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a3c45bcaa2
* underground/urface switch button changes look when cliked * object handler stories pointers to object instances * new structure for terrain tile - TerrainTile2 * started doing video handlers - unfortunetly they don't work...
168 lines
4.2 KiB
C++
168 lines
4.2 KiB
C++
#ifndef CADVENTUREMAPINTERFACE_H
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#define CADVENTUREMAPINTERFACE_H
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#include "SDL.h"
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#include "CDefHandler.h"
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#include "SDL_Extensions.h"
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#include "CGameInterface.h"
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#include "CGameInfo.h"
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#include "SDL_Extensions.h"
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#include <boost/logic/tribool.hpp>
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using namespace boost::logic;
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#define CGI (CGameInfo::mainObj)
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using namespace CSDL_Ext;
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class AdventureMapButton
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
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{
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public:
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std::string name; //for status bar
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std::string helpBox; //for right-click help
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char key; //key shortcut
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void (CAdvMapInt::*function)(); //function in CAdvMapInt called when this button is pressed, different for each button
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void clickRight (tribool down);
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void clickLeft (tribool down);
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void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but don't deletes)
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AdventureMapButton(); //c-tor
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AdventureMapButton( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)(), int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL );//c-tor
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};
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/*****************************/
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class CList
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject
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{
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SDL_Surface * bg;
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//arrow up, arrow down
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int posw, posh; //position width/height
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void clickLeft(tribool down);
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void activate();
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void deactivate();
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virtual void select(int which)=0;
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};
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class CHeroList
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: public CList
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{
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void select(int which);
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void clickRight(tribool down);
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};
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class CTownList
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: public CList
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{
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void select(int which);
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void clickRight(tribool down);
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};
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class CResourceBar
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:public ClickableR, public CIntObject
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{
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SDL_Surface * bg;
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void clickRight(tribool down);
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void refresh();
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};
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class CDataBar
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:public ClickableR, public CIntObject
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{
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SDL_Surface * bg;
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void clickRight(tribool down);
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void refresh();
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};
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class CStatusBar
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: public CIntObject
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{
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public:
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SDL_Surface * bg; //background
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int middlex, middley; //middle of statusbar
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std::string current; //text currently printed
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CStatusBar(int x, int y); //c-tor
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~CStatusBar(); //d-tor
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void print(std::string text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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void show(); //shows statusbar (with current text)
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};
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class CMinimap
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: public ClickableL, public ClickableR, public Hoverable, public CIntObject
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{
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public:
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SDL_Surface * radar; //radar.def
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SDL_Surface * terrainMap;
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SDL_Surface * undTerrainMap; //underground
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//TODO flagged buildings
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bool underground;
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};
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class CTerrainRect
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: public ClickableL, public ClickableR, public Hoverable, public CIntObject, public KeyInterested
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{
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public:
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void activate();
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void deactivate();
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void clickLeft(tribool down);
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void clickRight(tribool down);
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void hover(bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void show();
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};
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/*****************************/
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class CAdvMapInt //adventure map interface
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{
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public:
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CAdvMapInt(int Player);
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~CAdvMapInt();
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int3 position; //top left corner of visible map part
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int player;
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std::vector<CDefHandler *> gems;
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bool scrollingLeft ;
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bool scrollingRight ;
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bool scrollingUp ;
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bool scrollingDown ;
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bool updateScreen ;
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unsigned char anim, animValHitCount; //animation frame
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SDL_Surface * bg;
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AdventureMapButton kingOverview,//- kingdom overview
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underground,//- underground switch
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questlog,//- questlog
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sleepWake, //- sleep/wake hero
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moveHero, //- move hero
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spellbook,//- spellbook
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advOptions, //- adventure options
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sysOptions,//- system options
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nextHero, //- next hero
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endTurn;//- end turn
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//CHeroList herolist;
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CTerrainRect terrain; //visible terrain
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CStatusBar statusbar;
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//fuctions binded to buttons
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void fshowOverview();
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void fswitchLevel();
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void fshowQuestlog();
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void fsleepWake();
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void fmoveHero();
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void fshowSpellbok();
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void fadventureOPtions();
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void fsystemOptions();
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void fnextHero();
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void fendTurn();
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void show(); //shows and activates adv. map interface
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void update(); //redraws terrain
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};
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#endif //CADVENTUREMAPINTERFACE_H
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