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https://github.com/vcmi/vcmi.git
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a4f701014b
Mouse click on castle icon (it is now clickable) - quick recruit of all available creatures.
363 lines
9.7 KiB
C++
363 lines
9.7 KiB
C++
/*
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* CCastleInterface.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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#pragma once
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#include "../widgets/CGarrisonInt.h"
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#include "../widgets/Images.h"
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class CButton;
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class CBuilding;
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class CCastleBuildings;
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class CCreaturePic;
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class CGStatusBar;
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class CGTownInstance;
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class CLabel;
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class CMinorResDataBar;
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class CPicture;
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class CResDataBar;
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class CSpell;
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class CTextBox;
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class CTownList;
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struct CStructure;
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class CGHeroInstance;
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class CGarrisonInt;
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class CCreature;
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/// Building "button"
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class CBuildingRect : public CShowableAnim
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{
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std::string getSubtitle();
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public:
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/// returns building associated with this structure
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const CBuilding * getBuilding();
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CCastleBuildings * parent;
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const CGTownInstance * town;
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const CStructure* str;
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SDL_Surface* border;
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SDL_Surface* area;
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ui32 stateCounter;//For building construction - current stage in animation
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CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str);
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~CBuildingRect();
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bool operator<(const CBuildingRect & p2) const;
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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};
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/// Dwelling info box - right-click screen for dwellings
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class CDwellingInfoBox : public CWindowObject
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{
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CLabel *title;
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CCreaturePic *animation;
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CLabel *available;
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CLabel *costPerTroop;
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std::vector<CAnimImage *> resPicture;
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std::vector<CLabel *> resAmount;
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public:
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CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level);
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};
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class HeroSlots;
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/// Hero icon slot
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class CHeroGSlot : public CIntObject
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{
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public:
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HeroSlots *owner;
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const CGHeroInstance *hero;
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int upg; //0 - up garrison, 1 - down garrison
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CAnimImage *image;
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CAnimImage *selection; //selection border. nullptr if not selected
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void setHighlight(bool on);
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void set(const CGHeroInstance *newHero);
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void hover (bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void deactivate() override;
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CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner);
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~CHeroGSlot();
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};
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/// Two hero slots that can interact with each other
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class HeroSlots : public CIntObject
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{
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public:
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bool showEmpty;
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const CGTownInstance * town;
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CGarrisonInt *garr;
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CHeroGSlot * garrisonedHero;
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CHeroGSlot * visitingHero;
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HeroSlots(const CGTownInstance * town, Point garrPos, Point visitPos, CGarrisonInt *Garrison, bool ShowEmpty);
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void splitClicked(); //for hero meeting only (splitting stacks is handled by garrison int)
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void update();
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void swapArmies(); //exchange garrisoned and visiting heroes or move hero to\from garrison
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};
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/// Class for town screen management (town background and structures)
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class CCastleBuildings : public CIntObject
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{
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CPicture *background;
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//List of buildings and structures that can represent them
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std::map< BuildingID, std::vector<const CStructure*> > groups;
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// actual IntObject's visible on screen
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std::vector< CBuildingRect * > buildings;
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const CGTownInstance * town;
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const CGHeroInstance* getHero();//Select hero for buildings usage
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void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
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void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
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void enterCastleGate();
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void enterFountain(BuildingID building);//Rampart's fountains
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void enterMagesGuild();
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void enterTownHall();
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void openMagesGuild();
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void openTownHall();
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void recreate();
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public:
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CBuildingRect * selectedBuilding;
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CCastleBuildings(const CGTownInstance* town);
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~CCastleBuildings();
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void enterDwelling(int level);
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void enterToTheQuickRecruitmentWindow();
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void buildingClicked(BuildingID building);
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void addBuilding(BuildingID building);
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void removeBuilding(BuildingID building);//FIXME: not tested!!!
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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};
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/// Creature info window
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class CCreaInfo : public CIntObject
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{
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const CGTownInstance * town;
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const CCreature *creature;
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int level;
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bool showAvailable;
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CAnimImage *picture;
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CLabel * label;
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int AddToString(std::string from, std::string & to, int numb);
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std::string genGrowthText();
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public:
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CCreaInfo(Point position, const CGTownInstance *Town, int Level, bool compact=false, bool showAvailable=false);
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void update();
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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};
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/// Town hall and fort icons for town screen
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class CTownInfo : public CIntObject
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{
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const CGTownInstance *town;
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const CBuilding *building;
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public:
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CAnimImage * picture;
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//if (townHall) hall-capital else fort - castle
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CTownInfo(int posX, int posY, const CGTownInstance* town, bool townHall);
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void hover(bool on) override;
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void clickRight(tribool down, bool previousState) override;
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};
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/// Class which manages the castle window
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class CCastleInterface : public CWindowObject, public CWindowWithGarrison
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{
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CLabel *title;
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CLabel *income;
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CAnimImage *icon;
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CPicture * panel;
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CResDataBar *resdatabar;
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CGStatusBar * statusbar;
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CTownInfo *hall, *fort;
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CButton *exit;
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CButton *split;
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std::shared_ptr<CButton> fastArmyPurhase;
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std::vector<CCreaInfo*> creainfo;//small icons of creatures (bottom-left corner);
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public:
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CTownList * townlist;
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//TODO: move to private
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const CGTownInstance * town;
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HeroSlots *heroes;
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CCastleBuildings *builds;
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//from - previously selected castle (if any)
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CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from = nullptr);
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~CCastleInterface();
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void castleTeleport(int where);
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void townChange();
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void keyPressed(const SDL_KeyboardEvent & key) override;
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void close();
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void addBuilding(BuildingID bid);
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void removeBuilding(BuildingID bid);
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void recreateIcons();
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};
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/// Hall window where you can build things
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class CHallInterface : public CWindowObject
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{
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/// Building box from town hall (building icon + subtitle)
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class CBuildingBox : public CIntObject
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{
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const CGTownInstance * town;
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const CBuilding * building;
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ui32 state;//Buildings::EBuildStructure enum
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public:
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CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building);
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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};
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const CGTownInstance * town;
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std::vector< std::vector<CBuildingBox*> >boxes;
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CLabel *title;
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CGStatusBar *statusBar;
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CMinorResDataBar * resdatabar;
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CButton *exit;
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public:
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CHallInterface(const CGTownInstance * Town);
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};
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/// Window where you can decide to buy a building or not
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class CBuildWindow: public CWindowObject
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{
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const CGTownInstance *town;
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const CBuilding *building;
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std::string getTextForState(int state);
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void buyFunc();
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public:
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CBuildWindow(const CGTownInstance *Town, const CBuilding * building, int State, bool rightClick);
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};
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//Small class to display
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class LabeledValue : public CIntObject
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{
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std::string hoverText;
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CLabel *name;
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CLabel *value;
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void init(std::string name, std::string descr, int min, int max);
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public:
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LabeledValue(Rect size, std::string name, std::string descr, int min, int max);
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LabeledValue(Rect size, std::string name, std::string descr, int val);
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void hover(bool on) override;
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};
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/// The fort screen where you can afford units
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class CFortScreen : public CWindowObject
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{
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class RecruitArea : public CIntObject
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{
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const CGTownInstance *town;
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int level;
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std::string hoverText;
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CLabel * availableCount;
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std::vector<LabeledValue*> values;
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CPicture *icons;
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const CCreature * getMyCreature();
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const CBuilding * getMyBuilding();
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public:
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RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
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void creaturesChanged();
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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};
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CLabel *title;
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std::vector<RecruitArea*> recAreas;
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CMinorResDataBar * resdatabar;
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CGStatusBar *statusBar;
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CButton *exit;
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std::string getBgName(const CGTownInstance *town);
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public:
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CFortScreen(const CGTownInstance * town);
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void creaturesChanged();
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};
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/// The mage guild screen where you can see which spells you have
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class CMageGuildScreen : public CWindowObject
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{
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class Scroll : public CIntObject
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{
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const CSpell *spell;
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CAnimImage *image;
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public:
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Scroll(Point position, const CSpell *Spell);
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover(bool on) override;
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};
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CPicture *window;
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CButton *exit;
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std::vector<Scroll *> spells;
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CMinorResDataBar * resdatabar;
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CGStatusBar *statusBar;
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public:
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CMageGuildScreen(CCastleInterface * owner,std::string image);
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};
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/// The blacksmith window where you can buy available in town war machine
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class CBlacksmithDialog : public CWindowObject
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{
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CButton *buy, *cancel;
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CPicture *animBG;
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CCreatureAnim * anim;
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CLabel * title;
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CLabel * costText;
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CLabel * costValue;
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CGStatusBar *statusBar;
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public:
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CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
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};
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