1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/CPlayerInterface.h
Michał W. Urbańczyk 48cb63f144 * possibly fixed bug with the mage guild when no spells available
* events won't be shown and won't block movement
* casualties among hero army and neutral creatures are saved
* it's possible to build lighthouse
* increased thread-safety (may prevent some crashes)
* minor fixes
2008-09-20 18:30:37 +00:00

642 lines
19 KiB
C++

#ifndef CPLAYERINTERFACE_H
#define CPLAYERINTERFACE_H
#include "global.h"
#include "CGameInterface.h"
#include "SDL_framerate.h"
#include <map>
#include <list>
class CDefEssential;
class AdventureMapButton;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class CCastleInterface;
class CStack;
class SComponent;
class CCreature;
struct SDL_Surface;
struct CPath;
class CCreatureAnimation;
class CSelectableComponent;
class CCreatureSet;
class CGObjectInstance;
class CSlider;
struct UpgradeInfo;
template <typename T> struct CondSh;
namespace boost
{
class mutex;
class recursive_mutex;
};
class IShowable
{
public:
virtual void show(SDL_Surface * to = NULL)=0;
virtual ~IShowable(){};
};
class IStatusBar
{
public:
virtual ~IStatusBar(){}; //d-tor
virtual void print(std::string text)=0; //prints text and refreshes statusbar
virtual void clear()=0;//clears statusbar and refreshes
virtual void show()=0; //shows statusbar (with current text)
virtual std::string getCurrent()=0;
};
class IActivable
{
public:
virtual void activate()=0;
virtual void deactivate()=0;
virtual ~IActivable(){};
};
class IShowActivable : public IShowable, public IActivable
{
public:
virtual ~IShowActivable(){};
};
class CMainInterface : public IShowActivable
{
public:
IShowActivable *subInt;
};
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 bitmapOffset;
int type; //advmapbutton=2
bool abs;
bool active;
bool notFreeButton;
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 ~ClickableL(){};
virtual void clickLeft (boost::logic::tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class ClickableR : public virtual CIntObject //for right-clicks
{
public:
bool pressedR;
ClickableR();
virtual ~ClickableR(){};
virtual void clickRight (boost::logic::tribool down)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class Hoverable : public virtual CIntObject
{
public:
Hoverable(){hovered=false;}
virtual ~Hoverable(){};
bool hovered;
virtual void hover (bool on)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class KeyInterested : public virtual CIntObject
{
public:
virtual ~KeyInterested(){};
virtual void keyPressed (SDL_KeyboardEvent & key)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class MotionInterested: public virtual CIntObject
{
public:
bool strongInterest; //if true - report all mouse movements, if not - only when hovered
MotionInterested(){strongInterest=false;};
virtual ~MotionInterested(){};
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void activate()=0;
virtual void deactivate()=0;
};
class TimeInterested: public virtual CIntObject
{
public:
virtual ~TimeInterested(){};
int toNextTick;
virtual void tick()=0;
virtual void activate();
virtual void deactivate();
};
class CInfoWindow : public CSimpleWindow //text + comp. + ok button
{ //window able to delete its components when closed
public:
bool delComps; //whether comps will be deleted
std::vector<AdventureMapButton *> buttons;
std::vector<SComponent*> components;
virtual void close();
virtual void show(SDL_Surface * to = NULL);
void activate();
void deactivate();
CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons);
CInfoWindow();
~CInfoWindow();
};
class CSelWindow : public CInfoWindow //component selection window
{ //uwaga - to okno usuwa swoje komponenty przy zamykaniu
public:
void selectionChange(unsigned to);
void close();
CSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> &comps, std::vector<std::pair<std::string,boost::function<void()> > > &Buttons);
CSelWindow(){};
};
class CRClickPopup : public IShowable, public ClickableR
{
public:
virtual void activate();
virtual void deactivate();
virtual void close()=0;
void clickRight (boost::logic::tribool down);
virtual ~CRClickPopup(){};
};
class CInfoPopup : public CRClickPopup
{
public:
bool free;
SDL_Surface * bitmap;
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
void close();
void show(SDL_Surface * to = NULL);
CInfoPopup(){free=false;bitmap=NULL;}
~CInfoPopup(){};
};
class SComponent : public ClickableR
{
public:
enum Etype
{
primskill, secskill, resource, creature, artifact, experience, secskill44, spell
} type;
int subtype;
int val;
std::string description; //r-click
std::string subtitle;
void init(Etype Type, int Subtype, int Val);
SComponent(Etype Type, int Subtype, int Val);
SComponent(const Component &c);
SComponent(){};
virtual ~SComponent(){};
void clickRight (boost::logic::tribool down);
virtual SDL_Surface * getImg();
virtual void show(SDL_Surface * to = NULL);
virtual void activate();
virtual void deactivate();
};
class CCustomImgComponent : public SComponent
{
public:
bool free; //should surface be freed on delete
SDL_Surface *bmp;
SDL_Surface * getImg();
CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur);
~CCustomImgComponent();
};
class CSelectableComponent : public SComponent, public ClickableL
{
public:
bool selected;
bool customB;
SDL_Surface * border, *myBitmap;
boost::function<void()> onSelect;
void clickLeft(boost::logic::tribool down);
void init(SDL_Surface * Border);
CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
~CSelectableComponent();
virtual void show(SDL_Surface * to = NULL);
void activate();
void deactivate();
void select(bool on);
SDL_Surface * getImg();
};
class CGarrisonInt;
class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
{
public:
CGarrisonInt *owner;
const CCreature * creature;
int count;
int upg; //0 - up garrison, 1 - down garrison
bool active;
virtual void hover (bool on);
const CArmedInstance * getObj();
void clickRight (boost::logic::tribool down);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
void show();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
~CGarrisonSlot();
};
class CGarrisonInt :public CIntObject
{
public:
int interx, intery;
CGarrisonSlot *highlighted;
SDL_Surface *sur;
int offx, offy, p2;
bool ignoreEvent, update, active, splitting, pb;
const CCreatureSet *set1;
const CCreatureSet *set2;
std::vector<CGarrisonSlot*> *sup, *sdown;
const CArmedInstance *oup, *odown;
void activate();
void deactivate();
void show();
void activeteSlots();
void deactiveteSlots();
void deleteSlots();
void createSlots();
void recreateSlots();
void splitClick();
void splitStacks(int am2);
CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL);
~CGarrisonInt();
};
class CPlayerInterface : public CGameInterface
{
public:
//minor interfaces
CondSh<bool> *showingDialog;
boost::recursive_mutex *pim;
bool makingTurn;
SDL_Event * current;
CMainInterface *curint;
CAdvMapInt * adventureInt;
CCastleInterface * castleInt;
FPSmanager * mainFPSmng;
IStatusBar *statusbar;
//to commucate with engine
CCallback * cb;
//GUI elements
std::list<ClickableL*> lclickable;
std::list<ClickableR*> rclickable;
std::list<Hoverable*> hoverable;
std::list<KeyInterested*> keyinterested;
std::list<MotionInterested*> motioninterested;
std::list<TimeInterested*> timeinterested;
std::vector<IShowable*> objsToBlit;
//overloaded funcs from CGameInterface
void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
void garrisonChanged(const CGObjectInstance * obj);
void heroArtifactSetChanged(const CGHeroInstance*hero);
void heroCreated(const CGHeroInstance* hero);
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
void heroInGarrisonChange(const CGTownInstance *town);
void heroKilled(const CGHeroInstance* hero);
void heroMoved(const HeroMoveDetails & details);
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
void receivedResource(int type, int val);
void showInfoDialog(std::string &text, const std::vector<Component*> &components);
void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
void tileHidden(int3 pos);
void tileRevealed(int3 pos);
void yourTurn();
void availableCreaturesChanged(const CGTownInstance *town);
//for battles
//void actionFinished(BattleAction action);//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(BattleAction action);//occurs BEFORE every action taken by any stack or by the hero
BattleAction activeStack(int stackID); //called when it's turn of that stack
void battleAttack(BattleAttack *ba);
void battleEnd(BattleResult *br);
void battleResultQuited();
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting);
void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//-------------//
void updateWater();
void showComp(SComponent comp);
void openTownWindow(const CGTownInstance * town); //shows townscreen
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
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 handleKeyDown(SDL_Event *sEvent);
void handleKeyUp(SDL_Event *sEvent);
void handleMouseMotion(SDL_Event *sEvent);
void init(ICallback * CB);
int3 repairScreenPos(int3 pos);
void removeObjToBlit(IShowable* obj);
void showInfoDialog(std::string &text, const std::vector<SComponent*> & components);
void showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
CPlayerInterface(int Player, int serial);//c-tor
~CPlayerInterface();//d-tor
};
class CStatusBar
: public CIntObject, public IStatusBar
{
public:
SDL_Surface * bg; //background
int middlex, middley; //middle of statusbar
std::string current; //text currently printed
CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
~CStatusBar(); //d-tor
void print(std::string text); //prints text and refreshes statusbar
void clear();//clears statusbar and refreshes
void show(); //shows statusbar (with current text)
std::string getCurrent();
};
class CList
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
{
public:
SDL_Surface * bg;
CDefHandler *arrup, *arrdo;
SDL_Surface *empty, *selection;
SDL_Rect arrupp, arrdop; //positions of arrows
int posw, posh; //position width/height
int selected, //id of selected position, <0 if none
from;
const int SIZE;
boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
CList(int Size = 5);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
virtual void genList()=0;
virtual void select(int which)=0;
virtual void draw()=0;
};
class CHeroList
: public CList
{
public:
CDefHandler *mobile, *mana;
std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
int posmobx, posporx, posmanx, posmoby, pospory, posmany;
CHeroList(int Size = 5);
int getPosOfHero(const CArmedInstance* h);
void genList();
void select(int which);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void updateHList();
void updateMove(const CGHeroInstance* which); //draws move points bar
void redrawAllOne(int which);
void draw();
void init();
};
class CTownList
: public CList
{
public:
boost::function<void()> fun;
std::vector<const CGTownInstance*> items;
int posporx,pospory;
CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
~CTownList();
void genList();
void select(int which);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void draw();
};
class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
{
public:
bool big; //big => 100x130; !big => 100x120
CCreature *c;
CCreatureAnimation *anim;
CCreaturePic(CCreature *cre, bool Big=true);
~CCreaturePic();
int blitPic(SDL_Surface *to, int x, int y, bool nextFrame);
SDL_Surface * getPic(bool nextFrame);
};
class CRecrutationWindow : public IShowable, public ClickableL
{
public:
struct creinfo
{
SDL_Rect pos;
CCreaturePic *pic;
int ID, amount; //creature ID and available amount
std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
};
std::vector<int> amounts; //how many creatures we can afford
std::vector<creinfo> creatures;
boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
CSlider *slider;
AdventureMapButton *max, *buy, *cancel;
SDL_Surface *bitmap;
int which; //which creature is active
void close();
void Max();
void Buy();
void Cancel();
void sliderMoved(int to);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount>
~CRecrutationWindow();
};
class CSplitWindow : public IShowable, public KeyInterested
{
public:
CGarrisonInt *gar;
CSlider *slider;
CCreaturePic *anim;
AdventureMapButton *ok, *cancel;
SDL_Surface *bitmap;
int a1, a2, c;
bool which;
CSplitWindow(int cid, int max, CGarrisonInt *Owner);
~CSplitWindow();
void activate();
void split();
void close();
void deactivate();
void show(SDL_Surface * to = NULL);
void keyPressed (SDL_KeyboardEvent & key);
void sliderMoved(int to);
};
class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
{
public:
bool active;
int type;//0 - rclick popup; 1 - normal window
SDL_Surface *bitmap;
char anf;
std::string count; //creature count in text format
boost::function<void()> dsm;
CCreaturePic *anim;
CCreature *c;
CInfoWindow *dependant; //it may be dialog asking whther upgrade/dismiss stack (if opened)
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
AdventureMapButton *dismiss, *upgrade, *ok;
CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui);
~CCreInfoWindow();
void activate();
void close();
void clickRight(boost::logic::tribool down);
void dismissF();
void keyPressed (SDL_KeyboardEvent & key);
void deactivate();
void show(SDL_Surface * to = NULL);
void onUpgradeYes();
void onUpgradeNo();
};
class CLevelWindow : public IShowable, public CIntObject
{
public:
int heroType;
SDL_Surface *bitmap;
std::vector<CSelectableComponent *> comps; //skills to select
AdventureMapButton *ok;
boost::function<void(ui32)> cb;
void close();
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
~CLevelWindow();
void activate();
void deactivate();
void selectionChanged(unsigned to);
void show(SDL_Surface * to = NULL);
};
class CMinorResDataBar : public IShowable, public CIntObject
{
public:
SDL_Surface *bg;
void show(SDL_Surface * to=NULL);
CMinorResDataBar();
~CMinorResDataBar();
};
class CMarketplaceWindow : public IShowActivable, public CIntObject
{
public:
class CTradeableItem : public ClickableL
{
public:
int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag
int id;
bool left;
CFunctionList<void()> callback;
void activate();
void deactivate();
void show(SDL_Surface * to=NULL);
void clickLeft(boost::logic::tribool down);
SDL_Surface *getSurface();
CTradeableItem(int Type, int ID, bool Left);
};
SDL_Surface *bg;
std::vector<CTradeableItem*> left, right;
std::vector<std::string> rSubs;
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
r1, r2;
AdventureMapButton *ok, *max, *deal;
CSlider *slider;
void activate();
void deactivate();
void show(SDL_Surface * to=NULL);
void setMax();
void sliderMoved(int to);
void makeDeal();
void selectionChanged(bool side); //true == left
CMarketplaceWindow(int Mode=0);
~CMarketplaceWindow();
void setMode(int mode);
void clear();
};
extern CPlayerInterface * LOCPLINT;
#endif //CPLAYERINTERFACE_H