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vcmi/client/adventureMap/CAdventureMapInterface.h
2023-04-20 22:04:24 +03:00

223 lines
6.8 KiB
C++

/*
* CAdvMapInt.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance;
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class IShipyard;
struct CGPathNode;
struct ObjectPosInfo;
struct Component;
class int3;
VCMI_LIB_NAMESPACE_END
class CButton;
class IImage;
class CAnimImage;
class CGStatusBar;
class CAdvMapPanel;
class CAdvMapWorldViewPanel;
class CAnimation;
class MapView;
class CResDataBar;
class CHeroList;
class CTownList;
class CInfoBar;
class CMinimap;
class MapAudioPlayer;
struct MapDrawingInfo;
/// That's a huge class which handles general adventure map actions and
/// shows the right menu(questlog, spellbook, end turn,..) from where you
/// can get to the towns and heroes.
class CAdventureMapInterface : public CIntObject
{
private:
enum class EGameState
{
NOT_INITIALIZED,
HOTSEAT_WAIT,
MAKING_TURN,
ENEMY_TURN,
WORLD_VIEW
};
EGameState state;
/// currently acting player
PlayerColor currentPlayerID;
/// uses EDirections enum
bool scrollingCursorSet;
const CSpell *spellBeingCasted; //nullptr if none
std::vector<std::shared_ptr<CAnimImage>> gems;
std::shared_ptr<IImage> bg;
std::shared_ptr<IImage> bgWorldView;
std::shared_ptr<CButton> kingOverview;
std::shared_ptr<CButton> sleepWake;
std::shared_ptr<CButton> underground;
std::shared_ptr<CButton> questlog;
std::shared_ptr<CButton> moveHero;
std::shared_ptr<CButton> spellbook;
std::shared_ptr<CButton> advOptions;
std::shared_ptr<CButton> sysOptions;
std::shared_ptr<CButton> nextHero;
std::shared_ptr<CButton> endTurn;
std::shared_ptr<CButton> worldViewUnderground;
std::shared_ptr<MapView> terrain;
std::shared_ptr<CMinimap> minimap;
std::shared_ptr<CHeroList> heroList;
std::shared_ptr<CTownList> townList;
std::shared_ptr<CInfoBar> infoBar;
std::shared_ptr<CGStatusBar> statusbar;
std::shared_ptr<CResDataBar> resdatabar;
std::shared_ptr<CAdvMapPanel> panelMain; // panel that holds all right-side buttons in normal view
std::shared_ptr<CAdvMapWorldViewPanel> panelWorldView; // panel that holds all buttons and other ui in world view
std::shared_ptr<CAdvMapPanel> activeMapPanel; // currently active panel (either main or world view, depending on current mode)
std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
std::shared_ptr<MapAudioPlayer> mapAudio;
private:
//functions bound to buttons
void fshowOverview();
void fworldViewBack();
void fworldViewScale1x();
void fworldViewScale2x();
void fworldViewScale4x();
void fswitchLevel();
void fshowQuestlog();
void fsleepWake();
void fmoveHero();
void fshowSpellbok();
void fadventureOPtions();
void fsystemOptions();
void fnextHero();
void fendTurn();
bool isActive();
void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
// update locked state of buttons
void updateButtons();
void handleMapScrollingUpdate();
void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
const CGObjectInstance *getActiveObject(const int3 &tile);
std::optional<Point> keyToMoveDirection(const SDL_Keycode & key);
void endingTurn();
/// exits currently opened world view mode and returns to normal map
void exitWorldView();
void leaveCastingMode(const int3 & castTarget);
void abortCastingMode();
protected:
// CIntObject interface implementation
void activate() override;
void deactivate() override;
void show(SDL_Surface * to) override;
void showAll(SDL_Surface * to) override;
void keyPressed(const SDL_Keycode & key) override;
public:
CAdventureMapInterface();
/// Called by PlayerInterface when specified player is ready to start his turn
void onHotseatWaitStarted(PlayerColor playerID);
/// Called by PlayerInterface when AI or remote human player starts his turn
void onEnemyTurnStarted(PlayerColor playerID);
/// Called by PlayerInterface when local human player starts his turn
void onPlayerTurnStarted(PlayerColor playerID);
/// Called by PlayerInterface when interface should be switched to specified player without starting turn
void onCurrentPlayerChanged(PlayerColor playerID);
/// Called by PlayerInterface when specific map tile changed and must be updated on minimap
void onMapTilesChanged( boost::optional<std::unordered_set<int3> > positions);
/// Called by PlayerInterface when hero state changed and hero list must be updated
void onHeroChanged(const CGHeroInstance * hero);
/// Called by PlayerInterface when town state changed and town list must be updated
void onTownChanged(const CGTownInstance * town);
/// Called when currently selected object changes
void onSelectionChanged(const CArmedInstance *sel);
/// Called when map audio should be paused, e.g. on combat or town screen access
void onAudioPaused();
/// Called when map audio should be resume, opposite to onPaused
void onAudioResumed();
/// Requests to display provided information inside infobox
void showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer);
/// Changes position on map to center selected location
void centerOnTile(int3 on);
void centerOnObject(const CGObjectInstance *obj);
/// called by MapView whenever currently visible area changes
/// visibleArea describes now visible map section measured in tiles
void onMapViewMoved(const Rect & visibleArea, int mapLevel);
/// called by MapView whenever tile is clicked
void onTileLeftClicked(const int3 & mapPos);
/// called by MapView whenever tile is hovered
void onTileHovered(const int3 & mapPos);
/// called by MapView whenever tile is clicked
void onTileRightClicked(const int3 & mapPos);
/// called by spell window when spell to cast has been selected
void enterCastingMode(const CSpell * sp);
/// returns area of screen covered by terrain (main game area)
Rect terrainAreaPixels() const;
/// opens world view at default scale
void openWorldView();
/// opens world view at specific scale
void openWorldView(int tileSize);
/// opens world view with specific info, e.g. after View Earth/Air is shown
void openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain);
};
extern std::shared_ptr<CAdventureMapInterface> adventureInt;