mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
297 lines
7.7 KiB
C++
297 lines
7.7 KiB
C++
#ifndef CPREGAME_H
|
|
#define CPREGAME_H
|
|
#include "global.h"
|
|
#include <set>
|
|
#include <SDL.h>
|
|
#include "StartInfo.h"
|
|
#include "CMessage.h"
|
|
#include "map.h"
|
|
#include "hch/CMusicHandler.h"
|
|
#include <boost/function.hpp>
|
|
#include <boost/bind.hpp>
|
|
#include <cstdlib>
|
|
|
|
class CPreGame;
|
|
class CDefHandler;
|
|
extern CPreGame * CPG;
|
|
|
|
typedef void(CPreGame::*ttt)();
|
|
class CGroup;
|
|
class CPoinGroup ;
|
|
class IntSelBut;
|
|
|
|
struct HighButton
|
|
{
|
|
int ID;
|
|
int type;
|
|
SDL_Rect pos;
|
|
CDefHandler* imgs;
|
|
int state;
|
|
HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1);
|
|
HighButton();
|
|
~HighButton();
|
|
bool selectable, selected;
|
|
bool highlightable, highlighted;
|
|
virtual void show();
|
|
virtual void press(bool down=true);
|
|
virtual void hover(bool on=true)=0;
|
|
virtual void select(bool on=true)=0;
|
|
};
|
|
struct Button: public HighButton
|
|
{
|
|
CGroup *ourGroup;
|
|
Button( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel=false, CGroup* gr=NULL, int id=-1);
|
|
Button();
|
|
boost::function<void()> fun;
|
|
virtual void hover(bool on=true);
|
|
virtual void select(bool on=true);
|
|
};
|
|
struct SetrButton: public Button
|
|
{
|
|
int key, * poin;
|
|
virtual void press(bool down=true);
|
|
SetrButton();
|
|
};
|
|
|
|
class Slider
|
|
{
|
|
public:
|
|
bool vertical; // false means horizontal
|
|
SDL_Rect pos; // position
|
|
Button *up, *down, //or left/right
|
|
*slider;
|
|
int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once
|
|
int whereAreWe; // first displayed thing
|
|
bool moving;
|
|
boost::function<void(int)> fun;
|
|
void clickDown(int x, int y, bool bzgl=true);
|
|
void clickUp(int x, int y, bool bzgl=true);
|
|
void mMove(int x, int y, bool bzgl=true);
|
|
void moveUp();
|
|
void moveDown();
|
|
void deactivate();
|
|
void activate();
|
|
Slider(int x, int y, int h, int amnt, int cap, bool ver);
|
|
~Slider();
|
|
void updateSlid();
|
|
void handleIt(SDL_Event sev);
|
|
};
|
|
|
|
struct IntBut: public Button
|
|
{
|
|
public:
|
|
int key;
|
|
int * what;
|
|
IntBut();
|
|
void set();
|
|
};
|
|
class CGroup
|
|
{
|
|
public:
|
|
Button * selected;
|
|
int type; // 1=sinsel
|
|
CGroup():selected(NULL),type(0){};
|
|
};
|
|
|
|
class CPoinGroup :public CGroup
|
|
{
|
|
public:
|
|
int * gdzie; //where (po polsku, bo by by�o s�owo kluczowe :/)
|
|
void setYour(IntSelBut * your);
|
|
};
|
|
struct IntSelBut: public Button
|
|
{
|
|
public:
|
|
CPoinGroup * ourPoinGroup;
|
|
int key;
|
|
IntSelBut(){};
|
|
IntSelBut( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup* gr=NULL, int My=-1);
|
|
void select(bool on=true);
|
|
};
|
|
class PreGameTab
|
|
{
|
|
public:
|
|
bool showed;
|
|
virtual void init()=0;
|
|
virtual void show()=0;
|
|
virtual void hide()=0;
|
|
PreGameTab();
|
|
};
|
|
class RanSel : public PreGameTab
|
|
{
|
|
Button horcpl[9], horcte[9], conpl[9], conte[8], water[4], monster[4], //last is random
|
|
size[4], twoLevel, showRand;
|
|
CGroup *Ghorcpl, *Ghorcte, *Gconpl, *Gconte, *Gwater, *Gmonster, *Gsize;
|
|
};
|
|
class Options : public PreGameTab
|
|
{
|
|
bool inited;
|
|
struct OptionSwitch:public HighButton
|
|
{
|
|
void hover(bool on=true){};
|
|
void select(bool on=true){};
|
|
OptionSwitch( SDL_Rect Pos, CDefHandler* Imgs, bool Left, int Which)
|
|
:HighButton(Pos,Imgs,false,7),left(Left),which(Which)
|
|
{selectable=false;highlightable=false;}
|
|
void press(bool down=true);
|
|
bool left;
|
|
int playerID;
|
|
int serialID;
|
|
int which; //-1=castle;0=hero;1=bonus
|
|
};
|
|
struct PlayerFlag:public HighButton
|
|
{
|
|
int color;
|
|
PlayerFlag(SDL_Rect Pos, CDefHandler* Imgs, int Color)
|
|
:HighButton(Pos,Imgs,false,7),color(Color)
|
|
{selectable=false;highlightable=true;}
|
|
void hover(bool on=true);
|
|
void press(bool down=true);
|
|
void select(bool on=true){};
|
|
};
|
|
struct PlayerOptions
|
|
{
|
|
PlayerOptions(int serial, int player);
|
|
Ecolor color;
|
|
PlayerFlag flag;
|
|
//SDL_Surface * bg;
|
|
OptionSwitch Cleft, Cright, Hleft, Hright, Bleft, Bright;
|
|
int nr;
|
|
};
|
|
public:
|
|
std::set<int> usedHeroes;
|
|
Slider * turnLength;
|
|
SDL_Surface * bg,
|
|
* rHero, * rCastle, * nHero, * nCastle;
|
|
std::vector<SDL_Surface*> bgs;
|
|
std::vector<CDefHandler*> flags;
|
|
CDefHandler //* castles, * heroes, * bonus,
|
|
* left, * right,
|
|
* bonuses;
|
|
std::vector<PlayerOptions*> poptions;
|
|
void show();
|
|
void hide();
|
|
void init();
|
|
void showIcon (int what, int nr, bool abs); //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
|
|
bool canUseThisHero(int ID);
|
|
int nextAllowedHero(int min, int max, int incl, int dir); //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania
|
|
Options(){inited=showed=false;};
|
|
~Options();
|
|
};
|
|
class MapSel : public PreGameTab
|
|
{
|
|
public:
|
|
ESortBy sortBy;
|
|
SDL_Surface * bg;
|
|
int selected; //selected map
|
|
CDefHandler * Dtypes, * Dvic;
|
|
CDefHandler *Dsizes, * Dloss,
|
|
* sFlags;
|
|
std::vector<Mapa*> scenList;
|
|
std::vector<SDL_Surface*> scenImgs;
|
|
//int current;
|
|
std::vector<CMapInfo> ourMaps;
|
|
std::vector<CMapInfo> ourGames;
|
|
IntBut small, medium, large, xlarge, all;
|
|
SetrButton nrplayer, mapsize, type, name, viccon, loscon;
|
|
Slider *slid, *descslid;
|
|
int sizeFilter;
|
|
int whichWL(int nr);
|
|
int countWL();
|
|
void show();
|
|
void hide();
|
|
void init();
|
|
std::string gdiff(std::string ss);
|
|
void printMaps(int from,int to=18, int at=0, bool abs=false);
|
|
void select(int which, bool updateMapsList=true, bool forceSettingsUpdate=false);
|
|
void moveByOne(bool up);
|
|
void printSelectedInfo();
|
|
void printFlags();
|
|
void processMaps(std::vector<std::string> &pliczkiTemp, int &index);
|
|
MapSel();
|
|
~MapSel();
|
|
};
|
|
class ScenSel
|
|
{
|
|
public:
|
|
CPoinGroup * difficulty;
|
|
bool listShowed;
|
|
//RanSel ransel;
|
|
MapSel mapsel;
|
|
SDL_Surface * background, *scenInf, *scenList, *randMap, *options ;
|
|
Button bScens, bOptions, bRandom, bBegin, bBack;
|
|
IntSelBut bEasy, bNormal, bHard, bExpert, bImpossible;
|
|
Button * pressed;
|
|
std::vector<Mapa> maps;
|
|
int selectedDiff;
|
|
void initRanSel();
|
|
void showRanSel();
|
|
void hideRanSel();
|
|
void genScenList();
|
|
ScenSel();
|
|
~ScenSel();
|
|
} ;
|
|
class CPreGame
|
|
{
|
|
public:
|
|
std::string playerName;
|
|
int playerColor;
|
|
HighButton * highlighted;
|
|
PreGameTab* currentTab;
|
|
StartInfo ret;
|
|
bool run;
|
|
bool first; //hasn't we showed the scensel
|
|
std::vector<Slider *> interested;
|
|
CMusicHandler * mush;
|
|
std::vector<HighButton *> btns;
|
|
SDL_Rect * currentMessage;
|
|
SDL_Surface * behindCurMes;
|
|
CDefHandler *ok, *cancel;
|
|
enum EState { //where are we?
|
|
mainMenu, newGame, loadGame, ScenarioList
|
|
} state;
|
|
struct menuItems {
|
|
menuItems();
|
|
~menuItems();
|
|
SDL_Surface * background, *bgAd;
|
|
CDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
|
|
SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
|
|
ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit;
|
|
int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
|
|
} * ourMainMenu, * ourNewMenu, * ourLoadMenu;
|
|
ScenSel * ourScenSel;
|
|
Options * ourOptions;
|
|
std::string map; //selected map
|
|
CPreGame(); //c-tor
|
|
~CPreGame();//d-tor
|
|
std::string buttonText(int which);
|
|
menuItems * currentItems();
|
|
void(CPreGame::*handleOther)(SDL_Event&);
|
|
void scenHandleEv(SDL_Event& sEvent);
|
|
void begin(){run=false;ret.difficulty=ourScenSel->selectedDiff;};
|
|
void quitAskBox();
|
|
void quit(){exit(EXIT_SUCCESS);};
|
|
void initScenSel();
|
|
void showScenSel();
|
|
void showScenList();
|
|
void initOptions();
|
|
void showOptions();
|
|
void initNewMenu();
|
|
void initLoadMenu();
|
|
void showNewMenu();
|
|
void showLoadMenu();
|
|
void showMainMenu();
|
|
StartInfo runLoop(); // runs mainloop of PreGame
|
|
void initMainMenu(); //loads components for main menu
|
|
void highlightButton(int which, int on); //highlights one from 5 main menu buttons
|
|
void showCenBox (std::string data); //
|
|
void showAskBox (std::string data, void(*f1)(),void(*f2)());
|
|
void hideBox ();
|
|
void printRating();
|
|
void printMapsFrom(int from);
|
|
void setTurnLength(int on);
|
|
void sortMaps();
|
|
};
|
|
|
|
#endif //CPREGAME_H
|