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vcmi/client/GUIClasses.h

1203 lines
39 KiB
C++

#pragma once
#include "CAnimation.h"
#include "../lib/FunctionList.h"
#include "../lib/ResourceSet.h"
#include "../lib/CConfigHandler.h"
#include "../lib/GameConstants.h"
#include "gui/CIntObject.h"
#include "gui/CIntObjectClasses.h"
#include "../lib/GameConstants.h"
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
/*
* GUIClasses.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
*
*/
struct ArtifactLocation;
class CStackBasicDescriptor;
class CBonusSystemNode;
class CArtifact;
class CDefEssential;
class CAdventureMapButton;
class CHighlightableButtonsGroup;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class CCastleInterface;
class CBattleInterface;
class CStack;
class CComponent;
class CCreature;
struct SDL_Surface;
struct CPath;
class CCreatureAnim;
class CSelectableComponent;
class CCreatureSet;
class CGObjectInstance;
class CGDwelling;
class CSlider;
struct UpgradeInfo;
template <typename T> struct CondSh;
class CInGameConsole;
class CGarrisonInt;
class CInGameConsole;
struct Component;
class CArmedInstance;
class CGTownInstance;
class StackState;
class CPlayerInterface;
class CHeroWindow;
class CArtifact;
class CArtifactsOfHero;
class CCreatureArtifactSet;
class CResDataBar;
struct SPuzzleInfo;
class CGGarrison;
class CStackInstance;
class IMarket;
class CTextBox;
class CArtifactInstance;
class IBonusBearer;
class CArtPlace;
class CAnimImage;
struct InfoAboutArmy;
struct InfoAboutHero;
struct InfoAboutTown;
/// text + comp. + ok button
class CInfoWindow : public CSimpleWindow
{ //window able to delete its components when closed
bool delComps; //whether comps will be deleted
public:
typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
typedef std::vector<CComponent*> TCompsInfo;
QueryID ID; //for identification
CTextBox *text;
std::vector<CAdventureMapButton *> buttons;
std::vector<CComponent*> components;
CSlider *slider;
void setDelComps(bool DelComps);
virtual void close();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void sliderMoved(int to);
CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
CInfoWindow(); //c-tor
~CInfoWindow(); //d-tor
//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
static void showInfoDialog( const std::string & text, const std::vector<CComponent*> *components, bool DelComps = true, PlayerColor player = PlayerColor(1));
static void showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const boost::function<void()> & onOk, bool delComps = true, PlayerColor player = PlayerColor(1));
static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, PlayerColor player = PlayerColor(1));
static CInfoWindow *create(const std::string &text, PlayerColor playerID = PlayerColor(1), const std::vector<CComponent*> *components = nullptr, bool DelComps = false);
/// create text from title and description: {title}\n\n description
static std::string genText(std::string title, std::string description);
};
/// component selection window
class CSelWindow : public CInfoWindow
{ //warning - this window deletes its components by closing!
public:
void selectionChange(unsigned to);
void madeChoice(); //looks for selected component and calls callback
CSelWindow(const std::string& text, PlayerColor player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID); //c-tor
CSelWindow(){}; //c-tor
//notification - this class inherits important destructor from CInfoWindow
};
/// popup displayed on R-click
class CRClickPopup : public CIntObject
{
public:
virtual void close();
void clickRight(tribool down, bool previousState);
CRClickPopup();
virtual ~CRClickPopup(); //d-tor
static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific);
static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
static void createAndPush(const std::string &txt, CComponent * component);
static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
};
/// popup displayed on R-click
class CRClickPopupInt : public CRClickPopup
{
public:
IShowActivatable *inner;
bool delInner;
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
CRClickPopupInt(IShowActivatable *our, bool deleteInt); //c-tor
virtual ~CRClickPopupInt(); //d-tor
};
class CInfoPopup : public CRClickPopup
{
public:
bool free; //TODO: comment me
SDL_Surface * bitmap; //popup background
void close();
void show(SDL_Surface * to);
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
CInfoPopup(SDL_Surface * Bitmap = nullptr, bool Free = false); //default c-tor
void init(int x, int y);
~CInfoPopup(); //d-tor
};
/// popup on adventure map for town\hero objects
class CInfoBoxPopup : public CWindowObject
{
Point toScreen(Point pos);
public:
CInfoBoxPopup(Point position, const CGTownInstance * town);
CInfoBoxPopup(Point position, const CGHeroInstance * hero);
CInfoBoxPopup(Point position, const CGGarrison * garr);
};
/// common popup window component
class CComponent : public virtual CIntObject
{
public:
enum Etype
{
primskill, secskill, resource, creature, artifact, experience, spell, morale, luck, building, hero, flag, typeInvalid
};
//NOTE: not all types have exact these sizes or have less than 4 of them. In such cases closest one will be used
enum ESize
{
tiny, // ~22-24px
small, // ~30px
medium,// ~42px
large, // ~82px
sizeInvalid
};
private:
size_t getIndex();
const std::vector<std::string> getFileName();
void setSurface(std::string defName, int imgPos);
std::string getSubtitleInternal();
void init(Etype Type, int Subtype, int Val, ESize imageSize);
public:
CAnimImage *image; //our image
Etype compType; //component type
ESize size; //component size.
int subtype; //type-dependant subtype. See getSomething methods for details
int val; // value \ strength \ amount of component. See getSomething methods for details
bool perDay; // add "per day" text to subtitle
std::string getDescription();
std::string getSubtitle();
CComponent(Etype Type, int Subtype, int Val = 0, ESize imageSize=large);//c-tor
CComponent(const Component &c); //c-tor
void clickRight(tribool down, bool previousState); //call-in
};
/// component that can be selected or deselected
class CSelectableComponent : public CComponent, public CKeyShortcut
{
void init();
public:
bool selected; //if true, this component is selected
std::function<void()> onSelect; //function called on selection change
void showAll(SDL_Surface * to);
void select(bool on);
void clickLeft(tribool down, bool previousState); //call-in
CSelectableComponent(Etype Type, int Sub, int Val, ESize imageSize=large, std::function<void()> OnSelect = nullptr); //c-tor
CSelectableComponent(const Component &c, std::function<void()> OnSelect = nullptr); //c-tor
};
/// box with multiple components (up to 8?)
/// will take ownership on components and delete them afterwards
class CComponentBox : public CIntObject
{
std::vector<CComponent *> components;
CSelectableComponent * selected;
std::function<void(int newID)> onSelect;
void selectionChanged(CSelectableComponent * newSelection);
//get position of "or" text between these comps
//it will place "or" equidistant to both images
Point getOrTextPos(CComponent *left, CComponent * right);
//get distance between these copmonents
int getDistance(CComponent *left, CComponent * right);
void placeComponents(bool selectable);
public:
/// return index of selected item
int selectedIndex();
/// constructor for quite common 1-components popups
/// if position width or height are 0 then it will be determined automatically
CComponentBox(CComponent * components, Rect position);
/// constructor for non-selectable components
CComponentBox(std::vector<CComponent *> components, Rect position);
/// constructor for selectable components
/// will also create "or" labels between components
/// onSelect - optional function that will be called every time on selection change
CComponentBox(std::vector<CSelectableComponent *> components, Rect position, std::function<void(int newID)> onSelect = nullptr);
};
////////////////////////////////////////////////////////////////////////////////
/// base class for hero/town/garrison tooltips
class CArmyTooltip : public CIntObject
{
void init(const InfoAboutArmy &army);
public:
CArmyTooltip(Point pos, const InfoAboutArmy &army);
CArmyTooltip(Point pos, const CArmedInstance * army);
};
/// Class for hero tooltip. Does not have any background!
/// background for infoBox: ADSTATHR
/// background for tooltip: HEROQVBK
class CHeroTooltip : public CArmyTooltip
{
void init(const InfoAboutHero &hero);
public:
CHeroTooltip(Point pos, const InfoAboutHero &hero);
CHeroTooltip(Point pos, const CGHeroInstance * hero);
};
/// Class for town tooltip. Does not have any background!
/// background for infoBox: ADSTATCS
/// background for tooltip: TOWNQVBK
class CTownTooltip : public CArmyTooltip
{
void init(const InfoAboutTown &town);
public:
CTownTooltip(Point pos, const InfoAboutTown &town);
CTownTooltip(Point pos, const CGTownInstance * town);
};
///////////////////////////////////////////////////////////////////////////////
class CGarrisonInt;
/// A single garrison slot which holds one creature of a specific amount
class CGarrisonSlot : public CIntObject
{
SlotID ID; //for identification
CGarrisonInt *owner;
const CStackInstance *myStack; //nullptr if slot is empty
const CCreature *creature;
int upg; //0 - up garrison, 1 - down garrison
CAnimImage * creatureImage;
CAnimImage * selectionImage; // image for selection, not always visible
CLabel * stackCount;
void setHighlight(bool on);
public:
virtual void hover (bool on); //call-in
const CArmedInstance * getObj() const;
bool our() const;
void clickRight(tribool down, bool previousState);
void clickLeft(tribool down, bool previousState);
void update();
CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);
friend class CGarrisonInt;
};
/// Class which manages slots of upper and lower garrison, splitting of units
class CGarrisonInt :public CIntObject
{
CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
bool inSplittingMode;
public:
void selectSlot(CGarrisonSlot * slot); //null = deselect
const CGarrisonSlot * getSelection();
void setSplittingMode(bool on);
bool getSplittingMode();
int interx; //space between slots
Point garOffset; //offset between garrisons (not used if only one hero)
std::vector<CAdventureMapButton *> splitButtons; //may be empty if no buttons
SlotID p2; //TODO: comment me
int shiftPos;//1st slot of the second row, set shiftPoint for effect
bool pb,
smallIcons, //true - 32x32 imgs, false - 58x64
removableUnits,//player can remove units from up
twoRows,//slots will be placed in 2 rows
owned[2];//player owns up or down army [0] upper, [1] lower
// const CCreatureSet *set1; //top set of creatures
// const CCreatureSet *set2; //bottom set of creatures
std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
void setArmy(const CArmedInstance *army, bool bottomGarrison);
void addSplitBtn(CAdventureMapButton * button);
void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
void createSlots();
void recreateSlots();
void splitClick(); //handles click on split button
void splitStacks(int amountLeft, int amountRight); //TODO: comment me
//x, y - position;
//inx - distance between slots;
//pomsur, SurOffset - UNUSED
//s1, s2 - top and bottom armies;
//removableUnits - you can take units from top;
//smallImgs - units images size 64x58 or 32x32;
//twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
};
/// draws picture with creature on background, use Animated=true to get animation
class CCreaturePic : public CIntObject
{
private:
CPicture *bg;
CCreatureAnim *anim; //displayed animation
public:
CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
};
/// Recruitment window where you can recruit creatures
class CRecruitmentWindow : public CWindowObject
{
class CCreatureCard : public CIntObject
{
CRecruitmentWindow * parent;
CCreaturePic *pic; //creature's animation
bool selected;
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void showAll(SDL_Surface *to);
public:
const CCreature * creature;
si32 amount;
void select(bool on);
CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount);
};
/// small class to display creature costs
class CCostBox : public CIntObject
{
std::map<int, std::pair<CLabel *, CAnimImage * > > resources;
public:
//res - resources to show
void set(TResources res);
//res - visible resources
CCostBox(Rect position, std::string title);
void createItems(TResources res);
};
std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
int level;
const CArmedInstance *dst;
CCreatureCard * selected;
std::vector<CCreatureCard *> cards;
CSlider *slider; //for selecting amount
CAdventureMapButton *maxButton, *buyButton, *cancelButton;
//labels for visible values
CLabel * title;
CLabel * availableValue;
CLabel * toRecruitValue;
CCostBox * costPerTroopValue;
CCostBox * totalCostValue;
void select(CCreatureCard * card);
void buy();
void sliderMoved(int to);
void showAll(SDL_Surface *to);
public:
const CGDwelling * const dwelling;
CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const std::function<void(CreatureID,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
void availableCreaturesChanged();
};
/// Split window where creatures can be split up into two single unit stacks
class CSplitWindow : public CWindowObject
{
std::function<void(int, int)> callback;
int leftAmount;
int rightAmount;
int leftMin;
int rightMin;
CSlider *slider;
CCreaturePic *animLeft, *animRight; //creature's animation
CAdventureMapButton *ok, *cancel;
CTextInput *leftInput, *rightInput;
void setAmountText(std::string text, bool left);
void setAmount(int value, bool left);
void sliderMoved(int value);
void apply();
public:
/**
* creature - displayed creature
* callback(leftAmount, rightAmount) - function to call on close
* leftMin, rightMin - minimal amount of creatures in each stack
* leftAmount, rightAmount - amount of creatures in each stack
*/
CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback,
int leftMin, int rightMin, int leftAmount, int rightAmount);
};
/// Raised up level windowe where you can select one out of two skills
class CLevelWindow : public CWindowObject
{
CComponentBox * box; //skills to select
std::function<void(ui32)> cb;
void selectionChanged(unsigned to);
public:
CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback); //c-tor
~CLevelWindow(); //d-tor
};
/// Resource bar like that at the bottom of the adventure map screen
class CMinorResDataBar : public CIntObject
{
public:
SDL_Surface *bg; //background bitmap
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
CMinorResDataBar(); //c-tor
~CMinorResDataBar(); //d-tor
};
/// Town portal, castle gate window
class CObjectListWindow : public CWindowObject
{
class CItem : public CIntObject
{
CObjectListWindow *parent;
CLabel *text;
CPicture *border;
public:
const size_t index;
CItem(CObjectListWindow *parent, size_t id, std::string text);
void select(bool on);
void clickLeft(tribool down, bool previousState);
};
std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
CLabel * title;
CLabel * descr;
CListBox * list;
CIntObject * titleImage;//title image (castle gate\town portal picture)
CAdventureMapButton *ok, *exit;
std::vector< std::pair<int, std::string> > items;//all items present in list
void init(CIntObject * titlePic, std::string _title, std::string _descr);
public:
size_t selected;//index of currently selected item
/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
/// Image can be nullptr
///item names will be taken from map objects
CObjectListWindow(const std::vector<int> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
std::function<void(int)> Callback);
CObjectListWindow(const std::vector<std::string> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
std::function<void(int)> Callback);
CIntObject *genItem(size_t index);
void elementSelected();//call callback and close this window
void changeSelection(size_t which);
void keyPressed (const SDL_KeyboardEvent & key);
};
class CArtifactHolder
{
public:
CArtifactHolder();
virtual void artifactRemoved(const ArtifactLocation &artLoc)=0;
virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0;
virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0;
virtual void artifactAssembled(const ArtifactLocation &artLoc)=0;
};
class CWindowWithArtifacts : public CArtifactHolder
{
public:
std::vector<CArtifactsOfHero *> artSets;
void artifactRemoved(const ArtifactLocation &artLoc);
void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
void artifactDisassembled(const ArtifactLocation &artLoc);
void artifactAssembled(const ArtifactLocation &artLoc);
};
class CTradeWindow : public CWindowObject, public CWindowWithArtifacts //base for markets and altar of sacrifice
{
public:
enum EType
{
RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE
};
class CTradeableItem : public CIntObject
{
CAnimImage * image;
std::string getFilename();
int getIndex();
public:
const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact
EType type;
int id;
const int serial;
const bool left;
std::string subtitle; //empty if default
void setType(EType newType);
void setID(int newID);
const CArtifactInstance *getArtInstance() const;
void setArtInstance(const CArtifactInstance *art);
CFunctionList<void()> callback;
bool downSelection;
void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to);
void clickRight(tribool down, bool previousState);
void hover (bool on);
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
std::string getName(int number = -1) const;
CTradeableItem(Point pos, EType Type, int ID, bool Left, int Serial);
};
const IMarket *market;
const CGHeroInstance *hero;
CArtifactsOfHero *arts;
//all indexes: 1 = left, 0 = right
std::vector<CTradeableItem*> items[2];
CTradeableItem *hLeft, *hRight; //highlighted items (nullptr if no highlight)
EType itemsType[2];
EMarketMode::EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
CAdventureMapButton *ok, *max, *deal;
CSlider *slider; //for choosing amount to be exchanged
bool readyToTrade;
CTradeWindow(std::string bgName, const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c
void showAll(SDL_Surface * to);
void initSubs(bool Left);
void initTypes();
void initItems(bool Left);
std::vector<int> *getItemsIds(bool Left); //nullptr if default
void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
void removeItems(const std::set<CTradeableItem *> &toRemove);
void removeItem(CTradeableItem * t);
void getEmptySlots(std::set<CTradeableItem *> &toRemove);
void setMode(EMarketMode::EMarketMode Mode); //mode setter
void artifactSelected(CArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot
virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0;
virtual void selectionChanged(bool side) = 0; //true == left
virtual Point selectionOffset(bool Left) const = 0;
virtual std::string selectionSubtitle(bool Left) const = 0;
virtual void garrisonChanged() = 0;
virtual void artifactsChanged(bool left) = 0;
};
class CMarketplaceWindow : public CTradeWindow
{
bool printButtonFor(EMarketMode::EMarketMode M) const;
std::string getBackgroundForMode(EMarketMode::EMarketMode mode);
public:
int r1, r2; //suggested amounts of traded resources
bool madeTransaction; //if player made at least one transaction
CTextBox *traderText;
void setMax();
void sliderMoved(int to);
void makeDeal();
void selectionChanged(bool side); //true == left
CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = nullptr, EMarketMode::EMarketMode Mode = EMarketMode::RESOURCE_RESOURCE); //c-tor
~CMarketplaceWindow(); //d-tor
Point selectionOffset(bool Left) const;
std::string selectionSubtitle(bool Left) const;
void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
void artifactsChanged(bool left);
void resourceChanged(int type, int val);
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
void updateTraderText();
};
class CAltarWindow : public CTradeWindow
{
CAnimImage * artIcon;
public:
CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c-tor
void getExpValues();
~CAltarWindow(); //d-tor
std::vector<int> sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed
expPerUnit;
CAdventureMapButton *sacrificeAll, *sacrificeBackpack;
CLabel *expToLevel, *expOnAltar;
void selectionChanged(bool side); //true == left
void SacrificeAll();
void SacrificeBackpack();
void putOnAltar(int backpackIndex);
bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art);
void makeDeal();
void showAll(SDL_Surface * to);
void blockTrade();
void sliderMoved(int to);
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
void mimicCres();
Point selectionOffset(bool Left) const;
std::string selectionSubtitle(bool Left) const;
void garrisonChanged();
void artifactsChanged(bool left);
void calcTotalExp();
void setExpToLevel();
void updateRight(CTradeableItem *toUpdate);
void artifactPicked();
int firstFreeSlot();
void moveFromSlotToAltar(ArtifactPosition slotID, CTradeableItem* altarSlot, const CArtifactInstance *art);
};
class CSystemOptionsWindow : public CWindowObject
{
private:
CLabel *title;
CLabelGroup *leftGroup;
CLabelGroup *rightGroup;
CAdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
CHighlightableButtonsGroup * heroMoveSpeed;
CHighlightableButtonsGroup * mapScrollSpeed;
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
//CHighlightableButton * showPath;
CHighlightableButton * showReminder;
CHighlightableButton * quickCombat;
CHighlightableButton * spellbookAnim;
CHighlightableButton * newCreatureWin;
CHighlightableButton * fullscreen;
CAdventureMapButton *gameResButton;
CLabel *gameResLabel;
SettingsListener onFullscreenChanged;
void setMusicVolume( int newVolume );
void setSoundVolume( int newVolume );
void setHeroMoveSpeed( int newSpeed );
void setMapScrollingSpeed( int newSpeed );
//functions bound to buttons
void bloadf(); //load game
void bsavef(); //save game
void bquitf(); //quit game
void breturnf(); //return to game
void brestartf(); //restart game
void bmainmenuf(); //return to main menu
//functions for checkboxes
void toggleReminder(bool on);
void toggleQuickCombat(bool on);
void toggleSpellbookAnim(bool on);
void toggleCreatureWin(bool on);
void toggleFullscreen(bool on);
void selectGameRes();
void setGameRes(int index);
void closeAndPushEvent(int eventType, int code = 0);
public:
CSystemOptionsWindow(); //c-tor
};
class CTavernWindow : public CWindowObject
{
public:
class HeroPortrait : public CIntObject
{
public:
std::string hoverName;
std::string description; // "XXX is a level Y ZZZ with N artifacts"
const CGHeroInstance *h;
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);
private:
int *_sel;
const int _id;
} *h1, *h2; //recruitable heroes
CGStatusBar *bar; //tavern's internal status bar
int selected;//0 (left) or 1 (right)
int oldSelected;//0 (left) or 1 (right)
CAdventureMapButton *thiefGuild, *cancel, *recruit;
const CGObjectInstance *tavernObj;
CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
~CTavernWindow(); //d-tor
void recruitb();
void thievesguildb();
void show(SDL_Surface * to);
};
class CInGameConsole : public CIntObject
{
private:
std::list< std::pair< std::string, int > > texts; //list<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 show(SDL_Surface * to);
void print(const std::string &txt);
void keyPressed (const SDL_KeyboardEvent & key); //call-in
#ifndef VCMI_SDL1
void textInputed(const SDL_TextInputEvent & event) override;
void textEdited(const SDL_TextEditingEvent & event) override;
#endif // VCMI_SDL1
void startEnteringText();
void endEnteringText(bool printEnteredText);
void refreshEnteredText();
CInGameConsole(); //c-tor
};
/// Can interact on left and right mouse clicks
class LRClickableAreaWTextComp: public LRClickableAreaWText
{
public:
int baseType;
int bonusValue, type;
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
CComponent * createComponent() const;
};
class MoraleLuckBox : public LRClickableAreaWTextComp
{
CAnimImage *image;
public:
bool morale; //true if morale, false if luck
bool small;
void set(const IBonusBearer *node);
MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
};
/// Opens hero window by left-clicking on it
class CHeroArea: public CIntObject
{
const CGHeroInstance * hero;
public:
CHeroArea(int x, int y, const CGHeroInstance * _hero);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
};
/// Opens town screen by left-clicking on it
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
{
public:
const CGTownInstance * town;
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
LRClickableAreaOpenTown();
};
/// Artifacts can be placed there. Gets shown at the hero window
class CArtPlace: public LRClickableAreaWTextComp
{
CAnimImage *image;
CAnimImage *selection;
void createImage();
public:
// consider these members as const - change them only with appropriate methods e.g. lockSlot()
bool locked;
bool picked;
bool marked;
ArtifactPosition slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START
void lockSlot(bool on);
void pickSlot(bool on);
void selectSlot(bool on);
CArtifactsOfHero * ourOwner;
const CArtifactInstance * ourArt; // should be changed only with setArtifact()
CArtPlace(Point position, const CArtifactInstance * Art = nullptr); //c-tor
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void select ();
void deselect ();
void showAll(SDL_Surface * to);
bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here
void setMeAsDest(bool backpackAsVoid = true);
void setArtifact(const CArtifactInstance *art);
};
/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
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; //number of first art visible in backpack (in hero's vector)
public:
struct SCommonPart
{
struct Artpos
{
ArtifactPosition slotID;
const CArtifactsOfHero *AOH;
const CArtifactInstance *art;
Artpos();
void clear();
void setTo(const CArtPlace *place, bool dontTakeBackpack);
bool valid();
bool operator==(const ArtifactLocation &al) const;
} src, dst;
std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
void reset();
} * 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
bool updateState; // Whether the commonInfo should be updated on setHero or not.
CAdventureMapButton * leftArtRoll, * rightArtRoll;
bool allowedAssembling;
std::multiset<const CArtifactInstance*> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be omitted in backpack slots
std::function<void(CArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
void artifactRemoved(const ArtifactLocation &al);
void artifactAssembled(const ArtifactLocation &al);
void artifactDisassembled(const ArtifactLocation &al);
CArtPlace *getArtPlace(int slot);
void setHero(const CGHeroInstance * hero);
const CGHeroInstance *getHero() const;
void dispose(); //free resources not needed after closing windows and reset state
void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
void safeRedraw();
void markPossibleSlots(const CArtifactInstance* art);
void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs
void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
void setSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
void updateWornSlots (bool redrawParent = true);
void updateSlot(ArtifactPosition i);
void eraseSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
CArtifactsOfHero(const Point& position, bool createCommonPart = false);
//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
CArtifactsOfHero(std::vector<CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
CAdventureMapButton *leftScroll, CAdventureMapButton *rightScroll, bool createCommonPart = false);
~CArtifactsOfHero(); //d-tor
void updateParentWindow();
friend class CArtPlace;
};
class CGarrisonHolder
{
public:
CGarrisonHolder();
virtual void updateGarrisons()=0;
};
class CWindowWithGarrison : public virtual CGarrisonHolder
{
public:
CGarrisonInt *garr;
virtual void updateGarrisons();
};
/// Garrison window where you can take creatures out of the hero to place it on the garrison
class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
{
public:
CAdventureMapButton * quit;
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
};
class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
{
CGStatusBar * ourBar; //internal statusbar
CAdventureMapButton * quit, * questlogButton[2];
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
MoraleLuckBox *morale[2], *luck[2];
LRClickableAreaWText *specialty[2];
LRClickableAreaWText *experience[2];
LRClickableAreaWText *spellPoints[2];
CHeroArea *portrait[2];
public:
const CGHeroInstance* heroInst[2];
CArtifactsOfHero * artifs[2];
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
void prepareBackground(); //prepares or redraws bg
CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID); //c-tor
~CExchangeWindow(); //d-tor
};
/// Here you can buy ships
class CShipyardWindow : public CWindowObject
{
public:
CGStatusBar *bar;
CPicture *bgWater;
CLabel *title;
CLabel *costLabel;
CAnimImage *woodPic, *goldPic;
CLabel *woodCost, *goldCost;
CAnimImage *bgShip;
CAdventureMapButton *build, *quit;
CGStatusBar * statusBar;
CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const std::function<void()> &onBuy);
};
/// Puzzle screen which gets uncovered when you visit obilisks
class CPuzzleWindow : public CWindowObject
{
private:
int3 grailPos;
CAdventureMapButton * quitb;
std::vector<CPicture * > piecesToRemove;
ui8 currentAlpha;
public:
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
};
/// Creature transformer window
class CTransformerWindow : public CWindowObject, public CGarrisonHolder
{
public:
class CItem : public CIntObject
{
public:
int id;//position of creature in hero army
bool left;//position of the item
int size; //size of creature stack
CTransformerWindow * parent;
CAnimImage *icon;
void move();
void clickLeft(tribool down, bool previousState);
void update();
CItem(CTransformerWindow * parent, int size, int id);
};
const CArmedInstance *army;//object with army for transforming (hero or town)
const CGHeroInstance *hero;//only if we have hero in town
const CGTownInstance *town;//market, town garrison is used if hero == nullptr
std::vector<CItem*> items;
CAdventureMapButton *all, *convert, *cancel;
CGStatusBar *bar;
void makeDeal();
void addAll();
void updateGarrisons();
CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
};
class CUniversityWindow : public CWindowObject
{
class CItem : public CAnimImage
{
public:
int ID;//id of selected skill
CUniversityWindow * parent;
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
int state();//0=can't learn, 1=learned, 2=can learn
CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
};
public:
const CGHeroInstance *hero;
const IMarket * market;
CPicture * green, * yellow, * red;//colored bars near skills
std::vector<CItem*> items;
CAdventureMapButton *cancel;
CGStatusBar *bar;
CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
};
/// Confirmation window for University
class CUnivConfirmWindow : public CWindowObject
{
public:
CUniversityWindow * parent;
CGStatusBar *bar;
CAdventureMapButton *confirm, *cancel;
CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
void makeDeal(int skill);
};
/// Hill fort is the building where you can upgrade units
class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
{
public:
int slotsCount;//=7;
CGStatusBar * bar;
CDefEssential *resources;
CHeroArea *heroPic;//clickable hero image
CAdventureMapButton *quit,//closes window
*upgradeAll,//upgrade all creatures
*upgrade[7];//upgrade single creature
const CGObjectInstance * fort;
const CGHeroInstance * hero;
std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
std::vector<TResources> costs;// costs [slot ID] [resource ID] = resource count for upgrade
TResources totalSumm; // totalSum[resource ID] = value
CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
void showAll (SDL_Surface *to);
std::string getDefForSlot(SlotID slot);//return def name for this slot
std::string getTextForSlot(SlotID slot);//return hover text for this slot
void makeDeal(SlotID slot);//-1 for upgrading all creatures
int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
void updateGarrisons();//update buttons after garrison changes
};
class CThievesGuildWindow : public CWindowObject
{
const CGObjectInstance * owner;
CGStatusBar * statusBar;
CAdventureMapButton * exitb;
CMinorResDataBar * resdatabar;
public:
CThievesGuildWindow(const CGObjectInstance * _owner);
};