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							- #ifndef CPLAYERINTERFACE_H
 
- #define CPLAYERINTERFACE_H
 
- #include "global.h"
 
- #include "CGameInterface.h"
 
- #include "SDL_framerate.h"
 
- #include <map>
 
- #include <boost/function.hpp>
 
- class CDefEssential;
 
- class AdventureMapButton;
 
- class CDefHandler;
 
- struct HeroMoveDetails;
 
- class CDefEssential;
 
- class CGHeroInstance;
 
- class CAdvMapInt;
 
- class CCastleInterface;
 
- class CStack;
 
- class SComponent;
 
- class CCreature;
 
- struct SDL_Surface;
 
- struct CPath;
 
- class CCreatureAnimation;
 
- class CSelectableComponent;
 
- class CCreatureSet;
 
- class CGObjectInstance;
 
- class CSlider;
 
- class IShowable
 
- {
 
- public:
 
- 	virtual void show(SDL_Surface * to = NULL)=0;
 
- };
 
- class IStatusBar
 
- {
 
- public:
 
- 	virtual ~IStatusBar(){}; //d-tor
 
- 	virtual void print(std::string text)=0; //prints text and refreshes statusbar
 
- 	virtual void clear()=0;//clears statusbar and refreshes
 
- 	virtual void show()=0; //shows statusbar (with current text)
 
- 	virtual std::string getCurrent()=0;
 
- };
 
- class IActivable
 
- {
 
- public:
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- 	virtual ~IActivable(){};
 
- };
 
- class CIntObject //interface object
 
- {
 
- public:
 
- 	SDL_Rect pos;
 
- 	int ID;
 
- };
 
- class CSimpleWindow : public virtual CIntObject, public IShowable
 
- {
 
- public:
 
- 	SDL_Surface * bitmap;
 
- 	CIntObject * owner;
 
- 	virtual void show(SDL_Surface * to = NULL);
 
- 	CSimpleWindow():bitmap(NULL),owner(NULL){};
 
- 	virtual ~CSimpleWindow();
 
- };
 
- class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
 
- {
 
- public:
 
- 	int bitmapOffset;
 
- 	int type; //advmapbutton=2
 
- 	bool abs;
 
- 	bool active;
 
- 	bool notFreeButton;
 
- 	CIntObject * ourObj; // "owner"
 
- 	int state;
 
- 	std::vector< std::vector<SDL_Surface*> > imgs;
 
- 	int curimg;
 
- 	virtual void show(SDL_Surface * to = NULL);
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- 	CButtonBase();
 
- 	virtual ~CButtonBase();
 
- };
 
- class ClickableL : public virtual CIntObject  //for left-clicks
 
- {
 
- public:
 
- 	bool pressedL;
 
- 	ClickableL();
 
- 	virtual ~ClickableL(){};
 
- 	virtual void clickLeft (boost::logic::tribool down)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class ClickableR : public virtual CIntObject //for right-clicks
 
- {
 
- public:
 
- 	bool pressedR;
 
- 	ClickableR();
 
- 	virtual ~ClickableR(){};
 
- 	virtual void clickRight (boost::logic::tribool down)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class Hoverable  : public virtual CIntObject
 
- {
 
- public:
 
- 	Hoverable(){hovered=false;}
 
- 	virtual ~Hoverable(){};
 
- 	bool hovered;
 
- 	virtual void hover (bool on)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class KeyInterested : public virtual CIntObject
 
- {
 
- public:
 
- 	virtual ~KeyInterested(){};
 
- 	virtual void keyPressed (SDL_KeyboardEvent & key)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class MotionInterested: public virtual CIntObject
 
- {
 
- public:
 
- 	bool strongInterest; //if true - report all mouse movements, if not - only when hovered
 
- 	MotionInterested(){strongInterest=false;};
 
- 	virtual ~MotionInterested(){};
 
- 	virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class TimeInterested: public virtual CIntObject
 
- {
 
- public:
 
- 	virtual ~TimeInterested(){};
 
- 	int toNextTick;
 
- 	virtual void tick()=0;
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- template <typename T> class CSCButton: public CButtonBase, public ClickableL //prosty guzik, ktory tylko zmienia obrazek
 
- {
 
- public:
 
- 	int3 posr; //position in the bitmap
 
- 	int state;
 
- 	T* delg;
 
- 	void(T::*func)(boost::logic::tribool);
 
- 	CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(boost::logic::tribool), T* Delg=NULL);
 
- 	void clickLeft (boost::logic::tribool down);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- };
 
- class CInfoWindow : public CSimpleWindow //text + comp. + ok button
 
- { //window deletes its components when closed
 
- public:
 
- 	CSCButton<CInfoWindow> okb;
 
- 	std::vector<SComponent*> components;
 
- 	virtual void okClicked(boost::logic::tribool down);
 
- 	virtual void close();
 
- 	CInfoWindow();
 
- 	virtual ~CInfoWindow();
 
- };
 
- class CSelWindow : public CInfoWindow //component selection window
 
- { //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac
 
- public:
 
- 	void selectionChange(CSelectableComponent * to);
 
- 	void okClicked(boost::logic::tribool down);
 
- 	void close();
 
- 	CSelWindow(){};
 
- };
 
- class CRClickPopup : public IShowable, public ClickableR
 
- {
 
- public:
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- 	virtual void close()=0;
 
- 	void clickRight (boost::logic::tribool down);
 
- 	virtual ~CRClickPopup(){};
 
- };
 
- class CInfoPopup : public CRClickPopup
 
- {
 
- public:
 
- 	bool free;
 
- 	SDL_Surface * bitmap;
 
- 	CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
 
- 	void close();
 
- 	void show(SDL_Surface * to = NULL);
 
- 	CInfoPopup(){free=false;bitmap=NULL;}
 
- 	~CInfoPopup(){};
 
- };
 
- class SComponent : public ClickableR
 
- {
 
- public:
 
- 	enum Etype
 
- 	{
 
- 		primskill, secskill, resource, creature, artifact, experience
 
- 	} type;
 
- 	int subtype; 
 
- 	int val;
 
- 	std::string description; //r-click
 
- 	std::string subtitle; 
 
- 	void init(Etype Type, int Subtype, int Val);
 
- 	SComponent(Etype Type, int Subtype, int Val);
 
- 	SComponent(const Component &c);
 
- 	
 
- 	void clickRight (boost::logic::tribool down);
 
- 	virtual SDL_Surface * getImg();
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- class CSelectableComponent : public SComponent, public ClickableL
 
- {
 
- public:
 
- 	bool selected;
 
- 	bool customB;
 
- 	SDL_Surface * border, *myBitmap;
 
- 	CSelWindow * owner;
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner=NULL, SDL_Surface * Border=NULL);
 
- 	~CSelectableComponent();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void select(bool on);
 
- 	SDL_Surface * getImg();
 
- };
 
- class CGarrisonInt;
 
- class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
 
- {
 
- public:
 
- 	CGarrisonInt *owner;
 
- 	const CCreature * creature;
 
- 	int count;
 
- 	int upg; //0 - up garrison, 1 - down garrison
 
- 	bool active;
 
- 	
 
- 	virtual void hover (bool on);
 
- 	const CArmedInstance * getObj();
 
- 	void clickRight (boost::logic::tribool down);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show();
 
- 	CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
 
- 	~CGarrisonSlot();
 
- };
 
- class CGarrisonInt :public CIntObject
 
- {
 
- public:
 
- 	int interx, intery;
 
- 	CGarrisonSlot *highlighted;
 
- 	SDL_Surface *sur;
 
- 	int offx, offy, p2;
 
- 	bool ignoreEvent, update, active, splitting, pb;
 
- 	const CCreatureSet *set1;
 
- 	const CCreatureSet *set2;
 
- 	std::vector<CGarrisonSlot*> *sup, *sdown;
 
- 	const CArmedInstance *oup, *odown;
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show();
 
- 	void activeteSlots();
 
- 	void deactiveteSlots();
 
- 	void deleteSlots();
 
- 	void createSlots();
 
- 	void recreateSlots();
 
- 	void splitClick();
 
- 	void splitStacks(int am2);
 
- 	CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL);
 
- 	~CGarrisonInt();
 
- };
 
- class CPlayerInterface : public CGameInterface
 
- {
 
- public:
 
- 	//minor interfaces
 
- 	bool makingTurn;
 
- 	SDL_Event * current;
 
- 	IActivable *curint;
 
- 	CAdvMapInt * adventureInt;
 
- 	CCastleInterface * castleInt;
 
- 	FPSmanager * mainFPSmng;
 
- 	IStatusBar *statusbar;
 
- 	//to commucate with engine
 
- 	CCallback * cb;
 
- 	//GUI elements
 
- 	std::vector<ClickableL*> lclickable;
 
- 	std::vector<ClickableR*> rclickable;
 
- 	std::vector<Hoverable*> hoverable;
 
- 	std::vector<KeyInterested*> keyinterested;
 
- 	std::vector<MotionInterested*> motioninterested;
 
- 	std::vector<TimeInterested*> timeinterested;
 
- 	std::vector<IShowable*> objsToBlit;
 
- 	//overloaded funcs from CGameInterface
 
- 	void yourTurn();
 
- 	void heroMoved(const HeroMoveDetails & details);
 
- 	void tileRevealed(int3 pos);
 
- 	void tileHidden(int3 pos);
 
- 	void heroKilled(const CGHeroInstance* hero);
 
- 	void heroCreated(const CGHeroInstance* hero);
 
- 	void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
 
- 	void receivedResource(int type, int val);
 
- 	void showInfoDialog(std::string text, std::vector<Component*> &components);
 
- 	void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID);
 
- 	void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
 
- 	void garrisonChanged(const CGObjectInstance * obj);
 
- 	void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
 
- 	//for battles
 
- 	void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::logic::tribool side); //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
 
- 	void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- 	void actionStarted(BattleAction action);//occurs BEFORE every action taken by any stack or by the hero
 
- 	void actionFinished(BattleAction action);//occurs AFTER every action taken by any stack or by the hero
 
- 	BattleAction activeStack(int stackID); //called when it's turn of that stack
 
- 	void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CArmedInstance *hero1, CArmedInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner);
 
- 	void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
 
- 	void battleStackAttacking(int ID, int dest);
 
- 	void battleStackIsAttacked(int ID, int dmg, int killed, int IDby);
 
- 	void battleStackKilled(int ID, int dmg, int killed, int IDby);
 
- 	//-------------//
 
- 	void showComp(SComponent comp);
 
- 	void openTownWindow(const CGTownInstance * town); //shows townscreen
 
- 	void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
 
- 	SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
 
- 	void handleEvent(SDL_Event * sEvent);
 
- 	void handleKeyDown(SDL_Event *sEvent);
 
- 	void handleKeyUp(SDL_Event *sEvent);
 
- 	void handleMouseMotion(SDL_Event *sEvent);
 
- 	void init(ICallback * CB);
 
- 	int3 repairScreenPos(int3 pos);
 
- 	void removeObjToBlit(IShowable* obj);	
 
- 	void showInfoDialog(std::string text, std::vector<SComponent*> & components);
 
- 	CPlayerInterface(int Player, int serial);//c-tor
 
- };
 
- class CStatusBar
 
- 	: public CIntObject, public IStatusBar
 
- {
 
- public:
 
- 	SDL_Surface * bg; //background
 
- 	int middlex, middley; //middle of statusbar
 
- 	std::string current; //text currently printed
 
- 	CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
 
- 	~CStatusBar(); //d-tor
 
- 	void print(std::string text); //prints text and refreshes statusbar
 
- 	void clear();//clears statusbar and refreshes
 
- 	void show(); //shows statusbar (with current text)
 
- 	std::string getCurrent();
 
- };
 
- class CList 
 
- 	: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
 
- {
 
- public:
 
- 	SDL_Surface * bg;
 
- 	CDefHandler *arrup, *arrdo;
 
- 	SDL_Surface *empty, *selection; 
 
- 	SDL_Rect arrupp, arrdop; //positions of arrows
 
- 	int posw, posh; //position width/height
 
- 	int selected, //id of selected position, <0 if none
 
- 		from; 
 
- 	const int SIZE;
 
- 	boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
 
- 	CList(int Size = 5);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void activate(); 
 
- 	void deactivate();
 
- 	virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
 
- 	virtual void genList()=0;
 
- 	virtual void select(int which)=0;
 
- 	virtual void draw()=0;
 
- };
 
- class CHeroList 
 
- 	: public CList
 
- {
 
- public:
 
- 	CDefHandler *mobile, *mana;
 
- 	std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
 
- 	int posmobx, posporx, posmanx, posmoby, pospory, posmany;
 
- 	CHeroList(int Size = 5);
 
- 	void genList();
 
- 	void select(int which);
 
- 	void mouseMoved (SDL_MouseMotionEvent & sEvent);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void clickRight(boost::logic::tribool down);
 
- 	void hover (bool on);
 
- 	void keyPressed (SDL_KeyboardEvent & key);
 
- 	void updateHList();
 
- 	void updateMove(const CGHeroInstance* which); //draws move points bar
 
- 	void redrawAllOne(int which);
 
- 	void draw();
 
- 	void init();
 
- };
 
- class CTownList 
 
- 	: public CList
 
- {
 
- public: 
 
- 	boost::function<void()> fun;
 
- 	std::vector<const CGTownInstance*> items;
 
- 	int posporx,pospory;
 
- 	CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
 
- 	~CTownList();
 
- 	void genList();
 
- 	void select(int which);
 
- 	void mouseMoved (SDL_MouseMotionEvent & sEvent);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void clickRight(boost::logic::tribool down);
 
- 	void hover (bool on);
 
- 	void keyPressed (SDL_KeyboardEvent & key);
 
- 	void draw();
 
- };
 
- class CCreaturePic //draws 100x130 picture with creature on background, use nextFrame=true to get animation
 
- {
 
- public:
 
- 	CCreature *c;
 
- 	CCreatureAnimation *anim;
 
- 	CCreaturePic(CCreature *cre);
 
- 	~CCreaturePic();
 
- 	int blitPic(SDL_Surface *to, int x, int y, bool nextFrame);
 
- 	SDL_Surface * getPic(bool nextFrame);
 
- };
 
- class CRecrutationWindow : public IShowable, public ClickableL
 
- {
 
- public:
 
- 	struct creinfo
 
- 	{
 
- 		SDL_Rect pos;
 
- 		CCreaturePic *pic;
 
- 		int ID, amount; //creature ID and available amount
 
- 		std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
 
- 	};
 
- 	std::vector<int> amounts; //how many creatures we can afford
 
- 	std::vector<creinfo> creatures;
 
- 	boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
 
- 	CSlider *slider;
 
- 	AdventureMapButton *max, *buy, *cancel;
 
- 	SDL_Surface *bitmap;
 
- 	int which; //which creature is active
 
- 	void close();
 
- 	void Max();
 
- 	void Buy();
 
- 	void Cancel();
 
- 	void sliderMoved(int to);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void activate(); 
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- 	CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount>
 
- 	~CRecrutationWindow();
 
- };
 
- class CSplitWindow : public IShowable, public KeyInterested
 
- {
 
- public:
 
- 	CGarrisonInt *gar;
 
- 	CSlider *slider;
 
- 	CCreaturePic *anim;
 
- 	AdventureMapButton *ok, *cancel;
 
- 	SDL_Surface *bitmap;
 
- 	int a1, a2, c;
 
- 	bool which;
 
- 	CSplitWindow(int cid, int max, CGarrisonInt *Owner);
 
- 	~CSplitWindow();
 
- 	void activate(); 
 
- 	void split();
 
- 	void close();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- 	void keyPressed (SDL_KeyboardEvent & key);
 
- 	void sliderMoved(int to);
 
- };
 
- class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
 
- {
 
- public:
 
- 	int type;//0 - rclick popup; 1 - normal window
 
- 	SDL_Surface *bitmap;
 
- 	bool anf;
 
- 	boost::function<void()> dsm;
 
- 	CCreaturePic *anim;
 
- 	CCreature *c;
 
- 	AdventureMapButton *dismiss, *upgrade, *ok;
 
- 	CCreInfoWindow(int Cid, int Type, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm);
 
- 	~CCreInfoWindow();
 
- 	void activate(); 
 
- 	void close();
 
- 	void clickRight(boost::logic::tribool down);
 
- 	void dismissF();
 
- 	void keyPressed (SDL_KeyboardEvent & key);
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- };
 
- extern CPlayerInterface * LOCPLINT;
 
- #endif //CPLAYERINTERFACE_H
 
 
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