mirror of
https://github.com/vcmi/vcmi.git
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8bda10b695
* fixed crashes on r-click on hero in tavern and adv map * fixed descync issue * allow free movement FROM guarded tile
979 lines
31 KiB
C++
979 lines
31 KiB
C++
#ifndef __GUICLASSES_H__
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#define __GUICLASSES_H__
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#include "../global.h"
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#include "../hch/CArtHandler.h"
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#include "SDL_framerate.h"
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#include "GUIBase.h"
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#include "FunctionList.h"
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#include <set>
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#include <list>
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#include <boost/thread/mutex.hpp>
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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/*
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* GUIClasses.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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class CDefEssential;
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class AdventureMapButton;
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class CHighlightableButtonsGroup;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class CBattleInterface;
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class CStack;
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class SComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnimation;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CGDwelling;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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class Component;
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class CArmedInstance;
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class CGTownInstance;
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class StackState;
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class CPlayerInterface;
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class CHeroWindow;
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class CArtifact;
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class CArtifactsOfHero;
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class CResDataBar;
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struct SPuzzleInfo;
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class CGGarrison;
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class CStackInstance;
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class IMarket;
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extern SDL_Color tytulowy, tlo, zwykly ;
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class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{ //window able to delete its components when closed
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public:
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bool delComps; //whether comps will be deleted
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std::vector<AdventureMapButton *> buttons;
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std::vector<SComponent*> components;
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CSlider *slider;
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virtual void close();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void activate();
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void sliderMoved(int to);
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void deactivate();
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CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, bool delComps); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<SComponent*> *components = NULL);
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};
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class CSelWindow : public CInfoWindow //component selection window
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{ //warning - this window deletes its components by closing!
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public:
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void selectionChange(unsigned to);
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void madeChoice(); //looks for selected component and calls callback
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CSelWindow(const std::string& text, int player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, int askID); //c-tor
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CSelWindow(){}; //c-tor
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//notification - this class inherits important destructor from CInfoWindow
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};
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class CRClickPopup : public CIntObject //popup displayed on R-click
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{
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public:
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virtual void activate();
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virtual void deactivate();
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virtual void close();
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void clickRight(tribool down, bool previousState);
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CRClickPopup();
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virtual ~CRClickPopup(); //d-tor
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static void createAndPush(const std::string &txt);
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static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
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};
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class CRClickPopupInt : public CRClickPopup //popup displayed on R-click
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{
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public:
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IShowActivable *inner;
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bool delInner;
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void show(SDL_Surface * to);
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CRClickPopupInt(IShowActivable *our, bool deleteInt); //c-tor
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virtual ~CRClickPopupInt(); //d-tor
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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void close();
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void show(SDL_Surface * to);
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor
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void init(int x, int y);
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~CInfoPopup(); //d-tor
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};
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class SComponent : public virtual CIntObject //common popup window component
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck, building, hero, flag
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} type; //component type
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int subtype; //TODO: comment me
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int val; //TODO: comment me
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std::string description; //r-click
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std::string subtitle; //TODO: comment me
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void init(Etype Type, int Subtype, int Val);
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SComponent(Etype Type, int Subtype, int Val); //c-tor
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SComponent(const Component &c); //c-tor
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SComponent(){}; //c-tor
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virtual ~SComponent(){}; //d-tor
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void clickRight(tribool down, bool previousState); //call-in
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virtual SDL_Surface * getImg();
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virtual void show(SDL_Surface * to);
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virtual void activate();
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virtual void deactivate();
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};
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class CCustomImgComponent : public SComponent
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{
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public:
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SDL_Surface *bmp; //our image
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bool free; //should surface be freed on delete
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SDL_Surface * getImg();
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CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor
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~CCustomImgComponent(); //d-tor
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};
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class CSelectableComponent : public SComponent, public KeyShortcut
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{
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public:
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bool selected; //if true, this component is selected
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bool customB; //TODO: comment me
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SDL_Surface * border, *myBitmap;
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boost::function<void()> onSelect; //function called on selection change
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void clickLeft(tribool down, bool previousState); //call-in
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void init(SDL_Surface * Border);
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CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
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CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
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~CSelectableComponent(); //d-tor
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virtual void show(SDL_Surface * to);
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void activate();
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void deactivate();
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void select(bool on);
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SDL_Surface * getImg(); //returns myBitmap
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};
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class CGarrisonInt;
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class CGarrisonSlot : public CIntObject
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{
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public:
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CGarrisonInt *owner;
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const CStackInstance *myStack; //NULL if slot is empty
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const CCreature *creature;
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int count; //number of creatures
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int upg; //0 - up garrison, 1 - down garrison
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bool active; //TODO: comment me
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virtual void hover (bool on); //call-in
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const CArmedInstance * getObj();
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void clickRight(tribool down, bool previousState);
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void clickLeft(tribool down, bool previousState);
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL);
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~CGarrisonSlot(); //d-tor
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};
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class CGarrisonInt :public CIntObject
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{
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public:
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int interx; //space between slots
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Point garOffset, //offset between garrisons (not used if only one hero)
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surOffset, //offset between garrison position on the bg surface and position on the screen
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shiftPoint;//how last slots will be shifted (for second row, set shiftPoint for effect)
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CGarrisonSlot *highlighted; //chosen slot
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std::vector<AdventureMapButton *> splitButtons; //may be empty if no buttons
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SDL_Surface *&sur; //bg surface
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int p2, //TODO: comment me
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shiftPos;//1st slot of the second row, set shiftPoint for effect
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bool ignoreEvent, update, active, splitting, pb,
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smallIcons; //true - 32x32 imgs, false - 58x64
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bool removableUnits;
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const CCreatureSet *set1; //top set of creatures
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const CCreatureSet *set2; //bottom set of creatures
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std::vector<CGarrisonSlot*> *sup, *sdown; //slots of upper and lower garrison
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const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void activeteSlots();
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void deactiveteSlots();
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void deleteSlots();
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void createSlots();
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void recreateSlots();
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void splitClick(); //handles click on split button
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void splitStacks(int am2); //TODO: comment me
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CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *&pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=NULL, bool _removableUnits = true, bool smallImgs = false, int _shiftPos = 0, const Point &_shiftPoint =Point()); //c-tor
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~CGarrisonInt(); //d-tor
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};
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class CStatusBar
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: public CIntObject, public IStatusBar
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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, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
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~CStatusBar(); //d-tor
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void print(const std::string & text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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void show(SDL_Surface * to); //shows statusbar (with current text)
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std::string getCurrent(); //getter for current
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};
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class CLabel
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: public virtual CIntObject
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{
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public:
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EAlignment alignment;
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EFonts font;
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SDL_Color color;
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std::string text;
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CPicture *bg;
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bool autoRedraw;
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Point textOffset; //text will be blitted at pos + textOffset with appropriate alignment
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void setTxt(const std::string &Txt);
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void showAll(SDL_Surface * to); //shows statusbar (with current text)
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CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly, const std::string &Text = "");
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};
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class CGStatusBar
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: public CLabel, public IStatusBar
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{
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void init();
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public:
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IStatusBar *oldStatusBar;
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//statusbar interface overloads
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void print(const std::string & Text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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std::string getCurrent(); //returns currently displayed text
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void show(SDL_Surface * to); //shows statusbar (with current text)
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CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly, const std::string &Text = "");
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CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
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~CGStatusBar();
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};
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class CFocusable
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: public virtual CIntObject
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{
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public:
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bool focus; //only one focusable control can have focus at one moment
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void giveFocus(); //captures focus
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void moveFocus(); //moves focus to next active control (may be used for tab switching)
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static std::list<CFocusable*> focusables; //all existing objs
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static CFocusable *inputWithFocus; //who has focus now
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CFocusable();
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~CFocusable();
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};
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class CTextInput
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: public CLabel, public CFocusable
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{
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public:
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CFunctionList<void(const std::string &)> cb;
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void setText(const std::string &nText, bool callCb = false);
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CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
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CTextInput(const Rect &Pos, SDL_Surface *srf);
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~CTextInput();
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void keyPressed(const SDL_KeyboardEvent & key);
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};
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class CList : public CIntObject
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{
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public:
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SDL_Surface * bg; //background bitmap
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CDefHandler *arrup, *arrdo; //button arrows for scrolling list
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SDL_Surface *empty, *selection;
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SDL_Rect arrupp, arrdop; //positions of arrows
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int posw, posh; //position width/height
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int selected, //id of selected position, <0 if none
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from;
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const int SIZE; //size of list
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tribool pressed; //true=up; false=down; indeterminate=none
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CList(int Size = 5); //c-tor
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void clickLeft(tribool down, bool previousState);
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void activate();
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void deactivate();
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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
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virtual void genList()=0;
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virtual void select(int which)=0;
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virtual void draw(SDL_Surface * to)=0;
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virtual int size() = 0; //how many elements do we have
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void fixPos(); //scrolls list, so the selection will be visible
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};
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class CHeroList
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: public CList
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{
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public:
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CDefHandler *mobile, *mana; //mana and movement indicators
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int posmobx, posporx, posmanx, posmoby, pospory, posmany;
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CHeroList(int Size); //c-tor
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int getPosOfHero(const CGHeroInstance* h); //hero's position on list
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void genList();
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void select(int which); //call-in
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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void clickLeft(tribool down, bool previousState); //call-in
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void clickRight(tribool down, bool previousState); //call-in
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void hover (bool on); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
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void updateMove(const CGHeroInstance* which); //draws move points bar
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void draw(SDL_Surface * to);
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void show(SDL_Surface * to);
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void init();
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int size(); //how many elements do we have
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};
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class CTownList
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: public CList
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{
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public:
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boost::function<void()> fun; //function called on selection change
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int posporx,pospory;
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CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
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~CTownList(); //d-tor
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void genList();
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void select(int which); //call-in
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void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
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void clickLeft(tribool down, bool previousState); //call-in
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void clickRight(tribool down, bool previousState); //call-in
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void hover (bool on); //call-in
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void keyPressed (const SDL_KeyboardEvent & key); //call-in
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void draw(SDL_Surface * to);
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void show(SDL_Surface * to);
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int size(); //how many elements do we have
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};
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class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
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{
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public:
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const CCreature *c; //which creature's picture
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bool big; //big => 100x130; !big => 100x120
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CCreatureAnimation *anim; //displayed animation
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CCreaturePic(const CCreature *cre, bool Big=true); //c-tor
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~CCreaturePic(); //d-tor
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int blitPic(SDL_Surface *to, int x, int y, bool nextFrame); //prints creature on screen
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SDL_Surface * getPic(bool nextFrame); //returns frame of animation
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};
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class CRecruitmentWindow : public CIntObject
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{
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public:
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static const int SPACE_BETWEEN = 8;
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static const int CREATURE_WIDTH = 102;
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static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
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struct creinfo
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{
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SDL_Rect pos;
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CCreaturePic *pic; //creature's animation
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int ID, amount; //creature ID and available amount
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std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
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};
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std::vector<int> amounts; //how many creatures we can afford
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std::vector<creinfo> creatures; //recruitable creatures
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boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
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CSlider *slider; //for selecting amount
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AdventureMapButton *max, *buy, *cancel;
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SDL_Surface *bitmap; //background
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CStatusBar *bar;
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int which; //which creature is active
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const CGDwelling *dwelling;
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int level;
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const CArmedInstance *dst;
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void close();
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void Max();
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void Buy();
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void Cancel();
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void sliderMoved(int to);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to){show(to);};
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void cleanCres();
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void initCres();
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CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
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~CRecruitmentWindow(); //d-tor
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};
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class CSplitWindow : public CIntObject
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{
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public:
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CGarrisonInt *gar;
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CSlider *slider;
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CCreaturePic *anim; //creature's animation
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AdventureMapButton *ok, *cancel;
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SDL_Surface *bitmap; //background
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int a1, a2, c; //TODO: comment me
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bool which; //which creature is selected
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int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions
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|
|
CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack
|
|
~CSplitWindow(); //d-tor
|
|
void activate();
|
|
void split();
|
|
void close();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
void clickLeft(tribool down, bool previousState); //call-in
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
void sliderMoved(int to);
|
|
};
|
|
|
|
class CLevelWindow : public CIntObject
|
|
{
|
|
public:
|
|
int heroPortrait;
|
|
SDL_Surface *bitmap; //background
|
|
std::vector<CSelectableComponent *> comps; //skills to select
|
|
AdventureMapButton *ok;
|
|
boost::function<void(ui32)> cb;
|
|
|
|
void close();
|
|
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor
|
|
~CLevelWindow(); //d-tor
|
|
void activate();
|
|
void deactivate();
|
|
void selectionChanged(unsigned to);
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CMinorResDataBar : public CIntObject
|
|
{
|
|
public:
|
|
SDL_Surface *bg; //background bitmap
|
|
void show(SDL_Surface * to);
|
|
CMinorResDataBar(); //c-tor
|
|
~CMinorResDataBar(); //d-tor
|
|
};
|
|
|
|
class CMarketplaceWindow : public CIntObject
|
|
{
|
|
bool printButtonFor(EMarketMode M) const;
|
|
public:
|
|
enum EType
|
|
{
|
|
RESOURCE, PLAYER, ARTIFACT, CREATURE
|
|
};
|
|
class CTradeableItem : public CIntObject
|
|
{
|
|
public:
|
|
EType type;
|
|
int id;
|
|
int serial;
|
|
bool left;
|
|
CFunctionList<void()> callback;
|
|
|
|
void show(SDL_Surface * to);
|
|
void clickLeft(tribool down, bool previousState);
|
|
SDL_Surface *getSurface();
|
|
CTradeableItem(EType Type, int ID, bool Left, int Serial);
|
|
};
|
|
|
|
const IMarket *market;
|
|
const CGHeroInstance *hero;
|
|
CPicture *bg; //background
|
|
std::vector<CTradeableItem*> left, right;
|
|
std::vector<std::string> rSubs; //offer caption
|
|
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
|
|
|
|
EType ltype, rtype;
|
|
EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
|
|
int r1, r2; //suggested amounts of traded resources
|
|
AdventureMapButton *ok, *max, *deal;
|
|
CSlider *slider; //for choosing amount to be exchanged
|
|
bool readyToTrade;
|
|
|
|
void showAll(SDL_Surface * to);
|
|
void setMax();
|
|
void sliderMoved(int to);
|
|
void makeDeal();
|
|
void selectionChanged(bool side); //true == left
|
|
CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode Mode = RESOURCE_RESOURCE); //c-tor
|
|
~CMarketplaceWindow(); //d-tor
|
|
void setMode(EMarketMode Mode); //mode setter
|
|
|
|
void getPositionsFor(std::vector<Rect> &poss, bool Right, EType type) const;
|
|
|
|
void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
|
|
};
|
|
|
|
class CSystemOptionsWindow : public CIntObject
|
|
{
|
|
private:
|
|
SDL_Surface * background; //background of window
|
|
AdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
|
|
CHighlightableButtonsGroup * heroMoveSpeed;
|
|
CHighlightableButtonsGroup * mapScrollSpeed;
|
|
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
|
|
public:
|
|
CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
|
|
~CSystemOptionsWindow(); //d-tor
|
|
|
|
//functions bound to buttons
|
|
void bsavef(); //save game
|
|
void bquitf(); //quit game
|
|
void breturnf(); //return to game
|
|
void bmainmenuf(); //return to main menu
|
|
|
|
void pushSDLEvent(int type, int usercode);
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CTavernWindow : public CIntObject
|
|
{
|
|
public:
|
|
class HeroPortrait : public CIntObject
|
|
{
|
|
public:
|
|
std::string hoverName;
|
|
vstd::assigner<int,int> as;
|
|
const CGHeroInstance *h;
|
|
void activate();
|
|
void deactivate();
|
|
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);
|
|
void show(SDL_Surface * to);
|
|
char descr[100]; // "XXX is a level Y ZZZ with N artifacts"
|
|
} h1, h2; //recruitable heroes
|
|
|
|
SDL_Surface *bg; //background
|
|
CStatusBar *bar; //tavern's internal status bar
|
|
int selected;//0 (left) or 1 (right)
|
|
int oldSelected;//0 (left) or 1 (right)
|
|
|
|
AdventureMapButton *thiefGuild, *cancel, *recruit;
|
|
|
|
CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip); //c-tor
|
|
~CTavernWindow(); //d-tor
|
|
|
|
void recruitb();
|
|
void close();
|
|
void thievesguildb();
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CInGameConsole : public CIntObject
|
|
{
|
|
private:
|
|
std::list< std::pair< std::string, int > > texts; //<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 activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
void print(const std::string &txt);
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
|
|
void startEnteringText();
|
|
void endEnteringText(bool printEnteredText);
|
|
void refreshEnteredText();
|
|
|
|
CInGameConsole(); //c-tor
|
|
};
|
|
|
|
class HoverableArea: public virtual CIntObject
|
|
{
|
|
public:
|
|
std::string hoverText;
|
|
virtual void hover (bool on);
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
};
|
|
|
|
class LClickableArea: public virtual CIntObject
|
|
{
|
|
public:
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
};
|
|
|
|
class RClickableArea: public virtual CIntObject
|
|
{
|
|
public:
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
};
|
|
|
|
class LClickableAreaHero : public LClickableArea
|
|
{
|
|
public:
|
|
int id;
|
|
CHeroWindow * owner;
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
};
|
|
|
|
class LRClickableAreaWText: public LClickableArea, public RClickableArea, public HoverableArea
|
|
{
|
|
public:
|
|
std::string text;
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
};
|
|
|
|
class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea, public HoverableArea
|
|
{
|
|
public:
|
|
std::string text;
|
|
int baseType;
|
|
int bonus, type;
|
|
virtual void activate();
|
|
virtual void deactivate();
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
virtual void clickRight(tribool down, bool previousState);
|
|
};
|
|
|
|
class MoraleLuckBox : public LRClickableAreaWTextComp
|
|
{
|
|
public:
|
|
|
|
void set(bool morale, const CGHeroInstance *hero);
|
|
};
|
|
|
|
class LRClickableAreaOpenHero: public LRClickableAreaWTextComp
|
|
{
|
|
public:
|
|
const CGHeroInstance * hero;
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
};
|
|
|
|
|
|
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
|
|
{
|
|
public:
|
|
const CGTownInstance * town;
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
};
|
|
|
|
class CCreInfoWindow : public CIntObject
|
|
{
|
|
public:
|
|
//bool active; //TODO: comment me
|
|
int type;//0 - rclick popup; 1 - normal window
|
|
CPicture *bitmap; //background
|
|
char anf; //animation counter
|
|
std::string count; //creature count in text format
|
|
|
|
boost::function<void()> dsm; //dismiss button callback
|
|
CCreaturePic *anim; //related creature's animation
|
|
const CCreature *c; //related creature
|
|
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
|
|
|
|
//MoraleLuckBox *luck, *morale;
|
|
|
|
AdventureMapButton *dismiss, *upgrade, *ok;
|
|
CCreInfoWindow(const CStackInstance &st, int Type = 0, boost::function<void()> Upg = 0, boost::function<void()> Dsm = 0, UpgradeInfo *ui = NULL); //c-tor
|
|
CCreInfoWindow(int Cid, int Type, int creatureCount); //c-tor
|
|
void init(const CCreature *cre, const CStackInstance *stack, int creatureCount);
|
|
void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
|
|
~CCreInfoWindow(); //d-tor
|
|
void activate();
|
|
void close();
|
|
void clickRight(tribool down, bool previousState); //call-in
|
|
void dismissF();
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
};
|
|
|
|
class CArtPlace: public LRClickableAreaWTextComp
|
|
{
|
|
private:
|
|
bool active;
|
|
public:
|
|
//bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4,
|
|
// misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso,
|
|
// lHand, rHand, neck, shoulders, head; //my types
|
|
ui16 slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
|
|
|
|
bool marked;
|
|
bool selectedNo;
|
|
CArtifactsOfHero * ourOwner;
|
|
const CArtifact * ourArt;
|
|
CArtPlace(const CArtifact * Art); //c-tor
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void select ();
|
|
void deselect ();
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
bool fitsHere (const CArtifact * art); //returns true if given artifact can be placed here
|
|
bool locked () const;
|
|
void userSelectedNo ();
|
|
~CArtPlace(); //d-tor
|
|
};
|
|
|
|
inline bool CArtPlace::locked () const
|
|
{
|
|
return ourArt && ourArt->id == 145;
|
|
}
|
|
|
|
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
|
|
{
|
|
std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
|
|
const CArtifact * srcArtifact; // Held artifact.
|
|
const CArtifactsOfHero * srcAOH; // Following two needed to uniquely identify the source.
|
|
int srcSlotID; //
|
|
const CArtifactsOfHero * destAOH; // For swapping. (i.e. changing what is held)
|
|
int destSlotID; // Needed to determine what kind of action was last taken in setHero
|
|
const CArtifact * destArtifact; // For swapping.
|
|
} * 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.
|
|
|
|
AdventureMapButton * leftArtRoll, * rightArtRoll;
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
|
|
void setHero(const CGHeroInstance * hero);
|
|
void dispose(); //free resources not needed after closing windows and reset state
|
|
void rollback();
|
|
void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
|
|
void markPossibleSlots (const CArtifact* art);
|
|
void unmarkSlots ();
|
|
void setSlotData (CArtPlace* artPlace, int slotID);
|
|
void eraseSlotData (CArtPlace* artPlace, int slotID);
|
|
|
|
CArtifactsOfHero(const SDL_Rect & position); //c-tor
|
|
~CArtifactsOfHero(); //d-tor
|
|
|
|
friend class CArtPlace;
|
|
};
|
|
|
|
class CGarrisonWindow : public CWindowWithGarrison
|
|
{
|
|
public:
|
|
SDL_Surface *bg; //background surface
|
|
AdventureMapButton *quit;
|
|
|
|
void close();
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
void showAll(SDL_Surface * to){show(to);};
|
|
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
|
|
~CGarrisonWindow(); //d-tor
|
|
};
|
|
|
|
class CExchangeWindow : public CWindowWithGarrison
|
|
{
|
|
CStatusBar * ourBar; //internal statusbar
|
|
|
|
SDL_Surface *bg; //background
|
|
AdventureMapButton * quit, * questlogButton[2];
|
|
|
|
std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
|
|
|
|
MoraleLuckBox *morale[2], *luck[2];
|
|
|
|
LRClickableAreaWText *speciality[2];
|
|
LRClickableAreaWText *experience[2];
|
|
LRClickableAreaWText *spellPoints[2];
|
|
LRClickableAreaOpenHero *portrait[2];
|
|
|
|
public:
|
|
|
|
const CGHeroInstance * heroInst[2];
|
|
CArtifactsOfHero * artifs[2];
|
|
|
|
void close();
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
|
|
void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
|
|
|
|
void prepareBackground(); //prepares or redraws bg
|
|
|
|
CExchangeWindow(si32 hero1, si32 hero2); //c-tor
|
|
~CExchangeWindow(); //d-tor
|
|
};
|
|
|
|
class CShipyardWindow : public CIntObject
|
|
{
|
|
public:
|
|
CStatusBar *bar;
|
|
SDL_Surface *bg; //background
|
|
AdventureMapButton *build, *quit;
|
|
|
|
unsigned char frame; //frame of the boat animation
|
|
int boat; //which boat graphic should be used
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const boost::function<void()> &onBuy);
|
|
~CShipyardWindow();
|
|
};
|
|
|
|
class CPuzzleWindow : public CIntObject
|
|
{
|
|
private:
|
|
SDL_Surface * background;
|
|
AdventureMapButton * quitb;
|
|
CResDataBar * resdatabar;
|
|
|
|
std::vector<std::pair<SDL_Surface *, SPuzzleInfo *> > puzzlesToPullBack;
|
|
ui8 animCount;
|
|
|
|
public:
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
|
|
CPuzzleWindow(const int3 &grailPos, float discoveredRatio);
|
|
~CPuzzleWindow();
|
|
};
|
|
|
|
class CShopWindow : public CIntObject
|
|
{
|
|
public:
|
|
std::map<ui16, Component> available, chosen, bought;
|
|
|
|
bool swapItem (ui16 which, bool choose);
|
|
virtual void Buy() {};
|
|
};
|
|
class CArtMerchantWindow : public CShopWindow
|
|
{
|
|
public:
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to);
|
|
void Buy();
|
|
|
|
CArtMerchantWindow();
|
|
~CArtMerchantWindow();
|
|
};
|
|
class CUniversityWindow : public CShopWindow
|
|
{};
|
|
class CAltarWindow : public CShopWindow
|
|
{};
|
|
class CRefugeeCampWindow : public CShopWindow
|
|
{};
|
|
class CWarMachineWindow : public CShopWindow
|
|
{};
|
|
class CFreelancersWindow : public CShopWindow
|
|
{};
|
|
class CHillFortWindow : public CIntObject //garrison dialog? shop?
|
|
{};
|
|
|
|
class CThievesGuildWindow : public CIntObject
|
|
{
|
|
const CGObjectInstance * owner;
|
|
|
|
CStatusBar * statusBar;
|
|
AdventureMapButton * exitb;
|
|
SDL_Surface * background;
|
|
CMinorResDataBar * resdatabar;
|
|
|
|
public:
|
|
void activate();
|
|
void show(SDL_Surface * to);
|
|
|
|
void bexitf();
|
|
|
|
CThievesGuildWindow(const CGObjectInstance * _owner);
|
|
~CThievesGuildWindow();
|
|
};
|
|
|
|
#endif //__GUICLASSES_H__
|