
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template <typename T> class CSCButton: public CButtonBase, public ClickableL //prosty guzik, ktory tylko zmienia obrazek
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{
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public:
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int3 posr; //position in the bitmap
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int state;
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T* delg;
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void(T::*func)(tribool);
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CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(tribool), T* Delg=NULL);
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void clickLeft (tribool down);
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void activate();
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void deactivate();
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void show(SDL_Surface * to = NULL);
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};
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class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{
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public:
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CSCButton<CInfoWindow> okb;
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std::vector<SComponent*> components;
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virtual void okClicked(tribool down);
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virtual void close();
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CInfoWindow();
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~CInfoWindow();
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};
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class CSelWindow : public CInfoWindow //component selection window
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{
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void selectionChange(SComponent * to);
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void okClicked(tribool down);
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void close();
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};
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class SComponent : public ClickableR
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact
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} type;
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int subtype;
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int val;
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std::string description; //r-click
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std::string subtitle;
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SComponent(Etype Type, int Subtype, int Val);
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//SComponent(const & SComponent r);
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void clickRight (tribool down);
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virtual SDL_Surface * getImg();
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virtual void activate();
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virtual void deactivate();
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};
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class CSelectableComponent : public SComponent, public ClickableL
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{
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public:
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bool selected;
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SDL_Surface * border, *myBitmap;
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void clickLeft(tribool down);
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CSelectableComponent(Etype Type, int Sub, int Val, SDL_Surface * Border=NULL);
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void activate();
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void deactivate();
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void select(bool on);
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SDL_Surface * getImg();
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};
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class CPlayerInterface : public CGameInterface
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{
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public:
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bool makingTurn;
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SDL_Event * current;
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CAdvMapInt * adventureInt;
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FPSmanager * mainFPSmng;
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//TODO: town interace, battle interface, other interfaces
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CCallback * cb;
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std::vector<ClickableL*> lclickable;
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std::vector<ClickableR*> rclickable;
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std::vector<Hoverable*> hoverable;
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std::vector<KeyInterested*> keyinterested;
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std::vector<MotionInterested*> motioninterested;
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std::vector<TimeInterested*> timeinterested;
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std::vector<IShowable*> objsToBlit;
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SDL_Surface * hInfo;
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std::vector<std::pair<int, int> > slotsPos;
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CDefEssential *luck22, *luck30, *luck42, *luck82,
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*morale22, *morale30, *morale42, *morale82;
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std::map<int,SDL_Surface*> heroWins;
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//std::map<int,SDL_Surface*> townWins;
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//overloaded funcs from Interface
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void yourTurn();
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void heroMoved(const HeroMoveDetails & details);
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void tileRevealed(int3 pos);
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void tileHidden(int3 pos);
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void heroKilled(const CGHeroInstance* hero);
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void heroCreated(const CGHeroInstance* hero);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void receivedResource(int type, int val);
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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*
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void handleEvent(SDL_Event * sEvent);
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void init(ICallback * CB);
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int3 repairScreenPos(int3 pos);
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void showInfoDialog(std::string text, std::vector<SComponent*> & components);
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void removeObjToBlit(IShowable* obj);
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SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
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SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
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CPlayerInterface(int Player, int serial);
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}; |