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							- #pragma once
 
- #include "../widgets/CGarrisonInt.h"
 
- #include "../widgets/Images.h"
 
- class CButton;
 
- class CBuilding;
 
- class CCastleBuildings;
 
- class CCreaturePic;
 
- class CGStatusBar;
 
- class CGTownInstance;
 
- class CLabel;
 
- class CMinorResDataBar;
 
- class CPicture;
 
- class CResDataBar;
 
- class CSpell;
 
- class CTextBox;
 
- class CTownList;
 
- struct CStructure;
 
- class CGHeroInstance;
 
- class CGarrisonInt;
 
- class CCreature;
 
- /*
 
-  * CCastleInterface.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
 
-  *
 
-  */
 
- /// Building "button"
 
- class CBuildingRect : public CShowableAnim
 
- {
 
- 	std::string getSubtitle();
 
- public:
 
- 	/// returns building associated with this structure
 
- 	const CBuilding * getBuilding();
 
- 	CCastleBuildings * parent;
 
- 	const CGTownInstance * town;
 
- 	const CStructure* str;
 
- 	SDL_Surface* border;
 
- 	SDL_Surface* area;
 
- 	ui32 stateCounter;//For building construction - current stage in animation
 
- 	CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str); //c-tor
 
- 	~CBuildingRect(); //d-tor
 
- 	bool operator<(const CBuildingRect & p2) const;
 
- 	void hover(bool on) override;
 
- 	void clickLeft(tribool down, bool previousState) override;
 
- 	void clickRight(tribool down, bool previousState) override;
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
 
- 	void show(SDL_Surface * to) override;
 
- 	void showAll(SDL_Surface * to) override;
 
- };
 
- /// Dwelling info box - right-click screen for dwellings
 
- class CDwellingInfoBox : public CWindowObject
 
- {
 
- 	CLabel *title;
 
- 	CCreaturePic *animation;
 
- 	CLabel *available;
 
- 	CLabel *costPerTroop;
 
- 	std::vector<CAnimImage *> resPicture;
 
- 	std::vector<CLabel *> resAmount;
 
- public:
 
- 	CDwellingInfoBox(int centerX, int centerY, const CGTownInstance *Town, int level);
 
- };
 
- class HeroSlots;
 
- /// Hero icon slot
 
- class CHeroGSlot : public CIntObject
 
- {
 
- public:
 
- 	HeroSlots *owner;
 
- 	const CGHeroInstance *hero;
 
- 	int upg; //0 - up garrison, 1 - down garrison
 
- 	CAnimImage *image;
 
- 	CAnimImage *selection; //selection border. nullptr if not selected
 
- 	void setHighlight(bool on);
 
- 	void set(const CGHeroInstance *newHero);
 
- 	void hover (bool on) override;
 
- 	void clickLeft(tribool down, bool previousState) override;
 
- 	void clickRight(tribool down, bool previousState) override;
 
- 	void deactivate() override;
 
- 	CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner); //c-tor
 
- 	~CHeroGSlot(); //d-tor
 
- };
 
- /// Two hero slots that can interact with each other
 
- class HeroSlots : public CIntObject
 
- {
 
- public:
 
- 	bool showEmpty;
 
- 	const CGTownInstance * town;
 
- 	CGarrisonInt *garr;
 
- 	CHeroGSlot * garrisonedHero;
 
- 	CHeroGSlot * visitingHero;
 
- 	HeroSlots(const CGTownInstance * town, Point garrPos, Point visitPos, CGarrisonInt *Garrison, bool ShowEmpty);
 
- 	void splitClicked(); //for hero meeting only (splitting stacks is handled by garrison int)
 
- 	void update();
 
- 	void swapArmies(); //exchange garrisoned and visiting heroes or move hero to\from garrison
 
- };
 
- /// Class for town screen management (town background and structures)
 
- class CCastleBuildings : public CIntObject
 
- {
 
- 	CPicture *background;
 
- 	//List of buildings and structures that can represent them
 
- 	std::map< BuildingID, std::vector<const CStructure*> > groups;
 
- 	// actual IntObject's visible on screen
 
- 	std::vector< CBuildingRect * > buildings;
 
- 	const CGTownInstance * town;
 
- 	const CGHeroInstance* getHero();//Select hero for buildings usage
 
- 	void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
 
- 	void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
 
- 	void enterCastleGate();
 
- 	void enterFountain(BuildingID building);//Rampart's fountains
 
- 	void enterMagesGuild();
 
- 	void enterTownHall();
 
- 	void openMagesGuild();
 
- 	void openTownHall();
 
- 	void recreate();
 
- public:
 
- 	CBuildingRect * selectedBuilding;
 
- 	CCastleBuildings(const CGTownInstance* town);
 
- 	~CCastleBuildings();
 
- 	void enterDwelling(int level);
 
- 	void buildingClicked(BuildingID building);
 
- 	void addBuilding(BuildingID building);
 
- 	void removeBuilding(BuildingID building);//FIXME: not tested!!!
 
- 	void show(SDL_Surface * to) override;
 
- 	void showAll(SDL_Surface * to) override;
 
- };
 
- /// Creature info window
 
- class CCreaInfo : public CIntObject
 
- {
 
- 	const CGTownInstance * town;
 
- 	const CCreature *creature;
 
- 	int level;
 
- 	bool showAvailable;
 
- 	CAnimImage *picture;
 
- 	CLabel * label;
 
- 	int AddToString(std::string from, std::string & to, int numb);
 
- 	std::string genGrowthText();
 
- public:
 
- 	CCreaInfo(Point position, const CGTownInstance *Town, int Level, bool compact=false, bool showAvailable=false);
 
- 	void update();
 
- 	void hover(bool on) override;
 
- 	void clickLeft(tribool down, bool previousState) override;
 
- 	void clickRight(tribool down, bool previousState) override;
 
- };
 
- /// Town hall and fort icons for town screen
 
- class CTownInfo : public CIntObject
 
- {
 
- 	const CGTownInstance *town;
 
- 	const CBuilding *building;
 
- 	CAnimImage *picture;
 
- public:
 
- 	//if (townHall) hall-capital else fort - castle
 
- 	CTownInfo(int posX, int posY, const CGTownInstance* town, bool townHall);
 
- 	void hover(bool on) override;
 
- 	void clickRight(tribool down, bool previousState) override;
 
- };
 
- /// Class which manages the castle window
 
- class CCastleInterface : public CWindowObject, public CWindowWithGarrison
 
- {
 
- 	CLabel *title;
 
- 	CLabel *income;
 
- 	CAnimImage *icon;
 
- 	CPicture * panel;
 
- 	CResDataBar *resdatabar;
 
- 	CGStatusBar * statusbar;
 
- 	CTownInfo *hall, *fort;
 
- 	CButton *exit;
 
- 	CButton *split;
 
- 	std::vector<CCreaInfo*> creainfo;//small icons of creatures (bottom-left corner);
 
- public:
 
- 	CTownList * townlist;
 
- 	//TODO: move to private
 
- 	const CGTownInstance * town;
 
- 	HeroSlots *heroes;
 
- 	CCastleBuildings *builds;
 
- 	//from - previously selected castle (if any)
 
- 	CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from = nullptr); //c-tor
 
- 	~CCastleInterface();
 
- 	void castleTeleport(int where);
 
- 	void townChange();
 
- 	void keyPressed(const SDL_KeyboardEvent & key) override;
 
- 	void close();
 
- 	void addBuilding(BuildingID bid);
 
- 	void removeBuilding(BuildingID bid);
 
- 	void recreateIcons();
 
- };
 
- /// Hall window where you can build things
 
- class CHallInterface : public CWindowObject
 
- {
 
- 	/// Building box from town hall (building icon + subtitle)
 
- 	class CBuildingBox : public CIntObject
 
- 	{
 
- 		const CGTownInstance * town;
 
- 		const CBuilding * building;
 
- 		ui32 state;//Buildings::EBuildStructure enum
 
- 		CAnimImage * picture;
 
- 		CAnimImage * panel;
 
- 		CAnimImage * icon;
 
- 		CLabel * label;
 
- 	public:
 
- 		CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building);
 
- 		void hover(bool on) override;
 
- 		void clickLeft(tribool down, bool previousState) override;
 
- 		void clickRight(tribool down, bool previousState) override;
 
- 	};
 
- 	const CGTownInstance * town;
 
- 	std::vector< std::vector<CBuildingBox*> >boxes;
 
- 	CLabel *title;
 
- 	CGStatusBar *statusBar;
 
- 	CMinorResDataBar * resdatabar;
 
- 	CButton *exit;
 
- public:
 
- 	CHallInterface(const CGTownInstance * Town); //c-tor
 
- };
 
- ///  Window where you can decide to buy a building or not
 
- class CBuildWindow: public CWindowObject
 
- {
 
- 	const CGTownInstance *town;
 
- 	const CBuilding *building;
 
- 	CButton *buy;
 
- 	CButton *cancel;
 
- 	std::string getTextForState(int state);
 
- 	void buyFunc();
 
- public:
 
- 	CBuildWindow(const CGTownInstance *Town, const CBuilding * building, int State, bool rightClick); //c-tor
 
- };
 
- //Small class to display
 
- class LabeledValue : public CIntObject
 
- {
 
- 	std::string hoverText;
 
- 	CLabel *name;
 
- 	CLabel *value;
 
- 	void init(std::string name, std::string descr, int min, int max);
 
- public:
 
- 	LabeledValue(Rect size, std::string name, std::string descr, int min, int max);
 
- 	LabeledValue(Rect size, std::string name, std::string descr, int val);
 
- 	void hover(bool on) override;
 
- };
 
- /// The fort screen where you can afford units
 
- class CFortScreen : public CWindowObject
 
- {
 
- 	class RecruitArea : public CIntObject
 
- 	{
 
- 		const CGTownInstance *town;
 
- 		int level;
 
- 		std::string hoverText;
 
- 		CLabel * creatureName;
 
- 		CLabel * dwellingName;
 
- 		CLabel * availableCount;
 
- 		std::vector<LabeledValue*> values;
 
- 		CPicture *icons;
 
- 		CAnimImage * buildingPic;
 
- 		CCreaturePic *creatureAnim;
 
- 		const CCreature * getMyCreature();
 
- 		const CBuilding * getMyBuilding();
 
- 	public:
 
- 		RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
 
- 		void creaturesChanged();
 
- 		void hover(bool on) override;
 
- 		void clickLeft(tribool down, bool previousState) override;
 
- 		void clickRight(tribool down, bool previousState) override;
 
- 	};
 
- 	CLabel *title;
 
- 	std::vector<RecruitArea*> recAreas;
 
- 	CMinorResDataBar * resdatabar;
 
- 	CGStatusBar *statusBar;
 
- 	CButton *exit;
 
- 	std::string getBgName(const CGTownInstance *town);
 
- public:
 
- 	CFortScreen(const CGTownInstance * town); //c-tor
 
- 	void creaturesChanged();
 
- };
 
- /// The mage guild screen where you can see which spells you have
 
- class CMageGuildScreen : public CWindowObject
 
- {
 
- 	class Scroll : public CIntObject
 
- 	{
 
- 		const CSpell *spell;
 
- 		CAnimImage *image;
 
- 	public:
 
- 		Scroll(Point position, const CSpell *Spell);
 
- 		void clickLeft(tribool down, bool previousState) override;
 
- 		void clickRight(tribool down, bool previousState) override;
 
- 		void hover(bool on) override;
 
- 	};
 
- 	CPicture *window;
 
- 	CButton *exit;
 
- 	std::vector<Scroll *> spells;
 
- 	CMinorResDataBar * resdatabar;
 
- 	CGStatusBar *statusBar;
 
- public:
 
- 	CMageGuildScreen(CCastleInterface * owner,std::string image);
 
- };
 
- /// The blacksmith window where you can buy available in town war machine
 
- class CBlacksmithDialog : public CWindowObject
 
- {
 
- 	CButton *buy, *cancel;
 
- 	CPicture *animBG;
 
- 	CCreatureAnim * anim;
 
- 	CLabel * title;
 
- 	CLabel * costText;
 
- 	CLabel * costValue;
 
- 	CGStatusBar *statusBar;
 
- public:
 
- 	CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
 
- };
 
 
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