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- /*
- * AdventureMapInterface.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 CGObjectInstance;
- class CGHeroInstance;
- class CGTownInstance;
- class CArmedInstance;
- class IShipyard;
- struct CGPathNode;
- struct ObjectPosInfo;
- struct Component;
- class int3;
- VCMI_LIB_NAMESPACE_END
- class CButton;
- class IImage;
- class CAnimImage;
- class CGStatusBar;
- class AdventureMapWidget;
- class AdventureMapShortcuts;
- class MapView;
- class CResDataBar;
- class CHeroList;
- class CTownList;
- class CInfoBar;
- class CMinimap;
- class MapAudioPlayer;
- class TurnTimerWidget;
- enum class EAdventureState;
- struct MapDrawingInfo;
- /// 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 AdventureMapInterface : public CIntObject
- {
- private:
- /// currently acting player
- PlayerColor currentPlayerID;
- /// if true, cursor was changed to scrolling and must be reset back once scroll is over
- bool scrollingWasActive;
- /// if true, then scrolling was blocked via ctrl and should not restart until player move cursor outside scrolling area
- bool scrollingWasBlocked;
- /// how much should the background dimmed, when windows are on the top
- int backgroundDimLevel;
- /// spell for which player is selecting target, or nullptr if none
- const CSpell *spellBeingCasted;
- std::shared_ptr<MapAudioPlayer> mapAudio;
- std::shared_ptr<AdventureMapWidget> widget;
- std::shared_ptr<AdventureMapShortcuts> shortcuts;
- std::shared_ptr<TurnTimerWidget> watches;
- private:
- void setState(EAdventureState state);
- /// updates active state of game window whenever game state changes
- void adjustActiveness();
- /// check and if necessary reacts on scrolling by moving cursor to screen edge
- void handleMapScrollingUpdate(uint32_t msPassed);
- void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
- const CGObjectInstance *getActiveObject(const int3 &tile);
- /// exits currently opened world view mode and returns to normal map
- void exitCastingMode();
- /// casts current spell at specified location
- void performSpellcasting(const int3 & castTarget);
- /// performs clientside validation of valid targets for adventure spells
- bool isValidAdventureSpellTarget(int3 targetPosition) const;
- /// dim interface if some windows opened
- void dim(Canvas & to);
- protected:
- /// CIntObject interface implementation
- void activate() override;
- void deactivate() override;
- void tick(uint32_t msPassed) override;
- void show(Canvas & to) override;
- void showAll(Canvas & to) override;
- void keyPressed(EShortcut key) override;
- void onScreenResize() override;
- public:
- AdventureMapInterface();
- void hotkeyAbortCastingMode();
- void hotkeyExitWorldView();
- void hotkeyEndingTurn();
- void hotkeyNextTown();
- void hotkeySwitchMapLevel();
- void hotkeyZoom(int delta, bool useDeadZone);
- /// Called by PlayerInterface when specified player is ready to start his turn
- void onHotseatWaitStarted(PlayerColor playerID);
- /// Called by PlayerInterface when AI or remote human player starts his turn
- void onEnemyTurnStarted(PlayerColor playerID, bool isHuman);
- /// Called by PlayerInterface when local human player starts his turn
- void onPlayerTurnStarted(PlayerColor playerID);
- /// Called by PlayerInterface when interface should be switched to specified player without starting turn
- void onCurrentPlayerChanged(PlayerColor playerID);
- /// Called by PlayerInterface when specific map tile changed and must be updated on minimap
- void onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions);
- /// Called by PlayerInterface when hero starts movement
- void onHeroMovementStarted(const CGHeroInstance * hero);
- /// Called by PlayerInterface when hero state changed and hero list must be updated
- void onHeroChanged(const CGHeroInstance * hero);
- /// Called by PlayerInterface when town state changed and town list must be updated
- void onTownChanged(const CGTownInstance * town);
- /// Called when currently selected object changes
- void onSelectionChanged(const CArmedInstance *sel);
- /// Called when town order changes
- void onTownOrderChanged();
- /// Called when hero order changes
- void onHeroOrderChanged();
- /// Called when map audio should be paused, e.g. on combat or town screen access
- void onAudioPaused();
- /// Called when map audio should be resume, opposite to onPaused
- void onAudioResumed();
- /// Requests to display provided information inside infobox
- void showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer);
- /// Changes position on map to center selected location
- void centerOnTile(int3 on);
- void centerOnObject(const CGObjectInstance *obj);
- /// called by MapView whenever currently visible area changes
- /// visibleArea describes now visible map section measured in tiles
- void onMapViewMoved(const Rect & visibleArea, int mapLevel);
- /// called by MapView whenever tile is clicked
- void onTileLeftClicked(const int3 & targetPosition);
- /// called by MapView whenever tile is hovered
- void onTileHovered(const int3 & targetPosition);
- /// called by MapView whenever tile is clicked
- void onTileRightClicked(const int3 & mapPos);
- /// called by spell window when spell to cast has been selected
- void enterCastingMode(const CSpell * sp);
- /// returns area of screen covered by terrain (main game area)
- Rect terrainAreaPixels() const;
- /// opens world view at default scale
- void openWorldView();
- /// opens world view at specific scale
- void openWorldView(int tileSize);
- /// opens world view with specific info, e.g. after View Earth/Air is shown
- void openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain);
- };
- extern std::shared_ptr<AdventureMapInterface> adventureInt;
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