1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/CPlayerInterface.h
Michał W. Urbańczyk 6cd90195f4 * major optimization of infoBar drawing
* new day animation (TODO: dorobic zeby pierwsza klatka wchodzila - wkrotce sie tym zajme)
* some stuff for selection window
* minor improvements
2007-12-19 00:06:51 +00:00

219 lines
5.6 KiB
C++

#pragma once
#include "global.h"
#include "CGameInterface.h"
#include "SDL.h"
#include "SDL_framerate.h"
class CDefEssential;
class CHeroInstance;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class IShowable
{
public:
virtual void show(SDL_Surface * to = NULL)=0;
};
class IActivable
{
public:
virtual void activate()=0;
virtual void deactivate()=0;
};
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 type; //advmapbutton=2
bool abs;
bool active;
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 void clickLeft (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class ClickableR : public virtual CIntObject //for right-clicks
{
public:
bool pressedR;
ClickableR();
virtual void clickRight (tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class Hoverable : public virtual CIntObject
{
public:
Hoverable(){hovered=false;}
bool hovered;
virtual void hover (bool on)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
{
public:
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class MotionInterested: public virtual CIntObject
{
public:
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class TimeInterested: public virtual CIntObject
{
public:
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)(tribool);
CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(tribool), T* Delg=NULL);
void clickLeft (tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
};
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
{
public:
CSCButton<CInfoWindow> okb;
std::vector<SComponent*> components;
virtual void okClicked(tribool down);
virtual void close();
CInfoWindow();
~CInfoWindow();
};
class CSelWindow : public CInfoWindow //component selection window
{
void selectionChange(SComponent * to);
void okClicked(tribool down);
void close();
};
class SComponent : public ClickableR
{
public:
enum Etype
{
primskill, secskill, resource, creature, artifact
} 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 (tribool down);
virtual SDL_Surface * getImg();
virtual void activate();
virtual void deactivate();
};
class CSelectableComponent : public SComponent, public ClickableL
{
public:
bool selected;
SDL_Surface * border, *myBitmap;
void clickLeft(tribool down);
CSelectableComponent(Etype Type, int Sub, int Val, SDL_Surface * Border=NULL);
void activate();
void deactivate();
void select(bool on);
SDL_Surface * getImg();
};
class CPlayerInterface : public CGameInterface
{
public:
bool makingTurn;
SDL_Event * current;
CAdvMapInt * adventureInt;
FPSmanager * mainFPSmng;
//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;
std::vector<std::pair<int, int> > slotsPos;
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82;
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);
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 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 * drawTownInfoWin(const CGTownInstance * curh);
CPlayerInterface(int Player, int serial);
};