mirror of
https://github.com/vcmi/vcmi.git
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788 lines
24 KiB
C++
788 lines
24 KiB
C++
#ifndef __GUICLASSES_H__
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#define __GUICLASSES_H__
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#include "../global.h"
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#include "SDL_framerate.h"
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#include "GUIBase.h"
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#include "FunctionList.h"
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#include <set>
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#include <list>
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#include <boost/thread/mutex.hpp>
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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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class CDefEssential;
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class AdventureMapButton;
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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 SComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnimation;
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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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class 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 CResDataBar;
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struct SPuzzleInfo;
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class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{ //window able to delete its components when closed
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public:
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bool delComps; //whether comps will be deleted
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std::vector<AdventureMapButton *> buttons;
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std::vector<SComponent*> components;
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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 activate();
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void deactivate();
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CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, bool delComps); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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};
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class CSelWindow : public CInfoWindow //component selection window
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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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class CRClickPopup : public CIntObject //popup displayed on R-click
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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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virtual ~CRClickPopup(){}; //d-tor
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};
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class CRClickPopupInt : public CRClickPopup //popup displayed on R-click
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{
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public:
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IShowActivable *inner;
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bool delInner;
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void show(SDL_Surface * to);
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CRClickPopupInt(IShowActivable *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 = NULL, bool Free = false); //default c-tor
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~CInfoPopup(){}; //d-tor
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};
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class SComponent : public virtual CIntObject //common popup window component
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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
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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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void init(Etype Type, int Subtype, int Val);
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SComponent(Etype Type, int Subtype, int Val); //c-tor
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SComponent(const Component &c); //c-tor
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SComponent(){}; //c-tor
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virtual ~SComponent(){}; //d-tor
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void clickRight(tribool down, bool previousState); //call-in
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virtual SDL_Surface * getImg();
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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 CCustomImgComponent : public SComponent
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{
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public:
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SDL_Surface *bmp; //our image
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bool free; //should surface be freed on delete
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SDL_Surface * getImg();
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CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor
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~CCustomImgComponent(); //d-tor
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};
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class CSelectableComponent : public SComponent, public KeyShortcut
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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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bool customB; //TODO: comment me
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SDL_Surface * border, *myBitmap;
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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(SDL_Surface * Border);
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CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
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CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //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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SDL_Surface * getImg(); //returns myBitmap
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};
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class CGarrisonInt;
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class CGarrisonSlot : public CIntObject
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{
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public:
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CGarrisonInt *owner;
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const CCreature * creature; //creature in slot
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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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virtual void hover (bool on); //call-in
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const CArmedInstance * getObj();
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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 show(SDL_Surface * to);
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
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~CGarrisonSlot(); //d-tor
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};
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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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surOffset; //offset between garrison position on the bg surface and position on the screen
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CGarrisonSlot *highlighted; //chosen slot
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std::vector<AdventureMapButton *> splitButtons; //may be empty if no buttons
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SDL_Surface *&sur; //bg surface
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int p2; //TODO: comment me
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bool ignoreEvent, update, active, splitting, pb,
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smallIcons; //true - 32x32 imgs, false - 58x64
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bool removableUnits;
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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*> *sup, *sdown; //slots of upper and lower garrison
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const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void activeteSlots();
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void deactiveteSlots();
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void deleteSlots();
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void createSlots();
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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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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); //c-tor
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~CGarrisonInt(); //d-tor
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};
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class CStatusBar
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: public CIntObject, public IStatusBar
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{
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public:
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SDL_Surface * bg; //background
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int middlex, middley; //middle of statusbar
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std::string current; //text currently printed
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CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
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~CStatusBar(); //d-tor
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void print(const std::string & text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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void show(SDL_Surface * to); //shows statusbar (with current text)
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std::string getCurrent(); //getter for current
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};
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class CList : public CIntObject
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{
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public:
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SDL_Surface * bg; //background bitmap
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CDefHandler *arrup, *arrdo; //button arrows for scrolling list
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SDL_Surface *empty, *selection;
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SDL_Rect arrupp, arrdop; //positions of arrows
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int posw, posh; //position width/height
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int selected, //id of selected position, <0 if none
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from;
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const int SIZE; //size of list
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tribool pressed; //true=up; false=down; indeterminate=none
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CList(int Size = 5); //c-tor
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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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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
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virtual void genList()=0;
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virtual void select(int which)=0;
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virtual void draw(SDL_Surface * to)=0;
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virtual int size() = 0; //how many elements do we have
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void fixPos(); //scrolls list, so the selection will be visible
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};
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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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std::vector<const CGHeroInstance *> &heroes; //points to LOCPLINT->wandering heroes
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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 init();
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int size(); //how many elements do we have
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};
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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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std::vector<const CGTownInstance*> items; //towns on list
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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 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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int size(); //how many elements do we have
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};
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class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
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{
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public:
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const CCreature *c; //which creature's picture
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bool big; //big => 100x130; !big => 100x120
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CCreatureAnimation *anim; //displayed animation
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CCreaturePic(const CCreature *cre, bool Big=true); //c-tor
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~CCreaturePic(); //d-tor
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int blitPic(SDL_Surface *to, int x, int y, bool nextFrame); //prints creature on screen
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SDL_Surface * getPic(bool nextFrame); //returns frame of animation
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};
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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 = 8;
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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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AdventureMapButton *max, *buy, *cancel;
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SDL_Surface *bitmap; //background
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CStatusBar *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 activate();
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void deactivate();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to){show(to);};
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void cleanCres();
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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); //creatures - pairs<creature_ID,amount> //c-tor
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~CRecruitmentWindow(); //d-tor
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};
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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 *anim; //creature's animation
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AdventureMapButton *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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class CCreInfoWindow : public CIntObject
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{
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public:
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//bool active; //TODO: comment me
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int type;//0 - rclick popup; 1 - normal window
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SDL_Surface *bitmap; //background
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char anf; //animation counter
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std::string count; //creature count in text format
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boost::function<void()> dsm; //dismiss button callback
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CCreaturePic *anim; //related creature's animation
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CCreature *c; //related creature
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std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
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AdventureMapButton *dismiss, *upgrade, *ok;
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CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //c-tor
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~CCreInfoWindow(); //d-tor
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void activate();
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void close();
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void clickRight(tribool down, bool previousState); //call-in
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void dismissF();
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void deactivate();
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void show(SDL_Surface * to);
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};
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class CLevelWindow : public CIntObject
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{
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public:
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int heroType;
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SDL_Surface *bitmap; //background
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std::vector<CSelectableComponent *> comps; //skills to select
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AdventureMapButton *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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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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CMinorResDataBar(); //c-tor
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~CMinorResDataBar(); //d-tor
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};
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class CMarketplaceWindow : public CIntObject
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{
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public:
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class CTradeableItem : public CIntObject
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{
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public:
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int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag
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int id;
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bool left;
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CFunctionList<void()> callback;
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void activate();
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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);
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SDL_Surface *getSurface();
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CTradeableItem(int Type, int ID, bool Left);
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};
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SDL_Surface *bg; //background
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std::vector<CTradeableItem*> left, right;
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std::vector<std::string> rSubs; //offer caption
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CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
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int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
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r1, r2; //suggested amounts of traded resources
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AdventureMapButton *ok, *max, *deal;
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CSlider *slider; //for choosing amount to be exchanged
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void setMax();
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|
void sliderMoved(int to);
|
|
void makeDeal();
|
|
void selectionChanged(bool side); //true == left
|
|
CMarketplaceWindow(int Mode=0); //c-tor
|
|
~CMarketplaceWindow(); //d-tor
|
|
void setMode(int mode); //mode setter
|
|
void clear();
|
|
};
|
|
|
|
class CSystemOptionsWindow : public CIntObject
|
|
{
|
|
private:
|
|
SDL_Surface * background; //background of window
|
|
AdventureMapButton *load, *save, *restart, *mainMenu, * quitGame, * backToMap; //load, restart and main menu are not used yet
|
|
CHighlightableButtonsGroup * heroMoveSpeed;
|
|
CHighlightableButtonsGroup * mapScrollSpeed;
|
|
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
|
|
public:
|
|
CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
|
|
~CSystemOptionsWindow(); //d-tor
|
|
|
|
//functions bound to buttons
|
|
void bsavef(); //save game
|
|
void bquitf(); //quit game
|
|
void breturnf(); //return to game
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CTavernWindow : public CIntObject
|
|
{
|
|
public:
|
|
class HeroPortrait : public CIntObject
|
|
{
|
|
public:
|
|
std::string hoverName;
|
|
vstd::assigner<int,int> as;
|
|
const CGHeroInstance *h;
|
|
void activate();
|
|
void deactivate();
|
|
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);
|
|
char descr[100]; // "XXX is a level Y ZZZ with N artifacts"
|
|
} h1, h2; //recruitable heroes
|
|
|
|
SDL_Surface *bg; //background
|
|
CStatusBar *bar; //tavern's internal status bar
|
|
int selected;//0 (left) or 1 (right)
|
|
int oldSelected;//0 (left) or 1 (right)
|
|
|
|
AdventureMapButton *thiefGuild, *cancel, *recruit;
|
|
|
|
CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip); //c-tor
|
|
~CTavernWindow(); //d-tor
|
|
|
|
void recruitb();
|
|
void close();
|
|
void activate();
|
|
void deactivate();
|
|
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
|
|
};
|
|
|
|
|
|
class LClickableArea: public virtual CIntObject
|
|
{
|
|
public:
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
};
|
|
|
|
class RClickableArea: public virtual CIntObject
|
|
{
|
|
public:
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
};
|
|
|
|
class LClickableAreaHero : public LClickableArea
|
|
{
|
|
public:
|
|
int id;
|
|
CHeroWindow * owner;
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
};
|
|
|
|
class LRClickableAreaWText: public LClickableArea, public RClickableArea
|
|
{
|
|
public:
|
|
std::string text, hoverText;
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
virtual void hover(bool on);
|
|
};
|
|
|
|
class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea
|
|
{
|
|
public:
|
|
std::string text, hoverText;
|
|
int baseType;
|
|
int bonus, type;
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
virtual void hover(bool on);
|
|
};
|
|
|
|
class CArtPlace: public LRClickableAreaWTextComp
|
|
{
|
|
private:
|
|
bool active;
|
|
public:
|
|
//bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4,
|
|
// misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso,
|
|
// lHand, rHand, neck, shoulders, head; //my types
|
|
ui16 slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
|
|
|
|
bool clicked;
|
|
CArtifactsOfHero * ourOwner;
|
|
const CArtifact * ourArt;
|
|
CArtPlace(const CArtifact * Art); //c-tor
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
bool fitsHere(const CArtifact * art); //returns true if given artifact can be placed here
|
|
~CArtPlace(); //d-tor
|
|
};
|
|
|
|
|
|
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; //unmber of first art visible in backpack (in hero's vector)
|
|
|
|
public:
|
|
struct SCommonPart
|
|
{
|
|
CArtPlace * activeArtPlace;
|
|
} * 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
|
|
|
|
|
|
AdventureMapButton * leftArtRoll, * rightArtRoll;
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
|
|
void setHero(const CGHeroInstance * hero);
|
|
void dispose(); //free resources not needed after closing windows and reset state
|
|
void scrollBackpack(int dir); //dir==-1 => to left; dir==-2 => to right
|
|
|
|
CArtifactsOfHero(const SDL_Rect & position); //c-tor
|
|
~CArtifactsOfHero(); //d-tor
|
|
|
|
friend class CArtPlace;
|
|
};
|
|
|
|
class CGarrisonWindow : public CWindowWithGarrison
|
|
{
|
|
public:
|
|
SDL_Surface *bg; //background surface
|
|
AdventureMapButton *quit;
|
|
|
|
void close();
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
void showAll(SDL_Surface * to){show(to);};
|
|
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
|
|
~CGarrisonWindow(); //d-tor
|
|
};
|
|
|
|
class CExchangeWindow : public CWindowWithGarrison
|
|
{
|
|
CStatusBar * ourBar; //internal statusbar
|
|
|
|
SDL_Surface *bg; //background
|
|
AdventureMapButton * quit, * questlogButton[2];
|
|
|
|
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
|
|
|
|
LRClickableAreaWTextComp *morale[2], *luck[2];
|
|
|
|
public:
|
|
|
|
const CGHeroInstance * heroInst[2];
|
|
CArtifactsOfHero * artifs[2];
|
|
|
|
void close();
|
|
void activate();
|
|
void deactivate();
|
|
void show(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
|
|
};
|
|
|
|
class CShipyardWindow : public CIntObject
|
|
{
|
|
public:
|
|
CStatusBar *bar;
|
|
SDL_Surface *bg; //background
|
|
AdventureMapButton *build, *quit;
|
|
|
|
unsigned char frame; //frame of the boat animation
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
CShipyardWindow(const std::vector<si32> &cost, int state, const boost::function<void()> &onBuy);
|
|
~CShipyardWindow();
|
|
};
|
|
|
|
class CPuzzleWindow : public CIntObject
|
|
{
|
|
private:
|
|
SDL_Surface * background;
|
|
AdventureMapButton * quitb;
|
|
CResDataBar * resdatabar;
|
|
|
|
std::vector<std::pair<SDL_Surface *, SPuzzleInfo *> > puzzlesToPullBack;
|
|
ui8 animCount;
|
|
|
|
public:
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
|
|
CPuzzleWindow();
|
|
~CPuzzleWindow();
|
|
};
|
|
|
|
class CShopWindow : public CIntObject
|
|
{
|
|
public:
|
|
std::map<ui16, Component> available, chosen, bought;
|
|
|
|
bool swapItem (ui16 which, bool choose);
|
|
virtual void Buy() {};
|
|
};
|
|
class CArtMerchantWindow : public CShopWindow
|
|
{};
|
|
class CUniversityWindow : public CShopWindow
|
|
{};
|
|
class CAltarWindow : public CShopWindow
|
|
{};
|
|
class CRefugeeCampWindow : public CShopWindow
|
|
{};
|
|
class CWarMachineWindow : public CShopWindow
|
|
{};
|
|
class CFreelancersWindow : public CShopWindow
|
|
{};
|
|
class CHillFortWindow : public CIntObject //garrison dialog? shop?
|
|
{};
|
|
#endif //__GUICLASSES_H__
|