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							- /*
 
-  * CGarrisonInt.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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../gui/CIntObject.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CArmedInstance;
 
- class CStackInstance;
 
- VCMI_LIB_NAMESPACE_END
 
- class CGarrisonInt;
 
- class CButton;
 
- class CAnimImage;
 
- class CLabel;
 
- enum class EGarrisonType
 
- {
 
- 	UPPER, /// up garrison (Garrisoned)
 
- 	LOWER, /// down garrison (Visiting)
 
- };
 
- /// A single garrison slot which holds one creature of a specific amount
 
- class CGarrisonSlot : public CIntObject
 
- {
 
- 	SlotID ID; //for identification
 
- 	CGarrisonInt *owner;
 
- 	const CStackInstance * myStack; //nullptr if slot is empty
 
- 	const CCreature * creature;
 
- 	EGarrisonType upg;
 
- 	std::shared_ptr<CAnimImage> creatureImage;
 
- 	std::shared_ptr<CAnimImage> selectionImage; // image for selection, not always visible
 
- 	std::shared_ptr<CLabel> stackCount;
 
- public:
 
- 	bool viewInfo();
 
- 	bool highlightOrDropArtifact();
 
- 	bool split();
 
- 	/// If certain creates cannot be moved, the selection should change
 
- 	/// Force reselection in these cases
 
- 	///     * When attempting to take creatures from ally
 
- 	///     * When attempting to swap creatures with an ally
 
- 	///     * When attempting to take unremovable units
 
- 	/// @return Whether reselection must be done
 
- 	bool mustForceReselection() const;
 
- 	void setHighlight(bool on);
 
- 	std::function<void()> getDismiss() const;
 
- 	const CArmedInstance * getObj() const;
 
- 	bool our() const;
 
- 	SlotID getSlot() const { return ID; }
 
- 	EGarrisonType getGarrison() const { return upg; }
 
- 	bool ally() const;
 
- 	// CIntObject overrides
 
- 	void showPopupWindow(const Point & cursorPosition) override;
 
- 	void clickPressed(const Point & cursorPosition) override;
 
- 	void hover (bool on) override; //call-in
 
- 	void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
 
- 	void update();
 
- 	CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg, const CStackInstance * creature_);
 
- 	void splitIntoParts(EGarrisonType type, int amount);
 
- 	bool handleSplittingShortcuts(); /// Returns true when some shortcut is pressed, false otherwise
 
- 	friend class CGarrisonInt;
 
- };
 
- /// Class which manages slots of upper and lower garrison, splitting of units
 
- class CGarrisonInt :public CIntObject
 
- {
 
- 	/// Chosen slot. Should be changed only via selectSlot.
 
- 	CGarrisonSlot * highlighted;
 
- 	bool inSplittingMode;
 
- 	std::vector<std::shared_ptr<CGarrisonSlot>> availableSlots;  ///< Slots of upper and lower garrison
 
- 	void createSlots();
 
- 	bool checkSelected(const CGarrisonSlot * selected, TQuantity min = 0) const;
 
- 	std::map<EGarrisonType, const CArmedInstance*> armedObjs;
 
- public:
 
- 	enum class ESlotsLayout
 
- 	{
 
- 		ONE_ROW,
 
- 		TWO_ROWS,
 
- 		REVERSED_TWO_ROWS
 
- 	};
 
- 	int interx;  ///< Space between slots
 
- 	Point garOffset;  ///< Offset between garrisons (not used if only one hero)
 
- 	std::vector<std::shared_ptr<CButton>> splitButtons;  ///< May be empty if no buttons
 
- 	bool smallIcons;      ///< true - 32x32 imgs, false - 58x64
 
- 	bool removableUnits;  ///< player Can remove units from up
 
- 	ESlotsLayout layout;
 
- 	void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
 
- 	const CGarrisonSlot * getSelection() const;
 
- 	void setSplittingMode(bool on);
 
- 	bool getSplittingMode();
 
- 	bool hasEmptySlot(EGarrisonType type) const;
 
- 	SlotID getEmptySlot(EGarrisonType type) const;
 
- 	void setArmy(const CArmedInstance * army, EGarrisonType type);
 
- 	void addSplitBtn(std::shared_ptr<CButton> button);
 
- 	void recreateSlots();
 
- 	const CArmedInstance* upperArmy() const;
 
- 	const CArmedInstance* lowerArmy() const;
 
- 	const CArmedInstance* army(EGarrisonType which) const;
 
- 	bool isArmyOwned(EGarrisonType which) const;
 
- 	void splitClick();  ///< handles click on split button
 
- 	void splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount);  ///< TODO: comment me
 
- 	void moveStackToAnotherArmy(const CGarrisonSlot * selected);
 
- 	void bulkMoveArmy(const CGarrisonSlot * selected);
 
- 	void bulkMergeStacks(const CGarrisonSlot * selected); // Gather all creatures of selected type to the selected slot from other hero/garrison slots
 
- 	void bulkSplitStack(const CGarrisonSlot * selected); // Used to separate one-creature troops from main stack
 
- 	void bulkSmartSplitStack(const CGarrisonSlot * selected);
 
- 	/// Constructor
 
- 	/// @param position Relative position to parent element
 
- 	/// @param slotInterval Distance between slots;
 
- 	/// @param secondGarrisonOffset
 
- 	/// @param s1, s2 Top and bottom armies
 
- 	/// @param _removableUnits You can take units from top
 
- 	/// @param smallImgs Units images size 64x58 or 32x32
 
- 	/// @param _layout - when TWO_ROWS - Display slots in 2 rows (1st row = 4 slots, 2nd = 3 slots), REVERSED_TWO_ROWS = 3 slots in 1st row
 
- 	CGarrisonInt(const Point & position, int slotInterval,
 
- 				 const Point & secondGarrisonOffset,
 
- 				 const CArmedInstance * upperArmy, const CArmedInstance * lowerArmy = nullptr,
 
- 				 bool _removableUnits = true,
 
- 				 bool smallImgs = false,
 
- 				 ESlotsLayout _layout = ESlotsLayout::ONE_ROW);
 
- };
 
 
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