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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 bulkSplitAndRebalanceStack(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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