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- #pragma once
- #include "global.h"
- #include "CGameInterface.h"
- #include "SDL.h"
- #include "SDL_framerate.h"
- class CDefEssential;
- class CHeroInstance;
- class CDefHandler;
- struct HeroMoveDetails;
- class CDefEssential;
- class CGHeroInstance;
- class CAdvMapInt;
- class IShowable
- {
- public:
- virtual void show(SDL_Surface * to = NULL)=0;
- };
- class IActivable
- {
- public:
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- 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 type; //advmapbutton=2
- bool abs;
- bool active;
- 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 void clickLeft (tribool down)=0;
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- class ClickableR : public virtual CIntObject //for right-clicks
- {
- public:
- bool pressedR;
- ClickableR();
- virtual void clickRight (tribool down)=0;
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- class Hoverable : public virtual CIntObject
- {
- public:
- Hoverable(){hovered=false;}
- bool hovered;
- virtual void hover (bool on)=0;
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- class KeyInterested : public virtual CIntObject
- {
- public:
- virtual void keyPressed (SDL_KeyboardEvent & key)=0;
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- class MotionInterested: public virtual CIntObject
- {
- public:
- virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- class TimeInterested: public virtual CIntObject
- {
- public:
- 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)(tribool);
- CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(tribool), T* Delg=NULL);
- void clickLeft (tribool down);
- void activate();
- void deactivate();
- void show(SDL_Surface * to = NULL);
- };
- class CInfoWindow : public CSimpleWindow //text + comp. + ok button
- { //okno usuwa swoje komponenty w chwili zamkniecia
- public:
- CSCButton<CInfoWindow> okb;
- std::vector<SComponent*> components;
- virtual void okClicked(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(tribool down);
- void close();
- CSelWindow(){};
- };
- 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;
- SComponent(Etype Type, int Subtype, int Val);
- //SComponent(const & SComponent r);
-
- void clickRight (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(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 CPlayerInterface : public CGameInterface
- {
- public:
- bool makingTurn;
- SDL_Event * current;
- CAdvMapInt * adventureInt;
- FPSmanager * mainFPSmng;
- //TODO: town interace, battle interface, other interfaces
- CCallback * cb;
- 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;
- SDL_Surface * hInfo;
- std::vector<std::pair<int, int> > slotsPos;
- CDefEssential *luck22, *luck30, *luck42, *luck82,
- *morale22, *morale30, *morale42, *morale82;
- std::map<int,SDL_Surface*> heroWins;
- //std::map<int,SDL_Surface*> townWins;
- //overloaded funcs from Interface
- 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 showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID);
- void showComp(SComponent comp);
- 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 showInfoDialog(std::string text, std::vector<SComponent*> & components);
- void removeObjToBlit(IShowable* obj);
- SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
- SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
- SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
- CPlayerInterface(int Player, int serial);
- };
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