CCastleInterface.h 12 KB

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  1. /*
  2. * CCastleInterface.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../widgets/CGarrisonInt.h"
  12. #include "../widgets/Images.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. class CBuilding;
  15. class CGTownInstance;
  16. class CSpell;
  17. struct CStructure;
  18. class CGHeroInstance;
  19. class CCreature;
  20. VCMI_LIB_NAMESPACE_END
  21. class CButton;
  22. class CCastleBuildings;
  23. class CCreaturePic;
  24. class CGStatusBar;
  25. class CLabel;
  26. class CMinorResDataBar;
  27. class CPicture;
  28. class CResDataBar;
  29. class CTextBox;
  30. class CTownList;
  31. class CGarrisonInt;
  32. class CComponent;
  33. class CComponentBox;
  34. /// Building "button"
  35. class CBuildingRect : public CShowableAnim
  36. {
  37. std::string getSubtitle();
  38. public:
  39. enum EBuildingCreationAnimationPhases : uint32_t
  40. {
  41. BUILDING_APPEAR_TIMEPOINT = 500, //500 msec building appears: 0->100% transparency
  42. BUILDING_WHITE_BORDER_TIMEPOINT = 900, //400 msec border glows from white to yellow
  43. BUILDING_YELLOW_BORDER_TIMEPOINT = 1100, //200 msec border glows from yellow to normal (dark orange)
  44. BUILD_ANIMATION_FINISHED_TIMEPOINT = 2100, // 1000msec once border is back to yellow nothing happens (this stage is basically removed by HD Mod)
  45. BUILDING_FRAME_TIME = 150 // confirmed H3 timing: 150 ms for each building animation frame
  46. };
  47. /// returns building associated with this structure
  48. const CBuilding * getBuilding();
  49. CCastleBuildings * parent;
  50. const CGTownInstance * town;
  51. const CStructure* str;
  52. std::shared_ptr<IImage> border;
  53. std::shared_ptr<IImage> area;
  54. ui32 stateTimeCounter;//For building construction - current stage in animation
  55. CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str);
  56. bool operator<(const CBuildingRect & p2) const;
  57. void hover(bool on) override;
  58. void clickLeft(tribool down, bool previousState) override;
  59. void clickRight(tribool down, bool previousState) override;
  60. void mouseMoved (const Point & cursorPosition) override;
  61. void show(SDL_Surface * to) override;
  62. void showAll(SDL_Surface * to) override;
  63. };
  64. /// Dwelling info box - right-click screen for dwellings
  65. class CDwellingInfoBox : public CWindowObject
  66. {
  67. std::shared_ptr<CLabel> title;
  68. std::shared_ptr<CCreaturePic> animation;
  69. std::shared_ptr<CLabel> available;
  70. std::shared_ptr<CLabel> costPerTroop;
  71. std::vector<std::shared_ptr<CAnimImage>> resPicture;
  72. std::vector<std::shared_ptr<CLabel>> resAmount;
  73. public:
  74. CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level);
  75. ~CDwellingInfoBox();
  76. };
  77. class HeroSlots;
  78. /// Hero icon slot
  79. class CHeroGSlot : public CIntObject
  80. {
  81. std::shared_ptr<CAnimImage> portrait;
  82. std::shared_ptr<CAnimImage> flag;
  83. std::shared_ptr<CAnimImage> selection; //selection border. nullptr if not selected
  84. HeroSlots * owner;
  85. const CGHeroInstance * hero;
  86. int upg; //0 - up garrison, 1 - down garrison
  87. public:
  88. CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner);
  89. ~CHeroGSlot();
  90. bool isSelected() const;
  91. void setHighlight(bool on);
  92. void set(const CGHeroInstance * newHero);
  93. void hover (bool on) override;
  94. void clickLeft(tribool down, bool previousState) override;
  95. void clickRight(tribool down, bool previousState) override;
  96. void deactivate() override;
  97. };
  98. /// Two hero slots that can interact with each other
  99. class HeroSlots : public CIntObject
  100. {
  101. public:
  102. bool showEmpty;
  103. const CGTownInstance * town;
  104. std::shared_ptr<CGarrisonInt> garr;
  105. std::shared_ptr<CHeroGSlot> garrisonedHero;
  106. std::shared_ptr<CHeroGSlot> visitingHero;
  107. HeroSlots(const CGTownInstance * town, Point garrPos, Point visitPos, std::shared_ptr<CGarrisonInt> Garrison, bool ShowEmpty);
  108. ~HeroSlots();
  109. void splitClicked(); //for hero meeting only (splitting stacks is handled by garrison int)
  110. void update();
  111. void swapArmies(); //exchange garrisoned and visiting heroes or move hero to\from garrison
  112. };
  113. /// Class for town screen management (town background and structures)
  114. class CCastleBuildings : public CIntObject
  115. {
  116. std::shared_ptr<CPicture> background;
  117. //List of buildings and structures that can represent them
  118. std::map<BuildingID, std::vector<const CStructure *> > groups;
  119. // actual IntObject's visible on screen
  120. std::vector<std::shared_ptr<CBuildingRect>> buildings;
  121. const CGTownInstance * town;
  122. const CGHeroInstance* getHero();//Select hero for buildings usage
  123. void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
  124. void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
  125. void enterCastleGate();
  126. void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades);//Rampart's fountains
  127. void enterMagesGuild();
  128. void enterTownHall();
  129. void openMagesGuild();
  130. void openTownHall();
  131. void recreate();
  132. public:
  133. CBuildingRect * selectedBuilding;
  134. CCastleBuildings(const CGTownInstance * town);
  135. ~CCastleBuildings();
  136. void enterDwelling(int level);
  137. void enterToTheQuickRecruitmentWindow();
  138. void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID::EBuildingID upgrades = BuildingID::NONE);
  139. void addBuilding(BuildingID building);
  140. void removeBuilding(BuildingID building);//FIXME: not tested!!!
  141. };
  142. /// Creature info window
  143. class CCreaInfo : public CIntObject
  144. {
  145. const CGTownInstance * town;
  146. const CCreature * creature;
  147. int level;
  148. bool showAvailable;
  149. std::shared_ptr<CAnimImage> picture;
  150. std::shared_ptr<CLabel> label;
  151. std::string genGrowthText();
  152. public:
  153. CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact=false, bool _showAvailable=false);
  154. void update();
  155. void hover(bool on) override;
  156. void clickLeft(tribool down, bool previousState) override;
  157. void clickRight(tribool down, bool previousState) override;
  158. bool getShowAvailable();
  159. };
  160. /// Town hall and fort icons for town screen
  161. class CTownInfo : public CIntObject
  162. {
  163. const CGTownInstance * town;
  164. const CBuilding * building;
  165. public:
  166. std::shared_ptr<CAnimImage> picture;
  167. //if (townHall) hall-capital else fort - castle
  168. CTownInfo(int posX, int posY, const CGTownInstance * town, bool townHall);
  169. void hover(bool on) override;
  170. void clickRight(tribool down, bool previousState) override;
  171. };
  172. /// Class which manages the castle window
  173. class CCastleInterface : public CStatusbarWindow, public CGarrisonHolder
  174. {
  175. std::shared_ptr<CLabel> title;
  176. std::shared_ptr<CLabel> income;
  177. std::shared_ptr<CAnimImage> icon;
  178. std::shared_ptr<CPicture> panel;
  179. std::shared_ptr<CResDataBar> resdatabar;
  180. std::shared_ptr<CTownInfo> hall;
  181. std::shared_ptr<CTownInfo> fort;
  182. std::shared_ptr<CButton> exit;
  183. std::shared_ptr<CButton> split;
  184. std::shared_ptr<CButton> fastArmyPurchase;
  185. std::vector<std::shared_ptr<CCreaInfo>> creainfo;//small icons of creatures (bottom-left corner);
  186. public:
  187. std::shared_ptr<CTownList> townlist;
  188. //TODO: move to private
  189. const CGTownInstance * town;
  190. std::shared_ptr<HeroSlots> heroes;
  191. std::shared_ptr<CCastleBuildings> builds;
  192. std::shared_ptr<CGarrisonInt> garr;
  193. //from - previously selected castle (if any)
  194. CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from = nullptr);
  195. ~CCastleInterface();
  196. virtual void updateGarrisons() override;
  197. void castleTeleport(int where);
  198. void townChange();
  199. void keyPressed(EShortcut key) override;
  200. void close();
  201. void addBuilding(BuildingID bid);
  202. void removeBuilding(BuildingID bid);
  203. void recreateIcons();
  204. void creaturesChangedEventHandler();
  205. };
  206. /// Hall window where you can build things
  207. class CHallInterface : public CStatusbarWindow
  208. {
  209. class CBuildingBox : public CIntObject
  210. {
  211. const CGTownInstance * town;
  212. const CBuilding * building;
  213. ui32 state;//Buildings::EBuildStructure enum
  214. std::shared_ptr<CAnimImage> header;
  215. std::shared_ptr<CAnimImage> icon;
  216. std::shared_ptr<CAnimImage> mark;
  217. std::shared_ptr<CLabel> name;
  218. public:
  219. CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building);
  220. void hover(bool on) override;
  221. void clickLeft(tribool down, bool previousState) override;
  222. void clickRight(tribool down, bool previousState) override;
  223. };
  224. const CGTownInstance * town;
  225. std::vector<std::vector<std::shared_ptr<CBuildingBox>>> boxes;
  226. std::shared_ptr<CLabel> title;
  227. std::shared_ptr<CMinorResDataBar> resdatabar;
  228. std::shared_ptr<CButton> exit;
  229. public:
  230. CHallInterface(const CGTownInstance * Town);
  231. };
  232. /// Window where you can decide to buy a building or not
  233. class CBuildWindow: public CStatusbarWindow
  234. {
  235. const CGTownInstance * town;
  236. const CBuilding * building;
  237. std::shared_ptr<CAnimImage> icon;
  238. std::shared_ptr<CLabel> name;
  239. std::shared_ptr<CTextBox> description;
  240. std::shared_ptr<CTextBox> stateText;
  241. std::shared_ptr<CComponentBox> cost;
  242. std::shared_ptr<CButton> buy;
  243. std::shared_ptr<CButton> cancel;
  244. std::string getTextForState(int state);
  245. void buyFunc();
  246. public:
  247. CBuildWindow(const CGTownInstance *Town, const CBuilding * building, int State, bool rightClick);
  248. };
  249. //Small class to display
  250. class LabeledValue : public CIntObject
  251. {
  252. std::string hoverText;
  253. std::shared_ptr<CLabel> name;
  254. std::shared_ptr<CLabel> value;
  255. void init(std::string name, std::string descr, int min, int max);
  256. public:
  257. LabeledValue(Rect size, std::string name, std::string descr, int min, int max);
  258. LabeledValue(Rect size, std::string name, std::string descr, int val);
  259. void hover(bool on) override;
  260. };
  261. /// The fort screen where you can afford units
  262. class CFortScreen : public CStatusbarWindow
  263. {
  264. class RecruitArea : public CIntObject
  265. {
  266. const CGTownInstance * town;
  267. int level;
  268. std::string hoverText;
  269. std::shared_ptr<CLabel> availableCount;
  270. std::vector<std::shared_ptr<LabeledValue>> values;
  271. std::shared_ptr<CPicture> icons;
  272. std::shared_ptr<CAnimImage> buildingIcon;
  273. std::shared_ptr<CLabel> buildingName;
  274. const CCreature * getMyCreature();
  275. const CBuilding * getMyBuilding();
  276. public:
  277. RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
  278. void creaturesChangedEventHandler();
  279. void hover(bool on) override;
  280. void clickLeft(tribool down, bool previousState) override;
  281. void clickRight(tribool down, bool previousState) override;
  282. };
  283. std::shared_ptr<CLabel> title;
  284. std::vector<std::shared_ptr<RecruitArea>> recAreas;
  285. std::shared_ptr<CMinorResDataBar> resdatabar;
  286. std::shared_ptr<CButton> exit;
  287. std::string getBgName(const CGTownInstance * town);
  288. public:
  289. CFortScreen(const CGTownInstance * town);
  290. void creaturesChangedEventHandler();
  291. };
  292. /// The mage guild screen where you can see which spells you have
  293. class CMageGuildScreen : public CStatusbarWindow
  294. {
  295. class Scroll : public CIntObject
  296. {
  297. const CSpell * spell;
  298. std::shared_ptr<CAnimImage> image;
  299. public:
  300. Scroll(Point position, const CSpell *Spell);
  301. void clickLeft(tribool down, bool previousState) override;
  302. void clickRight(tribool down, bool previousState) override;
  303. void hover(bool on) override;
  304. };
  305. std::shared_ptr<CPicture> window;
  306. std::shared_ptr<CButton> exit;
  307. std::vector<std::shared_ptr<Scroll>> spells;
  308. std::vector<std::shared_ptr<CAnimImage>> emptyScrolls;
  309. std::shared_ptr<CMinorResDataBar> resdatabar;
  310. public:
  311. CMageGuildScreen(CCastleInterface * owner,std::string image);
  312. };
  313. /// The blacksmith window where you can buy available in town war machine
  314. class CBlacksmithDialog : public CStatusbarWindow
  315. {
  316. std::shared_ptr<CButton> buy;
  317. std::shared_ptr<CButton> cancel;
  318. std::shared_ptr<CPicture> animBG;
  319. std::shared_ptr<CCreatureAnim> anim;
  320. std::shared_ptr<CLabel> title;
  321. std::shared_ptr<CAnimImage> costIcon;
  322. std::shared_ptr<CLabel> costText;
  323. std::shared_ptr<CLabel> costValue;
  324. public:
  325. CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
  326. };