mirror of
https://github.com/vcmi/vcmi.git
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404 lines
12 KiB
C++
404 lines
12 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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VCMI_LIB_NAMESPACE_BEGIN
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class CBuilding;
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class CGTownInstance;
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class CSpell;
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struct CStructure;
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class CGHeroInstance;
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class CCreature;
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VCMI_LIB_NAMESPACE_END
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class CButton;
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class CCastleBuildings;
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class CCreaturePic;
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class CGStatusBar;
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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 CTextBox;
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class CTownList;
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class CGarrisonInt;
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class CComponent;
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class CComponentBox;
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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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enum EBuildingCreationAnimationPhases : uint32_t
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{
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BUILDING_APPEAR_TIMEPOINT = 500, //500 msec building appears: 0->100% transparency
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BUILDING_WHITE_BORDER_TIMEPOINT = 900, //400 msec border glows from white to yellow
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BUILDING_YELLOW_BORDER_TIMEPOINT = 1100, //200 msec border glows from yellow to normal (dark orange)
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BUILD_ANIMATION_FINISHED_TIMEPOINT = 2100, // 1000msec once border is back to yellow nothing happens (this stage is basically removed by HD Mod)
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BUILDING_FRAME_TIME = 150 // confirmed H3 timing: 150 ms for each building animation frame
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};
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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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std::shared_ptr<IImage> border;
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std::shared_ptr<IImage> area;
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ui32 stateTimeCounter;//For building construction - current stage in animation
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CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str);
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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 Point & cursorPosition) override;
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void tick(uint32_t msPassed) 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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std::shared_ptr<CLabel> title;
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std::shared_ptr<CCreaturePic> animation;
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std::shared_ptr<CLabel> available;
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std::shared_ptr<CLabel> costPerTroop;
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std::vector<std::shared_ptr<CAnimImage>> resPicture;
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std::vector<std::shared_ptr<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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~CDwellingInfoBox();
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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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std::shared_ptr<CAnimImage> portrait;
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std::shared_ptr<CAnimImage> flag;
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std::shared_ptr<CAnimImage> selection; //selection border. nullptr if not selected
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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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public:
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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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bool isSelected() const;
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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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};
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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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std::shared_ptr<CGarrisonInt> garr;
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std::shared_ptr<CHeroGSlot> garrisonedHero;
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std::shared_ptr<CHeroGSlot> visitingHero;
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HeroSlots(const CGTownInstance * town, Point garrPos, Point visitPos, std::shared_ptr<CGarrisonInt> Garrison, bool ShowEmpty);
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~HeroSlots();
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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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std::shared_ptr<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<std::shared_ptr<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(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades);//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, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID::EBuildingID upgrades = BuildingID::NONE);
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void addBuilding(BuildingID building);
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void removeBuilding(BuildingID building);//FIXME: not tested!!!
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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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std::shared_ptr<CAnimImage> picture;
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std::shared_ptr<CLabel> label;
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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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bool getShowAvailable();
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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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std::shared_ptr<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 CStatusbarWindow, public CGarrisonHolder
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{
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CLabel> income;
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std::shared_ptr<CAnimImage> icon;
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std::shared_ptr<CPicture> panel;
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std::shared_ptr<CResDataBar> resdatabar;
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std::shared_ptr<CTownInfo> hall;
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std::shared_ptr<CTownInfo> fort;
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std::shared_ptr<CButton> exit;
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std::shared_ptr<CButton> split;
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std::shared_ptr<CButton> fastArmyPurchase;
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std::vector<std::shared_ptr<CCreaInfo>> creainfo;//small icons of creatures (bottom-left corner);
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public:
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std::shared_ptr<CTownList> townlist;
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//TODO: move to private
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const CGTownInstance * town;
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std::shared_ptr<HeroSlots> heroes;
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std::shared_ptr<CCastleBuildings> builds;
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std::shared_ptr<CGarrisonInt> garr;
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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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virtual void updateGarrisons() override;
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void castleTeleport(int where);
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void townChange();
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void keyPressed(EShortcut 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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void creaturesChangedEventHandler();
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};
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/// Hall window where you can build things
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class CHallInterface : public CStatusbarWindow
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{
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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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std::shared_ptr<CAnimImage> header;
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std::shared_ptr<CAnimImage> icon;
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std::shared_ptr<CAnimImage> mark;
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std::shared_ptr<CLabel> name;
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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<std::shared_ptr<CBuildingBox>>> boxes;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CMinorResDataBar> resdatabar;
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std::shared_ptr<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 CStatusbarWindow
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{
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const CGTownInstance * town;
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const CBuilding * building;
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std::shared_ptr<CAnimImage> icon;
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std::shared_ptr<CLabel> name;
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std::shared_ptr<CTextBox> description;
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std::shared_ptr<CTextBox> stateText;
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std::shared_ptr<CComponentBox> cost;
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std::shared_ptr<CButton> buy;
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std::shared_ptr<CButton> cancel;
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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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std::shared_ptr<CLabel> name;
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std::shared_ptr<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 CStatusbarWindow
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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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std::shared_ptr<CLabel> availableCount;
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std::vector<std::shared_ptr<LabeledValue>> values;
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std::shared_ptr<CPicture> icons;
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std::shared_ptr<CAnimImage> buildingIcon;
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std::shared_ptr<CLabel> buildingName;
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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 creaturesChangedEventHandler();
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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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std::shared_ptr<CLabel> title;
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std::vector<std::shared_ptr<RecruitArea>> recAreas;
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std::shared_ptr<CMinorResDataBar> resdatabar;
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std::shared_ptr<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 creaturesChangedEventHandler();
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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 CStatusbarWindow
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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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std::shared_ptr<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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std::shared_ptr<CPicture> window;
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std::shared_ptr<CButton> exit;
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std::vector<std::shared_ptr<Scroll>> spells;
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std::vector<std::shared_ptr<CAnimImage>> emptyScrolls;
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std::shared_ptr<CMinorResDataBar> resdatabar;
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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 CStatusbarWindow
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{
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std::shared_ptr<CButton> buy;
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std::shared_ptr<CButton> cancel;
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std::shared_ptr<CPicture> animBG;
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std::shared_ptr<CCreatureAnim> anim;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CAnimImage> costIcon;
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std::shared_ptr<CLabel> costText;
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std::shared_ptr<CLabel> costValue;
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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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