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- #pragma once
- #include "global.h"
- #include "SDL.h"
- #include "CPlayerInterface.h"
- //#include "boost/tuple/tuple.hpp"
- class CGTownInstance;
- class CTownHandler;
- class CHallInterface;
- struct Structure;
- class AdventureMapButton;
- class CBuildingRect : public Hoverable, public MotionInterested, public ClickableL, public ClickableR//, public TimeInterested
- {
- public:
- bool moi; //motion interested is active
- Structure* str;
- CDefHandler* def;
- SDL_Surface* border;
- SDL_Surface* area;
- CBuildingRect(Structure *Str);
- ~CBuildingRect();
- void activate();
- void deactivate();
- bool operator<(const CBuildingRect & p2) const;
- void hover(bool on);
- void clickLeft (tribool down);
- void clickRight (tribool down);
- void mouseMoved (SDL_MouseMotionEvent & sEvent);
- };
- class CCastleInterface : public IShowable, public IActivable, public IRecruit
- {
- public:
- bool showing;
- CBuildingRect * hBuild; //highlighted building
- SDL_Surface * townInt;
- SDL_Surface * cityBg;
- const CGTownInstance * town;
- CStatusBar * statusbar;
- CHallInterface * hallInt;
- unsigned char animval, count;
- CDefHandler *hall,*fort, *flag;
- CDefEssential* bicons; //150x70 buildings imgs
- CTownList * townlist;
- CGarrisonInt * garr;
- AdventureMapButton *exit;
- AdventureMapButton *split;
- std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
- CCastleInterface(const CGTownInstance * Town, bool Activate=true);
- ~CCastleInterface();
- void townChange();
- void show(SDL_Surface * to=NULL);
- void showAll(SDL_Surface * to=NULL);
- void buildingClicked(int building);
- void enterHall();
- void close();
- void splitF();
- void activate();
- void deactivate();
- void addBuilding(int bid);
- void removeBuilding(int bid);
- void recreateBuildings();
- void recruit(int ID, int amount);
- };
- class CHallInterface : public IShowable, public IActivable
- {
- public:
- class CResDataBar : public IShowable, public CIntObject
- {
- public:
- SDL_Surface *bg;
- void show(SDL_Surface * to=NULL);
- CResDataBar();
- ~CResDataBar();
- } resdatabar;
- class CBuildingBox : public Hoverable, public ClickableL, public ClickableR
- {
- public:
- int BID;
- int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
- //(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
- void hover(bool on);
- void clickLeft (tribool down);
- void clickRight (tribool down);
- void show(SDL_Surface * to=NULL);
- void activate();
- void deactivate();
- CBuildingBox(int id);
- CBuildingBox(int id, int x, int y);
- ~CBuildingBox();
- };
- class CBuildWindow: public IShowable, public ClickableR
- {
- public:
- int tid, bid, state; //town id, building id, state
- bool mode; // 0 - normal (with buttons), 1 - r-click popup
- SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
- AdventureMapButton *buy, *cancel;
- void activate();
- void deactivate();
- std::string getTextForState(int state);
- void clickRight (tribool down);
- void show(SDL_Surface * to=NULL);
- void Buy();
- void close();
- CBuildWindow(int Tid, int Bid, int State, bool Mode);
- ~CBuildWindow();
- };
- CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
- *status; //0 - already, 1 - can't, 2 - lack of resources
- std::vector< std::vector<CBuildingBox*> >boxes;
- AdventureMapButton *exit;
- SDL_Surface * bg;
- CHallInterface(CCastleInterface * owner);
- ~CHallInterface();
- void close();
- void show(SDL_Surface * to=NULL);
- void activate();
- void deactivate();
- };
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