mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
193 lines
8.7 KiB
C++
193 lines
8.7 KiB
C++
#ifndef __CPLAYERINTERFACE_H__
|
|
#define __CPLAYERINTERFACE_H__
|
|
#include "../global.h"
|
|
#include "../CGameInterface.h"
|
|
#include "SDL_framerate.h"
|
|
#include <map>
|
|
#include <list>
|
|
#include <algorithm>
|
|
|
|
#ifdef __GNUC__
|
|
#define sprintf_s snprintf
|
|
#endif
|
|
|
|
#ifdef max
|
|
#undef max
|
|
#endif
|
|
#ifdef min
|
|
#undef min
|
|
#endif
|
|
|
|
/*
|
|
* CPlayerInterface.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 CDefEssential;
|
|
class AdventureMapButton;
|
|
class CHighlightableButtonsGroup;
|
|
class CDefHandler;
|
|
struct HeroMoveDetails;
|
|
class CDefEssential;
|
|
class CGHeroInstance;
|
|
class CAdvMapInt;
|
|
class CCastleInterface;
|
|
class CBattleInterface;
|
|
class CStack;
|
|
class SComponent;
|
|
class CCreature;
|
|
struct SDL_Surface;
|
|
struct CPath;
|
|
class CCreatureAnimation;
|
|
class CSelectableComponent;
|
|
class CCreatureSet;
|
|
class CGObjectInstance;
|
|
class CSlider;
|
|
struct UpgradeInfo;
|
|
template <typename T> struct CondSh;
|
|
class CInGameConsole;
|
|
class CGarrisonInt;
|
|
class CInGameConsole;
|
|
union SDL_Event;
|
|
class IStatusBar;
|
|
class CInfoWindow;
|
|
class IShowActivable;
|
|
class ClickableL;
|
|
class ClickableR;
|
|
class Hoverable;
|
|
class KeyInterested;
|
|
class MotionInterested;
|
|
class TimeInterested;
|
|
class IShowable;
|
|
|
|
namespace boost
|
|
{
|
|
class mutex;
|
|
class recursive_mutex;
|
|
};
|
|
|
|
class CPlayerInterface : public CGameInterface
|
|
{
|
|
public:
|
|
//minor interfaces
|
|
CondSh<bool> *showingDialog; //indicates if dialog box is displayed
|
|
|
|
boost::recursive_mutex *pim;
|
|
bool makingTurn; //if player is already making his turn
|
|
|
|
//TODO: exclude to some kind Settings struct
|
|
int heroMoveSpeed; //speed of player's hero movement
|
|
void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;} //set for the member above
|
|
int mapScrollingSpeed; //map scrolling speed
|
|
void setMapScrollingSpeed(int newSpeed) {mapScrollingSpeed = newSpeed;} //set the member above
|
|
|
|
SDL_Event * current; //current event
|
|
//CMainInterface *curint;
|
|
CAdvMapInt * adventureInt;
|
|
CCastleInterface * castleInt; //NULL if castle window isn't opened
|
|
CBattleInterface * battleInt; //NULL if no battle
|
|
CInGameConsole * cingconsole;
|
|
FPSmanager * mainFPSmng; //to keep const framerate
|
|
IStatusBar *statusbar; //current statusbar - will be used to show hover tooltips
|
|
|
|
CCallback * cb; //to communicate with engine
|
|
const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL)
|
|
|
|
std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
|
|
std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
|
|
void totalRedraw(); //forces total redraw (using showAll)
|
|
void popInt(IShowActivable *top); //removes given interface from the top and activates next
|
|
void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
|
|
void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
|
|
void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
|
|
IShowActivable *topInt(); //returns top interface
|
|
|
|
//GUI elements
|
|
std::list<ClickableL*> lclickable;
|
|
std::list<ClickableR*> rclickable;
|
|
std::list<Hoverable*> hoverable;
|
|
std::list<KeyInterested*> keyinterested;
|
|
std::list<MotionInterested*> motioninterested;
|
|
std::list<TimeInterested*> timeinterested;
|
|
std::vector<IShowable*> objsToBlit;
|
|
|
|
//overloaded funcs from CGameInterface
|
|
void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
|
|
void garrisonChanged(const CGObjectInstance * obj);
|
|
void heroArtifactSetChanged(const CGHeroInstance* hero);
|
|
void heroCreated(const CGHeroInstance* hero);
|
|
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
|
|
void heroInGarrisonChange(const CGTownInstance *town);
|
|
void heroKilled(const CGHeroInstance* hero);
|
|
void heroMoved(const HeroMoveDetails & details);
|
|
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
|
|
void heroManaPointsChanged(const CGHeroInstance * hero);
|
|
void heroMovePointsChanged(const CGHeroInstance * hero);
|
|
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
|
|
void receivedResource(int type, int val);
|
|
void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID);
|
|
//void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
|
|
//void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
|
|
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
|
|
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
|
|
void tileHidden(const std::set<int3> &pos); //called when given tiles become hidden under fog of war
|
|
void tileRevealed(const std::set<int3> &pos); //called when fog of war disappears from given tiles
|
|
void yourTurn();
|
|
void availableCreaturesChanged(const CGTownInstance *town);
|
|
void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
|
|
void requestRealized(PackageApplied *pa);
|
|
void serialize(COSer<CSaveFile> &h, const int version); //saving
|
|
void serialize(CISer<CLoadFile> &h, const int version); //loading
|
|
|
|
//for battles
|
|
void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
|
|
void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
|
|
BattleAction activeStack(int stackID); //called when it's turn of that stack
|
|
void battleAttack(BattleAttack *ba); //stack performs attack
|
|
void battleEnd(BattleResult *br); //end of battle
|
|
//void battleResultQuited();
|
|
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
|
void battleStackMoved(int ID, int dest, int distance, bool end);
|
|
void battleSpellCast(SpellCast *sc);
|
|
void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
|
|
void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
|
|
void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
|
|
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
|
|
|
|
|
|
//-------------//
|
|
bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
|
|
void redrawHeroWin(const CGHeroInstance * hero);
|
|
void updateWater();
|
|
void showComp(SComponent comp); //TODO: comment me
|
|
void openTownWindow(const CGTownInstance * town); //shows townscreen
|
|
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
|
|
SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero
|
|
void handleEvent(SDL_Event * sEvent);
|
|
void handleKeyDown(SDL_Event *sEvent);
|
|
void handleKeyUp(SDL_Event *sEvent);
|
|
void handleMouseMotion(SDL_Event *sEvent);
|
|
void init(ICallback * CB);
|
|
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
|
|
void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID);
|
|
void showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
|
|
bool moveHero(const CGHeroInstance *h, CPath path);
|
|
|
|
CPlayerInterface(int Player, int serial);//c-tor
|
|
~CPlayerInterface();//d-tor
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
template <typename Handler> void serializeTempl(Handler &h, const int version);
|
|
};
|
|
|
|
extern CPlayerInterface * LOCPLINT;
|
|
|
|
|
|
#endif // __CPLAYERINTERFACE_H__
|