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4f316cd7e6
Restructured instances classes. Still very instable.
152 lines
3.8 KiB
C++
152 lines
3.8 KiB
C++
#ifndef CGAMEINTERFACE_H
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#define CGAMEINTERFACE_H
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#include "SDL.h"
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#include <boost/logic/tribool.hpp>
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#include "SDL_framerate.h"
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BOOST_TRIBOOL_THIRD_STATE(outOfRange)
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using namespace boost::logic;
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class CAdvMapInt;
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class CCallback;
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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 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
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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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CSimpleWindow():bitmap(NULL),owner(NULL){};
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virtual ~CSimpleWindow();
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};
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class CButtonBase : public virtual CIntObject //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;
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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() ;
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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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};
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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 CGameInterface
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{
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public:
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bool human;
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int playerID, serialID;
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virtual void init(CCallback * CB)=0{};
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virtual void yourTurn()=0{};
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virtual void heroKilled(const CGHeroInstance*)=0{};
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virtual void heroCreated(const CGHeroInstance*)=0{};
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virtual void heroMoved(const HeroMoveDetails & details)=0;
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};
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class CGlobalAI;
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class CAIHandler
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{
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public:
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static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
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};
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class CGlobalAI : public CGameInterface // AI class (to derivate)
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{
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public:
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//CGlobalAI();
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virtual void yourTurn(){};
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virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroCreated(const CGHeroInstance*){};
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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<CSimpleWindow*> 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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//overloaded funcs from Interface
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void yourTurn();
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void heroMoved(const HeroMoveDetails & details);
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void heroKilled(const CGHeroInstance*);
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void heroCreated(const CGHeroInstance*);
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SDL_Surface * infoWin(void * 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(CCallback * CB);
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int3 repairScreenPos(int3 pos);
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CPlayerInterface(int Player, int serial);
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};
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#endif //CGAMEINTERFACE_H
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