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136 lines
4.4 KiB
C++
136 lines
4.4 KiB
C++
/*
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* CGarrisonInt.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../windows/CWindowObject.h"
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class CGarrisonInt;
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class CButton;
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class CArmedInstance;
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class CAnimImage;
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class CCreatureSet;
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class CGarrisonSlot;
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class CStackInstance;
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class CLabel;
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/// A single garrison slot which holds one creature of a specific amount
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class CGarrisonSlot : public CIntObject
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{
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SlotID ID; //for identification
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CGarrisonInt *owner;
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const CStackInstance * myStack; //nullptr if slot is empty
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const CCreature * creature;
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/// Type of Garrison for slot (up or down)
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enum EGarrisonType
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{
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UP=0, ///< 0 - up garrison (Garrisoned)
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DOWN, ///< 1 - down garrison (Visiting)
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} upg; ///< Flag indicating if it is the up or down garrison
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std::shared_ptr<CAnimImage> creatureImage;
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std::shared_ptr<CAnimImage> selectionImage; // image for selection, not always visible
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std::shared_ptr<CLabel> stackCount;
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bool viewInfo();
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bool highlightOrDropArtifact();
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bool split();
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bool mustForceReselection() const;
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void setHighlight(bool on);
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std::function<void()> getDismiss() const;
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public:
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virtual void hover (bool on) override; //call-in
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const CArmedInstance * getObj() const;
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bool our() const;
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SlotID getSlot() const { return ID; }
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bool ally() const;
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void clickRight(tribool down, bool previousState) override;
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void clickLeft(tribool down, bool previousState) override;
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void update();
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * creature_ = nullptr);
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void splitIntoParts(EGarrisonType type, int amount);
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bool handleSplittingShortcuts(); /// Returns true when some shortcut is pressed, false otherwise
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friend class CGarrisonInt;
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};
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt :public CIntObject
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{
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/// Chosen slot. Should be changed only via selectSlot.
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CGarrisonSlot * highlighted;
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bool inSplittingMode;
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std::vector<std::shared_ptr<CGarrisonSlot>> availableSlots; ///< Slots of upper and lower garrison
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void createSlots();
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bool checkSelected(const CGarrisonSlot * selected, TQuantity min = 0) const;
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public:
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int interx; ///< Space between slots
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Point garOffset; ///< Offset between garrisons (not used if only one hero)
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std::vector<std::shared_ptr<CButton>> splitButtons; ///< May be empty if no buttons
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SlotID p2; ///< TODO: comment me
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bool pb,
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smallIcons, ///< true - 32x32 imgs, false - 58x64
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removableUnits, ///< player Can remove units from up
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twoRows, ///< slots Will be placed in 2 rows
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owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
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void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
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const CGarrisonSlot * getSelection() const;
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void setSplittingMode(bool on);
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bool getSplittingMode();
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bool hasEmptySlot(CGarrisonSlot::EGarrisonType type) const;
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SlotID getEmptySlot(CGarrisonSlot::EGarrisonType type) const;
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const CArmedInstance * armedObjs[2]; ///< [0] is upper, [1] is down
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void setArmy(const CArmedInstance * army, bool bottomGarrison);
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void addSplitBtn(std::shared_ptr<CButton> button);
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void recreateSlots();
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void splitClick(); ///< handles click on split button
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void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
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void moveStackToAnotherArmy(const CGarrisonSlot * selected);
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void bulkMoveArmy(const CGarrisonSlot * selected);
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void bulkMergeStacks(const CGarrisonSlot * selected); // Gather all creatures of selected type to the selected slot from other hero/garrison slots
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void bulkSplitStack(const CGarrisonSlot * selected); // Used to separate one-creature troops from main stack
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void bulkSmartSplitStack(const CGarrisonSlot * selected);
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/// Constructor
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/// @param x, y Position
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/// @param inx Distance between slots;
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/// @param garsOffset
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/// @param s1, s2 Top and bottom armies
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/// @param _removableUnits You can take units from top
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/// @param smallImgs Units images size 64x58 or 32x32
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/// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
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CGarrisonInt(int x, int y, int inx,
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const Point & garsOffset,
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const CArmedInstance * s1, const CArmedInstance * s2 = nullptr,
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bool _removableUnits = true,
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bool smallImgs = false,
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bool _twoRows = false);
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};
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class CGarrisonHolder
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{
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public:
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virtual void updateGarrisons() = 0;
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};
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