mirror of
https://github.com/vcmi/vcmi.git
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236 lines
5.8 KiB
C++
236 lines
5.8 KiB
C++
#ifndef __CPREGAME_H__
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#define __CPREGAME_H__
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#include "../global.h"
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#include <set>
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#include <SDL.h>
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#include "../StartInfo.h"
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#include "CMessage.h"
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#include "../lib/map.h"
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#include <cstdlib>
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#include "GUIBase.h"
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#include "FunctionList.h"
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/*
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* CPreGame.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 CMusicHandler;
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enum EState { //where are we?
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mainMenu, newGame, loadGame, ScenarioList, saveGame, scenarioInfo
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};
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class CTextInput : public CIntObject
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{
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public:
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CPicture *bg;
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std::string text;
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CFunctionList<void(const std::string &)> cb;
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void setText(const std::string &nText, bool callCb = false);
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CTextInput();
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CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
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~CTextInput();
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void keyPressed(const SDL_KeyboardEvent & key);
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};
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class CMenuScreen : public CIntObject
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{
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public:
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CPicture *bgAd;
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AdventureMapButton *buttons[5];
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CMenuScreen(EState which);
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~CMenuScreen();
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void showAll(SDL_Surface * to);
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void show(SDL_Surface * to);
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void moveTo(CMenuScreen *next);
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};
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struct FileInfo
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{
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std::string name;
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std::time_t date;
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};
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class InfoCard : public CIntObject
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{
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public:
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CPicture *bg;
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EState type;
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CHighlightableButtonsGroup *difficulty;
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CDefHandler *sizes, *sFlags;;
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void changeSelection(const CMapInfo *to);
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void showAll(SDL_Surface * to);
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void clickRight(tribool down, bool previousState);
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void showTeamsPopup();
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InfoCard(EState Type);
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~InfoCard();
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};
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class SelectionTab : public CIntObject
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{
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public:
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int positions; //how many entries (games/maps) can be shown
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CPicture *bg; //general bg image
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CSlider *slider;
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std::vector<CMapInfo> allItems;
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std::vector<CMapInfo*> curItems;
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size_t selectionPos;
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boost::function<void(CMapInfo *)> onSelect;
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ESortBy sortingBy;
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bool ascending;
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CDefHandler *format;
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CTextInput *txt;
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void getFiles(std::vector<FileInfo> &out, const std::string &dirname, const std::string &ext);
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void parseMaps(std::vector<FileInfo> &files, int start = 0, int threads = 1);
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void parseGames(std::vector<FileInfo> &files);
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void filter(int size, bool selectFirst = false); //0 - all
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void select(int position); //position: <0 - positions> position on the screen
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void selectAbs(int position); //position: absolute position in curItems vector
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int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none
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void sliderMove(int slidPos);
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void sortBy(int criteria);
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void sort();
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void printMaps(SDL_Surface *to);
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int getLine();
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void selectFName(const std::string &fname);
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void wheelScrolled(bool down, bool in);
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void keyPressed(const SDL_KeyboardEvent & key);
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void onDoubleClick();
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SelectionTab(EState Type, const boost::function<void(CMapInfo *)> &OnSelect);
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~SelectionTab();
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};
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class OptionsTab : public CIntObject
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{
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public:
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enum SelType {TOWN, HERO, BONUS};
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struct SelectedBox : public CIntObject //img with current town/hero/bonus
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{
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SelType which;
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ui8 player; //serial nr
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SDL_Surface *getImg() const;
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const std::string *getText() const;
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SelectedBox(SelType Which, ui8 Player);
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void showAll(SDL_Surface * to);
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void clickRight(tribool down, bool previousState);
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};
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struct PlayerOptionsEntry : public CIntObject
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{
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PlayerSettings &s;
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CPicture *bg;
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AdventureMapButton *btns[6]; //left and right for town, hero, bonus
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AdventureMapButton *flag;
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SelectedBox *town;
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SelectedBox *hero;
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SelectedBox *bonus;
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bool fixedHero;
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PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
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void selectButtons(bool onlyHero = true); //hides unavailable buttons
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void showAll(SDL_Surface * to);
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};
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EState type;
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CPicture *bg;
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CSlider *turnDuration;
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std::set<int> usedHeroes;
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std::vector<PlayerOptionsEntry *> entries;
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void nextCastle(int player, int dir); //dir == -1 or +1
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void nextHero(int player, int dir); //dir == -1 or +1
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void nextBonus(int player, int dir); //dir == -1 or +1
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void setTurnLength(int npos);
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void flagPressed(int player);
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void changeSelection(const CMapHeader *to);
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OptionsTab(EState Type/*, StartInfo &Opts*/);
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~OptionsTab();
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void showAll(SDL_Surface * to);
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int nextAllowedHero( int min, int max, int incl, int dir );
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bool canUseThisHero( int ID );
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};
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class CSelectionScreen : public CIntObject
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{
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public:
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CPicture *bg; //general bg image
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AdventureMapButton *start, *back;
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InfoCard *card;
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SelectionTab *sel;
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OptionsTab *opt;
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EState type; //new/save/load#Game
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const CMapInfo *current;
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StartInfo sInfo;
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CIntObject *curTab;
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CSelectionScreen(EState Type);
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~CSelectionScreen();
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void toggleTab(CIntObject *tab);
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void changeSelection(const CMapInfo *to);
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void updateStartInfo(const CMapInfo * to);
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void startGame();
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void difficultyChange(int to);
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};
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class CScenarioInfo : public CIntObject
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{
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public:
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AdventureMapButton *back;
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InfoCard *card;
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OptionsTab *opt;
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CScenarioInfo(const CMapHeader *mapInfo, const StartInfo *startInfo);
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~CScenarioInfo();
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};
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class CGPreGame : public CIntObject
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{
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public:
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SDL_Surface *mainbg;
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CMenuScreen *scrs[3];
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SDL_Surface *nHero, *rHero, *nTown, *rTown; // none/random hero/town imgs
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CDefHandler *bonuses;
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CDefHandler *victory, *loss;
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CGPreGame();
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~CGPreGame();
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void run();
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void openSel(EState type);
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void loadGraphics();
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void disposeGraphics();
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};
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extern CGPreGame *CGP;
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#endif // __CPREGAME_H__
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