CBattleInterfaceClasses.h 5.2 KB

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  1. #pragma once
  2. #include "../UIFramework/CIntObject.h"
  3. struct SDL_Surface;
  4. class CDefHandler;
  5. class CGHeroInstance;
  6. class CBattleInterface;
  7. class CPicture;
  8. class CAdventureMapButton;
  9. class CHighlightableButton;
  10. class CHighlightableButtonsGroup;
  11. class CLabel;
  12. struct BattleResult;
  13. class CStack;
  14. class CAnimImage;
  15. /*
  16. * CBattleInterfaceClasses.h, part of VCMI engine
  17. *
  18. * Authors: listed in file AUTHORS in main folder
  19. *
  20. * License: GNU General Public License v2.0 or later
  21. * Full text of license available in license.txt file, in main folder
  22. *
  23. */
  24. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  25. class CBattleConsole : public CIntObject
  26. {
  27. private:
  28. std::vector< std::string > texts; //a place where texts are stored
  29. int lastShown; //last shown line of text
  30. public:
  31. std::string alterTxt; //if it's not empty, this text is displayed
  32. std::string ingcAlter; //alternative text set by in-game console - very important!
  33. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  34. CBattleConsole();
  35. ~CBattleConsole(); //d-tor
  36. void showAll(SDL_Surface * to = 0);
  37. bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  38. void alterText(const std::string &text); //place string at alterTxt
  39. void eraseText(ui32 pos); //erases added text at position pos
  40. void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
  41. void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
  42. void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
  43. };
  44. /// Hero battle animation
  45. class CBattleHero : public CIntObject
  46. {
  47. void switchToNextPhase();
  48. public:
  49. bool flip; //false if it's attacking hero, true otherwise
  50. CDefHandler *dh, *flag; //animation and flag
  51. const CGHeroInstance * myHero; //this animation's hero instance
  52. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  53. int phase; //stage of animation
  54. int nextPhase; //stage of animation to be set after current phase is fully displayed
  55. int currentFrame, firstFrame, lastFrame; //frame of animation
  56. ui8 flagAnim, animCount; //for flag animation
  57. void show(SDL_Surface * to); //prints next frame of animation to to
  58. void setPhase(int newPhase); //sets phase of hero animation
  59. void clickLeft(tribool down, bool previousState); //call-in
  60. CBattleHero(const std::string &defName, bool filpG, ui8 player, const CGHeroInstance *hero, const CBattleInterface *owner); //c-tor
  61. ~CBattleHero(); //d-tor
  62. };
  63. /// Class which manages the battle options window
  64. class CBattleOptionsWindow : public CIntObject
  65. {
  66. private:
  67. CBattleInterface * myInt;
  68. CPicture * background;
  69. CAdventureMapButton * setToDefault, * exit;
  70. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  71. CHighlightableButtonsGroup * animSpeeds;
  72. std::vector<CLabel*> labels;
  73. public:
  74. CBattleOptionsWindow(const SDL_Rect &position, CBattleInterface *owner); //c-tor
  75. void bDefaultf(); //default button callback
  76. void bExitf(); //exit button callback
  77. };
  78. /// Class which is responsible for showing the battle result window
  79. class CBattleResultWindow : public CIntObject
  80. {
  81. private:
  82. CAdventureMapButton *exit;
  83. CBattleInterface *owner;
  84. public:
  85. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  86. ~CBattleResultWindow(); //d-tor
  87. void bExitf(); //exit button callback
  88. void activate();
  89. void show(SDL_Surface * to = 0);
  90. };
  91. /// Class which stands for a single hex field on a battlefield
  92. class CClickableHex : public CIntObject
  93. {
  94. private:
  95. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  96. public:
  97. ui32 myNumber; //number of hex in commonly used format
  98. bool accessible; //if true, this hex is accessible for units
  99. //CStack * ourStack;
  100. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  101. CBattleInterface * myInterface; //interface that owns me
  102. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  103. //for user interactions
  104. void hover (bool on);
  105. void mouseMoved (const SDL_MouseMotionEvent &sEvent);
  106. void clickLeft(tribool down, bool previousState);
  107. void clickRight(tribool down, bool previousState);
  108. CClickableHex();
  109. };
  110. /// Shows the stack queue
  111. class CStackQueue : public CIntObject
  112. {
  113. class StackBox : public CIntObject
  114. {
  115. public:
  116. CPicture * bg;
  117. CAnimImage * icon;
  118. const CStack *stack;
  119. bool small;
  120. void showAll(SDL_Surface * to);
  121. void setStack(const CStack *nStack);
  122. StackBox(bool small);
  123. };
  124. public:
  125. static const int QUEUE_SIZE = 10;
  126. const bool embedded;
  127. std::vector<const CStack *> stacksSorted;
  128. std::vector<StackBox *> stackBoxes;
  129. SDL_Surface * bg;
  130. CBattleInterface * owner;
  131. CStackQueue(bool Embedded, CBattleInterface * _owner);
  132. ~CStackQueue();
  133. void update();
  134. void showAll(SDL_Surface *to);
  135. void blitBg(SDL_Surface * to);
  136. };