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vcmi/client/windows/CTradeWindow.h
Ivan Savenko 10fc1892a8 Large refactoring of button classes:
- renamed CAdventureMapButton to more expectable CButton
- merged CButtonBase into CButton
- created more generic class for clickable elements
- created more generic class for selectable elements
- renamed CHighlightableButton to CToggleButton
- renamed CHighlightableButtonsGrous to CToggleGroup
- minimized differences between API of all these classes
- removed all but one contructors in buttons, with same parameters across all classes
2014-08-03 14:16:19 +03:00

170 lines
5.3 KiB
C++

#pragma once
#include "../widgets/CArtifactHolder.h"
#include "CWindowObject.h"
#include "../../lib/FunctionList.h"
/*
* CTradeWindow.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
*
*/
class IMarket;
class CSlider;
class CTextBox;
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
CButton *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;
CButton *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);
};