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vcmi/client/CAdvmapInterface.h
Ivan Savenko d60f2d57a0 - first part of CIntObject API clean-up.
- - mostly remove usage of (de)activateSomething functions
- - CIntObject's can be safely deleted in active state or without removing from parent first
- - Added CWindowObject to use as base of all windows (will be required for such features as shadows)

Report any crashes or glitches - it should not cause any issues apart from more console output. 

TODO:
- remove redundant (de)activate and show(All) calls
- decrease usage of blitAtLoc\printAtLoc methods
- switch all windows to new base
2012-06-02 15:16:54 +00:00

278 lines
8.3 KiB
C++

#pragma once
#include <typeinfo>
#include "SDL.h"
#include "UIFramework/CIntObjectClasses.h"
#include "GUIClasses.h"
class CDefHandler;
class CCallback;
struct CGPath;
class CAdvMapInt;
class CGHeroInstance;
class CGTownInstance;
class CHeroWindow;
class CSpell;
class IShipyard;
/*****************************/
/*
* CAdcmapInterface.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
*
*/
/// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
class CAdventureOptions : public CIntObject
{
public:
CPicture *bg;
CAdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
CAdventureOptions();
~CAdventureOptions();
static void showScenarioInfo();
};
//Player-specific minimaps
class CMinimapSurfacesRef
{
public:
CMinimapSurfacesRef();
// see private members descriptions
std::vector< SDL_Surface* > &map();
std::vector< SDL_Surface* > &FoW();
std::vector< SDL_Surface* > &flObjs();
void free();
private:
void redraw(int level=-1);// (level==-1) => redraw all levels
void initMap(int level=-1);// (level==-1) => redraw all levels
void initFoW(int level=-1);// (level==-1) => redraw all levels
void initFlaggableObjs(int level=-1);// (level==-1) => redraw all levels
void showVisibleTiles(int level=-1);// (level==-1) => redraw all levels
private:
std::vector< SDL_Surface* > map_, FoW_, flObjs_; //one bitmap for each level (terrain, Fog of War, flaggable objects) (one for underworld, one for surface)
bool ready;
};
/// Minimap which is displayed at the right upper corner of adventure map
class CMinimap : public CIntObject
{
public:
CPicture *aiShield; //the graphic displayed during AI turn
SDL_Surface * temps;
std::map<int,SDL_Color> colors;
std::map<int,SDL_Color> colorsBlocked;
std::map<int, CMinimapSurfacesRef> surfs;
std::string statusbarTxt, rcText;
CMinimap();
~CMinimap();
void draw(SDL_Surface * to);
void updateRadar();
void clickRight(tribool down, bool previousState);
void clickLeft(tribool down, bool previousState);
void hover (bool on);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void activate(); // makes button active
void deactivate(); // makes button inactive (but don't deletes)
void hideTile(const int3 &pos); //puts FoW
void showTile(const int3 &pos); //removes FoW
};
/// Holds information about which tiles of the terrain are shown/not shown at the screen
class CTerrainRect
: public CIntObject
{
public:
int tilesw, tilesh; //width and height of terrain to blit in tiles
int3 curHoveredTile;
int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
CTerrainRect();
CGPath * currentPath;
void deactivate();
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void show(SDL_Surface * to);
void showPath(const SDL_Rect * extRect, SDL_Surface * to);
int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
int3 whichTileIsIt(); //uses current cursor pos
};
/// Resources bar which shows information about how many gold, crystals,... you have
/// Current date is displayed too
class CResDataBar
: public CIntObject
{
public:
SDL_Surface * bg;
std::vector<std::pair<int,int> > txtpos;
std::string datetext;
void clickRight(tribool down, bool previousState);
CResDataBar();
CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
~CResDataBar();
void draw(SDL_Surface * to);
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
};
/// Info box which shows next week/day information, hold the current date
class CInfoBar : public CIntObject
{
enum EMode {NOTHING = -1, NEW_DAY, NEW_WEEK1, NEW_WEEK2, NEW_WEEK3, NEW_WEEK4, ____, SHOW_COMPONENT, ENEMY_TURN};
CDefHandler *day, *week1, *week2, *week3, *week4, *hourglass, *hourglassSand;
CComponent * current;
int pom;
SDL_Surface *selInfoWin; //info box for selection
CDefHandler * getAnim(EMode mode);
struct EnemyTurn
{
ui8 color;
double progress; //0-1
EnemyTurn()
{
color = 255;
progress = 0.;
}
} enemyTurnInfo;
public:
EMode mode;
const CGHeroInstance * curSel;
CInfoBar();
~CInfoBar();
void newDay(int Day); //start showing new day/week animation
void showComp(const CComponent * comp, int time=5000);
void enemyTurn(ui8 color, double progress);
void tick();
void showAll(SDL_Surface * to); // if specific==0 function draws info about selected hero/town
void blitAnim(EMode mode);//0 - day, 1 - week
void show(SDL_Surface * to);
void deactivate();
void updateSelection(const CGObjectInstance *obj);
};
/// That's a huge class which handles general adventure map actions and
/// shows the right menu(questlog, spellbook, end turn,..) from where you
/// can get to the towns and heroes.
class CAdvMapInt : public CIntObject
{
//get top selectable object at tile
const CGObjectInstance *getBlockingObject(const int3 &tile);
public:
CAdvMapInt();
~CAdvMapInt();
int3 position; //top left corner of visible map part
int player;
bool duringAITurn;
enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
enum{NA, INGAME, WAITING} state;
bool updateScreen, updateMinimap ;
ui8 anim, animValHitCount; //animation frame
ui8 heroAnim, heroAnimValHitCount; //animation frame
SDL_Surface * bg;
std::vector<CDefHandler *> gems;
CMinimap minimap;
CStatusBar statusbar;
CAdventureMapButton kingOverview,//- kingdom overview
underground,//- underground switch
questlog,//- questlog
sleepWake, //- sleep/wake hero
moveHero, //- move hero
spellbook,//- spellbook
advOptions, //- adventure options
sysOptions,//- system options
nextHero, //- next hero
endTurn;//- end turn
CTerrainRect terrain; //visible terrain
CResDataBar resdatabar;
CHeroList heroList;
CTownList townList;
CInfoBar infoBar;
const CSpell *spellBeingCasted; //NULL if none
const CArmedInstance *selection; //currently selected town/hero
//functions bound to buttons
void fshowOverview();
void fswitchLevel();
void fshowQuestlog();
void fsleepWake();
void fmoveHero();
void fshowSpellbok();
void fadventureOPtions();
void fsystemOptions();
void fnextHero();
void fendTurn();
void activate();
void deactivate();
void show(SDL_Surface * to); //redraws terrain
void showAll(SDL_Surface * to); //shows and activates adv. map interface
void select(const CArmedInstance *sel, bool centerView = true);
void selectionChanged();
void centerOn(int3 on);
void centerOn(const CGObjectInstance *obj);
int3 verifyPos(int3 ver);
void handleRightClick(std::string text, tribool down);
void keyPressed(const SDL_KeyboardEvent & key);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
bool isActive();
bool isHeroSleeping(const CGHeroInstance *hero);
void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
void setPlayer(int Player);
void startHotSeatWait(int Player);
void startTurn();
void endingTurn();
void aiTurnStarted();
void adjustActiveness(bool aiTurnStart); //should be called everytime at AI/human turn transition; blocks GUI during AI turn
void tileLClicked(const int3 &mapPos);
void tileHovered(const int3 &mapPos);
void tileRClicked(const int3 &mapPos);
void enterCastingMode(const CSpell * sp);
void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
const CGHeroInstance * curHero() const;
const CGTownInstance * curTown() const;
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or NULL else
//button updates
void updateSleepWake(const CGHeroInstance *h);
void updateMoveHero(const CGHeroInstance *h, tribool hasPath = tribool::indeterminate_value);
void updateNextHero(const CGHeroInstance *h);
};
extern CAdvMapInt *adventureInt;