mirror of
https://github.com/vcmi/vcmi.git
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1145 lines
37 KiB
C++
1145 lines
37 KiB
C++
#pragma once
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#include "FunctionList.h"
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#include "../lib/ResourceSet.h"
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#include "../lib/GameConstants.h"
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#include "UIFramework/CIntObject.h"
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#include "UIFramework/CIntObjectClasses.h"
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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/*
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* GUIClasses.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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struct ArtifactLocation;
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class IArtifactSetBase;
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class CStackBasicDescriptor;
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class CBonusSystemNode;
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class CArtifact;
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class CDefEssential;
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class CAdventureMapButton;
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class CHighlightableButtonsGroup;
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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 CCastleInterface;
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class CBattleInterface;
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class CStack;
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class CComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnim;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CGDwelling;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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struct Component;
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class CArmedInstance;
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class CGTownInstance;
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class StackState;
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class CPlayerInterface;
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class CHeroWindow;
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class CArtifact;
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class CArtifactsOfHero;
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class CCreatureArtifactSet;
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class CResDataBar;
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struct SPuzzleInfo;
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class CGGarrison;
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class CStackInstance;
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class IMarket;
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class CTextBox;
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class CArtifactInstance;
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class IBonusBearer;
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class CArtPlace;
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class CAnimImage;
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/// text + comp. + ok button
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class CInfoWindow : public CSimpleWindow
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{ //window able to delete its components when closed
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bool delComps; //whether comps will be deleted
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public:
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typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
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typedef std::vector<CComponent*> TCompsInfo;
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int ID; //for identification
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CTextBox *text;
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std::vector<CAdventureMapButton *> buttons;
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std::vector<CComponent*> components;
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CSlider *slider;
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void setDelComps(bool DelComps);
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virtual void close();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void sliderMoved(int to);
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CInfoWindow(std::string Text, int player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<CComponent*> *components = NULL, bool DelComps = false);
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};
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/// component selection window
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class CSelWindow : public CInfoWindow
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{ //warning - this window deletes its components by closing!
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public:
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void selectionChange(unsigned to);
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void madeChoice(); //looks for selected component and calls callback
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CSelWindow(const std::string& text, int player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, int askID); //c-tor
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CSelWindow(){}; //c-tor
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//notification - this class inherits important destructor from CInfoWindow
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};
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/// popup displayed on R-click
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class CRClickPopup : public CIntObject
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{
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public:
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virtual void activate();
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virtual void deactivate();
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virtual void close();
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void clickRight(tribool down, bool previousState);
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CRClickPopup();
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virtual ~CRClickPopup(); //d-tor
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static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
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static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
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};
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/// popup displayed on R-click
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class CRClickPopupInt : public CRClickPopup
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{
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public:
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IShowActivatable *inner;
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bool delInner;
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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CRClickPopupInt(IShowActivatable *our, bool deleteInt); //c-tor
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virtual ~CRClickPopupInt(); //d-tor
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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void close();
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void show(SDL_Surface * to);
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor
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void init(int x, int y);
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~CInfoPopup(); //d-tor
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};
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/// common popup window component
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class CComponent : public virtual CIntObject
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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, experience, secskill44, spell, morale, luck, building, hero, flag
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} type; //component type
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int subtype; //TODO: comment me
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int val; //TODO: comment me
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std::string description; //r-click
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std::string subtitle; //TODO: comment me
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SDL_Surface *img; //our image
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bool free; //should surface be freed on delete
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SDL_Surface * setSurface(std::string defName, int imgPos);
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void init(Etype Type, int Subtype, int Val);
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CComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur=NULL, bool freeSur=false); //c-tor
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CComponent(const Component &c); //c-tor
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CComponent();; //c-tor
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virtual ~CComponent(); //d-tor
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void clickRight(tribool down, bool previousState); //call-in
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SDL_Surface * getImg() const;
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virtual void show(SDL_Surface * to);
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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 CComponent, public CKeyShortcut
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{
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public:
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bool selected; //if true, this component is selected
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boost::function<void()> onSelect; //function called on selection change
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void clickLeft(tribool down, bool previousState); //call-in
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void init();
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CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0); //c-tor
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CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0); //c-tor
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~CSelectableComponent(); //d-tor
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virtual void show(SDL_Surface * to);
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void activate();
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void deactivate();
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void select(bool on);
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};
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////////////////////////////////////////////////////////////////////////////////
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class CGarrisonInt;
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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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public:
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int ID; //for identification
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CGarrisonInt *owner;
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const CStackInstance *myStack; //NULL if slot is empty
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const CCreature *creature;
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int count; //number of creatures
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int upg; //0 - up garrison, 1 - down garrison
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bool active; //TODO: comment me
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bool highlight;
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virtual void hover (bool on); //call-in
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const CArmedInstance * getObj();
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bool our();
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void clickRight(tribool down, bool previousState);
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void clickLeft(tribool down, bool previousState);
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void activate();
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void deactivate();
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void showAll(SDL_Surface * to);
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL);
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~CGarrisonSlot(); //d-tor
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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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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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CGarrisonSlot *highlighted; //chosen slot
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std::vector<CAdventureMapButton *> splitButtons; //may be empty if no buttons
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int p2, //TODO: comment me
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shiftPos;//1st slot of the second row, set shiftPoint for effect
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bool splitting, 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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// const CCreatureSet *set1; //top set of creatures
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// const CCreatureSet *set2; //bottom set of creatures
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std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
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const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
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//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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void setArmy(const CArmedInstance *army, bool bottomGarrison);
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void addSplitBtn(CAdventureMapButton * button);
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void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
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void activate();
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void createSlots();
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void deleteSlots();
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void recreateSlots();
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void splitClick(); //handles click on split button
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void splitStacks(int am2); //TODO: comment me
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//x, y - position;
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//inx - distance between slots;
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//pomsur, SurOffset - UNUSED
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//s1, s2 - top and bottom armies;
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//removableUnits - you can take units from top;
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//smallImgs - units images size 64x58 or 32x32;
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//twoRows - display slots in 2 row (1st row = 4, 2nd = 3)
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CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=NULL, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
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~CGarrisonInt(); //d-tor
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};
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/// List of heroes which is shown at the right of the adventure map screen
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class CHeroList
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: public CList
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{
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public:
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CDefHandler *mobile, *mana; //mana and movement indicators
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int posmobx, posporx, posmanx, posmoby, pospory, posmany;
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CHeroList(int Size); //c-tor
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int getPosOfHero(const CGHeroInstance* h); //hero's position on list
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void genList();
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void select(int which); //call-in
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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void clickLeft(tribool down, bool previousState); //call-in
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void clickRight(tribool down, bool previousState); //call-in
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void hover (bool on); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
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void updateMove(const CGHeroInstance* which); //draws move points bar
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void draw(SDL_Surface * to);
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void init();
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int size(); //how many elements do we have
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};
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/// List of towns which is shown at the right of the adventure map screen
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class CTownList
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: public CList
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{
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public:
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boost::function<void()> fun; //function called on selection change
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int posporx,pospory;
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CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
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~CTownList(); //d-tor
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void genList();
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void select(int which); //call-in
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void selectNext(); //switches to the next town or the first one if none is selected
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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void clickLeft(tribool down, bool previousState); //call-in
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void clickRight(tribool down, bool previousState); //call-in
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void hover (bool on); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void draw(SDL_Surface * to);
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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int size(); //how many elements do we have
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};
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/// draws picture with creature on background, use Animated=true to get animation
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class CCreaturePic : public CIntObject
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{
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private:
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CPicture *bg; //background
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CCreatureAnim *anim; //displayed animation
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public:
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CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
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~CCreaturePic(); //d-tor
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};
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/// Recruitment window where you can recruit creatures
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class CRecruitmentWindow : public CIntObject
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{
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public:
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static const int SPACE_BETWEEN = 18;
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static const int CREATURE_WIDTH = 102;
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static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
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struct creinfo
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{
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SDL_Rect pos;
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CCreaturePic *pic; //creature's animation
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int ID, amount; //creature ID and available amount
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std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
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};
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std::vector<int> amounts; //how many creatures we can afford
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std::vector<creinfo> creatures; //recruitable creatures
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boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
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CSlider *slider; //for selecting amount
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CAdventureMapButton *max, *buy, *cancel;
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CPicture *bitmap; //background
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CGStatusBar *bar;
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int which; //which creature is active
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const CGDwelling *dwelling;
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int level;
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const CArmedInstance *dst;
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void close();
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void Max();
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void Buy();
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void Cancel();
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void sliderMoved(int to);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void showAll(SDL_Surface * to);
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void initCres();
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CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
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~CRecruitmentWindow(); //d-tor
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};
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/// Split window where creatures can be splitted up into two single unit stacks
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class CSplitWindow : public CIntObject
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{
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public:
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CGarrisonInt *gar;
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CSlider *slider;
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CCreaturePic *animLeft, *animRight; //creature's animation
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CAdventureMapButton *ok, *cancel;
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SDL_Surface *bitmap; //background
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int a1, a2, c; //TODO: comment me
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bool which; //which creature is selected
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int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions
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CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack
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~CSplitWindow(); //d-tor
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void activate();
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void split();
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void close();
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void deactivate();
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void show(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void sliderMoved(int to);
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};
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/// Raised up level windowe where you can select one out of two skills
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class CLevelWindow : public CIntObject
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{
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public:
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int heroPortrait;
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SDL_Surface *bitmap; //background
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std::vector<CSelectableComponent *> comps; //skills to select
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CAdventureMapButton *ok;
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boost::function<void(ui32)> cb;
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void close();
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CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor
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~CLevelWindow(); //d-tor
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void activate();
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void deactivate();
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void selectionChanged(unsigned to);
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void show(SDL_Surface * to);
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};
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/// Resource bar like that at the bottom of the adventure map screen
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class CMinorResDataBar : public CIntObject
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{
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public:
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SDL_Surface *bg; //background bitmap
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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CMinorResDataBar(); //c-tor
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~CMinorResDataBar(); //d-tor
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};
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/// Town portal, castle gate window
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class CObjectListWindow : public CIntObject
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{
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class CItem : public CIntObject
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{
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CObjectListWindow *parent;
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CLabel *text;
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CPicture *border;
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public:
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const size_t index;
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CItem(CObjectListWindow *parent, size_t id, std::string text);
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void select(bool on);
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void clickLeft(tribool down, bool previousState);
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};
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boost::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
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CLabel * title;
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CLabel * descr;
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CListBox *list;
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CPicture *bg; //background
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CPicture *titleImage;//title image (castle gate\town portal picture)
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CAdventureMapButton *ok, *exit;
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std::vector< std::pair<int, std::string> > items;//all items present in list
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void init(CPicture * titlePic, std::string _title, std::string _descr);
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public:
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size_t selected;//index of currently selected item
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/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
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/// Image can be NULL
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///item names will be taken from map objects
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CObjectListWindow(const std::vector<int> &_items, CPicture * titlePic, std::string _title, std::string _descr,
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boost::function<void(int)> Callback);
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CObjectListWindow(const std::vector<std::string> &_items, CPicture * titlePic, std::string _title, std::string _descr,
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boost::function<void(int)> Callback);
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CIntObject *genItem(size_t index);
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void elementSelected();//call callback and close this window
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void changeSelection(size_t which);
|
|
void keyPressed (const SDL_KeyboardEvent & key);
|
|
};
|
|
|
|
class CArtifactHolder : public virtual CIntObject
|
|
{
|
|
public:
|
|
CArtifactHolder();
|
|
|
|
virtual void artifactRemoved(const ArtifactLocation &artLoc)=0;
|
|
virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0;
|
|
virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0;
|
|
virtual void artifactAssembled(const ArtifactLocation &artLoc)=0;
|
|
};
|
|
|
|
class CWindowWithArtifacts : public CArtifactHolder
|
|
{
|
|
public:
|
|
std::vector<CArtifactsOfHero *> artSets;
|
|
|
|
void artifactRemoved(const ArtifactLocation &artLoc);
|
|
void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
|
|
void artifactDisassembled(const ArtifactLocation &artLoc);
|
|
void artifactAssembled(const ArtifactLocation &artLoc);
|
|
};
|
|
|
|
class CTradeWindow : public CWindowWithArtifacts //base for markets and altar of sacrifice
|
|
{
|
|
public:
|
|
enum EType
|
|
{
|
|
RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE
|
|
};
|
|
class CTradeableItem : public CIntObject
|
|
{
|
|
const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact
|
|
public:
|
|
EType type;
|
|
int id;
|
|
int serial;
|
|
bool left;
|
|
std::string subtitle; //empty if default
|
|
|
|
const CArtifactInstance *getArtInstance() const;
|
|
void setArtInstance(const CArtifactInstance *art);
|
|
// const CArtifact *getArt() const;
|
|
// void setArt(const CArtifact *artT) const;
|
|
|
|
CFunctionList<void()> callback;
|
|
bool downSelection;
|
|
|
|
void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to);
|
|
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover (bool on);
|
|
void showAll(SDL_Surface * to);
|
|
void clickLeft(tribool down, bool previousState);
|
|
SDL_Surface *getSurface();
|
|
std::string getName(int number = -1) const;
|
|
CTradeableItem(EType Type, int ID, bool Left, int Serial);
|
|
};
|
|
|
|
const IMarket *market;
|
|
const CGHeroInstance *hero;
|
|
CPicture *bg; //background
|
|
|
|
CArtifactsOfHero *arts;
|
|
//all indexes: 1 = left, 0 = right
|
|
std::vector<CTradeableItem*> items[2];
|
|
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
|
|
EType itemsType[2];
|
|
|
|
EMarketMode::EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
|
|
CAdventureMapButton *ok, *max, *deal;
|
|
CSlider *slider; //for choosing amount to be exchanged
|
|
bool readyToTrade;
|
|
|
|
CTradeWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c
|
|
|
|
void showAll(SDL_Surface * to);
|
|
|
|
void initSubs(bool Left);
|
|
void initTypes();
|
|
void initItems(bool Left);
|
|
std::vector<int> *getItemsIds(bool Left); //NULL if default
|
|
void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
|
|
void removeItems(const std::set<CTradeableItem *> &toRemove);
|
|
void removeItem(CTradeableItem * t);
|
|
void getEmptySlots(std::set<CTradeableItem *> &toRemove);
|
|
void setMode(EMarketMode::EMarketMode Mode); //mode setter
|
|
|
|
void artifactSelected(CArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot
|
|
|
|
virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0;
|
|
virtual void selectionChanged(bool side) = 0; //true == left
|
|
virtual Point selectionOffset(bool Left) const = 0;
|
|
virtual std::string selectionSubtitle(bool Left) const = 0;
|
|
virtual void garrisonChanged() = 0;
|
|
virtual void artifactsChanged(bool left) = 0;
|
|
};
|
|
|
|
class CMarketplaceWindow : public CTradeWindow
|
|
{
|
|
bool printButtonFor(EMarketMode::EMarketMode M) const;
|
|
public:
|
|
int r1, r2; //suggested amounts of traded resources
|
|
bool madeTransaction; //if player made at least one transaction
|
|
CTextBox *traderText;
|
|
|
|
void setMax();
|
|
void sliderMoved(int to);
|
|
void makeDeal();
|
|
void selectionChanged(bool side); //true == left
|
|
CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode::EMarketMode Mode = EMarketMode::RESOURCE_RESOURCE); //c-tor
|
|
~CMarketplaceWindow(); //d-tor
|
|
|
|
Point selectionOffset(bool Left) const;
|
|
std::string selectionSubtitle(bool Left) const;
|
|
|
|
|
|
void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
|
|
void artifactsChanged(bool left);
|
|
void resourceChanged(int type, int val);
|
|
|
|
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
|
|
void updateTraderText();
|
|
};
|
|
|
|
class CAltarWindow : public CTradeWindow
|
|
{
|
|
public:
|
|
CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c-tor
|
|
|
|
void getExpValues();
|
|
~CAltarWindow(); //d-tor
|
|
|
|
std::vector<int> sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed
|
|
expPerUnit;
|
|
|
|
CAdventureMapButton *sacrificeAll, *sacrificeBackpack;
|
|
CLabel *expToLevel, *expOnAltar;
|
|
|
|
|
|
void selectionChanged(bool side); //true == left
|
|
void SacrificeAll();
|
|
void SacrificeBackpack();
|
|
|
|
void putOnAltar(int backpackIndex);
|
|
bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art);
|
|
void makeDeal();
|
|
void showAll(SDL_Surface * to);
|
|
|
|
void blockTrade();
|
|
void sliderMoved(int to);
|
|
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
|
|
void mimicCres();
|
|
|
|
Point selectionOffset(bool Left) const;
|
|
std::string selectionSubtitle(bool Left) const;
|
|
void garrisonChanged();
|
|
void artifactsChanged(bool left);
|
|
void calcTotalExp();
|
|
void setExpToLevel();
|
|
void updateRight(CTradeableItem *toUpdate);
|
|
|
|
void artifactPicked();
|
|
int firstFreeSlot();
|
|
void moveFromSlotToAltar(int slotID, CTradeableItem* altarSlot, const CArtifactInstance *art);
|
|
};
|
|
|
|
class CSystemOptionsWindow : public CIntObject
|
|
{
|
|
private:
|
|
CLabel *title;
|
|
CLabelGroup *leftGroup;
|
|
CLabelGroup *rightGroup;
|
|
CPicture * bg; //background of window
|
|
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 * videoSubs;
|
|
CHighlightableButton * newCreatureWin;
|
|
CHighlightableButton * fullscreen;
|
|
|
|
CAdventureMapButton *gameResButton;
|
|
|
|
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 toggleCreatureWin(bool on);
|
|
void toggleFullscreen(bool on);
|
|
|
|
void selectGameRes(bool pregame);
|
|
void setGameRes(bool pregame, int index);
|
|
|
|
void pushSDLEvent(int type, int usercode);
|
|
|
|
public:
|
|
CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
|
|
};
|
|
|
|
class CTavernWindow : public CIntObject
|
|
{
|
|
public:
|
|
class HeroPortrait : public CIntObject
|
|
{
|
|
public:
|
|
std::string hoverName;
|
|
const CGHeroInstance *h;
|
|
char descr[100]; // "XXX is a level Y ZZZ with N artifacts"
|
|
|
|
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);
|
|
void show(SDL_Surface * to);
|
|
|
|
private:
|
|
int *_sel;
|
|
const int _id;
|
|
|
|
} *h1, *h2; //recruitable heroes
|
|
|
|
CPicture *bg; //background
|
|
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 close();
|
|
void thievesguildb();
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CInGameConsole : public CIntObject
|
|
{
|
|
private:
|
|
std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
|
|
boost::mutex texts_mx; // protects texts
|
|
std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
|
|
int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
|
|
int defaultTimeout; //timeout for new texts (in ms)
|
|
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
|
|
public:
|
|
std::string enteredText;
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
void print(const std::string &txt);
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
|
|
void startEnteringText();
|
|
void endEnteringText(bool printEnteredText);
|
|
void refreshEnteredText();
|
|
|
|
CInGameConsole(); //c-tor
|
|
};
|
|
|
|
/// Can interact on left and right mouse clicks
|
|
class LRClickableAreaWTextComp: public LRClickableAreaWText
|
|
{
|
|
public:
|
|
int baseType;
|
|
int bonusValue, type;
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
|
|
LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
|
|
CComponent * createComponent() const;
|
|
};
|
|
|
|
class MoraleLuckBox : public LRClickableAreaWTextComp
|
|
{
|
|
public:
|
|
bool morale; //true if morale, false if luck
|
|
bool small;
|
|
|
|
void set(const IBonusBearer *node);
|
|
void showAll(SDL_Surface * to);
|
|
|
|
MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
|
|
~MoraleLuckBox();
|
|
};
|
|
|
|
/// Opens hero window by left-clicking on it
|
|
class CHeroArea: public CIntObject
|
|
{
|
|
public:
|
|
const CGHeroInstance * hero;
|
|
|
|
CHeroArea(int x, int y, const CGHeroInstance * _hero);
|
|
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover(bool on);
|
|
void showAll(SDL_Surface * to);
|
|
};
|
|
|
|
/// Opens town screen by left-clicking on it
|
|
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
|
|
{
|
|
public:
|
|
const CGTownInstance * town;
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
LRClickableAreaOpenTown();
|
|
};
|
|
|
|
/// Artifacts can be placed there. Gets shown at the hero window
|
|
class CArtPlace: public LRClickableAreaWTextComp
|
|
{
|
|
public:
|
|
int slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START
|
|
|
|
bool picked;
|
|
bool marked;
|
|
bool locked;
|
|
CArtifactsOfHero * ourOwner;
|
|
const CArtifactInstance * ourArt;
|
|
|
|
CArtPlace(const CArtifactInstance * Art); //c-tor
|
|
CArtPlace(Point position, const CArtifactInstance * Art = NULL); //c-tor
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void select ();
|
|
void deselect ();
|
|
void activate();
|
|
void deactivate();
|
|
void showAll(SDL_Surface * to);
|
|
bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here
|
|
|
|
void setMeAsDest(bool backpackAsVoid = true);
|
|
void setArtifact(const CArtifactInstance *art);
|
|
|
|
~CArtPlace(); //d-tor
|
|
};
|
|
|
|
/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
|
|
class CArtifactsOfHero : public CIntObject
|
|
{
|
|
const CGHeroInstance * curHero;
|
|
|
|
std::vector<CArtPlace *> artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
|
std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
|
|
int backpackPos; //number of first art visible in backpack (in hero's vector)
|
|
|
|
public:
|
|
struct SCommonPart
|
|
{
|
|
struct Artpos
|
|
{
|
|
int slotID;
|
|
const CArtifactsOfHero *AOH;
|
|
const CCreatureArtifactSet *CAS;
|
|
const CArtifactInstance *art;
|
|
|
|
Artpos();
|
|
void clear();
|
|
void setTo(const CArtPlace *place, bool dontTakeBackpack);
|
|
IArtifactSetBase * getArtHolder(); // returns AOH or CAS
|
|
bool valid();
|
|
bool operator==(const ArtifactLocation &al) const;
|
|
} src, dst;
|
|
|
|
std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
|
|
|
|
void reset();
|
|
} * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
|
|
|
|
bool updateState; // Whether the commonInfo should be updated on setHero or not.
|
|
|
|
CAdventureMapButton * leftArtRoll, * rightArtRoll;
|
|
bool allowedAssembling;
|
|
std::multiset<const CArtifactInstance*> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be omitted in backpack slots
|
|
boost::function<void(CArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
|
|
|
|
void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
|
|
void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
|
|
void artifactRemoved(const ArtifactLocation &al);
|
|
void artifactAssembled(const ArtifactLocation &al);
|
|
void artifactDisassembled(const ArtifactLocation &al);
|
|
CArtPlace *getArtPlace(int slot);
|
|
|
|
void setHero(const CGHeroInstance * hero);
|
|
const CGHeroInstance *getHero() const;
|
|
void dispose(); //free resources not needed after closing windows and reset state
|
|
void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
|
|
|
|
void safeRedraw();
|
|
void markPossibleSlots(const CArtifactInstance* art);
|
|
void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs
|
|
void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
|
|
void setSlotData (CArtPlace* artPlace, int slotID);
|
|
void updateWornSlots (bool redrawParent = true);
|
|
|
|
void updateSlot(int i);
|
|
void eraseSlotData (CArtPlace* artPlace, int slotID);
|
|
|
|
CArtifactsOfHero(const Point& position, bool createCommonPart = false);
|
|
//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
|
|
CArtifactsOfHero(std::vector<CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
|
|
CAdventureMapButton *leftScroll, CAdventureMapButton *rightScroll, bool createCommonPart = false);
|
|
~CArtifactsOfHero(); //d-tor
|
|
void updateParentWindow();
|
|
friend class CArtPlace;
|
|
};
|
|
|
|
class CGarrisonHolder : public virtual CIntObject
|
|
{
|
|
public:
|
|
CGarrisonHolder();
|
|
virtual void updateGarrisons(){};
|
|
};
|
|
|
|
class CWindowWithGarrison : public CGarrisonHolder
|
|
{
|
|
public:
|
|
CGarrisonInt *garr;
|
|
virtual void updateGarrisons();
|
|
};
|
|
|
|
/// Garrison window where you can take creatures out of the hero to place it on the garrison
|
|
class CGarrisonWindow : public CWindowWithGarrison
|
|
{
|
|
public:
|
|
CPicture *bg; //background surface
|
|
CLabel *title;
|
|
CAdventureMapButton *quit;
|
|
|
|
void close();
|
|
void showAll(SDL_Surface * to);
|
|
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
|
|
~CGarrisonWindow(); //d-tor
|
|
};
|
|
|
|
class CExchangeWindow : public CWindowWithGarrison, public CWindowWithArtifacts
|
|
{
|
|
CPicture *background;
|
|
CGStatusBar * ourBar; //internal statusbar
|
|
|
|
CAdventureMapButton * quit, * questlogButton[2];
|
|
|
|
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
|
|
|
|
MoraleLuckBox *morale[2], *luck[2];
|
|
|
|
LRClickableAreaWText *speciality[2];
|
|
LRClickableAreaWText *experience[2];
|
|
LRClickableAreaWText *spellPoints[2];
|
|
CHeroArea *portrait[2];
|
|
|
|
public:
|
|
|
|
const CGHeroInstance* heroInst[2];
|
|
CArtifactsOfHero * artifs[2];
|
|
|
|
void close();
|
|
void showAll(SDL_Surface * to);
|
|
|
|
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
|
|
|
|
void prepareBackground(); //prepares or redraws bg
|
|
|
|
CExchangeWindow(si32 hero1, si32 hero2); //c-tor
|
|
~CExchangeWindow(); //d-tor
|
|
};
|
|
|
|
/// Here you can buy ships
|
|
class CShipyardWindow : public CIntObject
|
|
{
|
|
public:
|
|
CGStatusBar *bar;
|
|
CPicture *bg; //background
|
|
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 boost::function<void()> &onBuy);
|
|
};
|
|
|
|
/// Puzzle screen which gets uncovered when you visit obilisks
|
|
class CPuzzleWindow : public CIntObject
|
|
{
|
|
private:
|
|
SDL_Surface * background;
|
|
CAdventureMapButton * quitb;
|
|
CResDataBar * resdatabar;
|
|
|
|
std::vector<std::pair<SDL_Surface *, const SPuzzleInfo *> > puzzlesToPullBack;
|
|
ui8 animCount;
|
|
|
|
public:
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
|
|
CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
|
|
~CPuzzleWindow();
|
|
};
|
|
|
|
/// Creature transformer window
|
|
class CTransformerWindow : public CIntObject
|
|
{
|
|
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;
|
|
|
|
void move();
|
|
void showAll(SDL_Surface * to);
|
|
void clickLeft(tribool down, bool previousState);
|
|
CItem(CTransformerWindow * _parent, int _size, int _id);
|
|
~CItem();
|
|
};
|
|
|
|
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 == NULL
|
|
CPicture *bg; //background
|
|
std::vector<CItem*> items;
|
|
|
|
CAdventureMapButton *all, *convert, *cancel;
|
|
CGStatusBar *bar;
|
|
void showAll(SDL_Surface * to);
|
|
void makeDeal();
|
|
void addAll();
|
|
CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
|
|
~CTransformerWindow(); //d-tor
|
|
};
|
|
|
|
class CUniversityWindow : public CIntObject
|
|
{
|
|
class CItem : public CPicture
|
|
{
|
|
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
|
|
CPicture *bg; //background
|
|
std::vector<CItem*> items;
|
|
|
|
CAdventureMapButton *cancel;
|
|
CGStatusBar *bar;
|
|
|
|
CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
|
|
~CUniversityWindow(); //d-tor
|
|
};
|
|
|
|
/// Confirmation window for University
|
|
class CUnivConfirmWindow : public CIntObject
|
|
{
|
|
public:
|
|
CUniversityWindow * parent;
|
|
CPicture * bg;
|
|
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 CWindowWithGarrison
|
|
{
|
|
public:
|
|
|
|
int slotsCount;//=7;
|
|
CGStatusBar * bar;
|
|
CDefEssential *resources;
|
|
CPicture *bg; //background surface
|
|
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
|
|
~CHillFortWindow(); //d-tor
|
|
|
|
void activate();
|
|
void showAll (SDL_Surface *to);
|
|
std::string getDefForSlot(int slot);//return def name for this slot
|
|
std::string getTextForSlot(int slot);//return hover text for this slot
|
|
void makeDeal(int slot);//-1 for upgrading all creatures
|
|
int getState(int slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
|
|
void updateGarrisons();//update buttons after garrison changes
|
|
};
|
|
|
|
class CThievesGuildWindow : public CIntObject
|
|
{
|
|
const CGObjectInstance * owner;
|
|
|
|
CGStatusBar * statusBar;
|
|
CAdventureMapButton * exitb;
|
|
SDL_Surface * background;
|
|
CMinorResDataBar * resdatabar;
|
|
|
|
public:
|
|
void activate();
|
|
void show(SDL_Surface * to);
|
|
|
|
void bexitf();
|
|
|
|
CThievesGuildWindow(const CGObjectInstance * _owner);
|
|
~CThievesGuildWindow();
|
|
};
|