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							- #ifndef __GUICLASSES_H__
 
- #define __GUICLASSES_H__
 
- #include "../global.h"
 
- #include "GUIBase.h"
 
- #include "FunctionList.h"
 
- #include <set>
 
- #include <list>
 
- #include <boost/thread/mutex.hpp>
 
- #include "../lib/ResourceSet.h"
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #ifdef min
 
- #undef min
 
- #endif
 
- /*
 
-  * GUIClasses.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
 
-  *
 
-  */
 
- struct ArtifactLocation;
 
- class CStackBasicDescriptor;
 
- class CBonusSystemNode;
 
- class CArtifact;
 
- class CDefEssential;
 
- class AdventureMapButton;
 
- class CHighlightableButtonsGroup;
 
- class CDefHandler;
 
- struct HeroMoveDetails;
 
- class CDefEssential;
 
- class CGHeroInstance;
 
- class CAdvMapInt;
 
- class CCastleInterface;
 
- class CBattleInterface;
 
- class CStack;
 
- class SComponent;
 
- class CCreature;
 
- struct SDL_Surface;
 
- struct CPath;
 
- class CCreatureAnim;
 
- class CSelectableComponent;
 
- class CCreatureSet;
 
- class CGObjectInstance;
 
- class CGDwelling;
 
- class CSlider;
 
- struct UpgradeInfo;
 
- template <typename T> struct CondSh;
 
- class CInGameConsole;
 
- class CGarrisonInt;
 
- class CInGameConsole;
 
- struct Component;
 
- class CArmedInstance;
 
- class CGTownInstance;
 
- class StackState;
 
- class CPlayerInterface;
 
- class CHeroWindow;
 
- class CArtifact;
 
- class CArtifactsOfHero;
 
- class CResDataBar;
 
- struct SPuzzleInfo;
 
- class CGGarrison;
 
- class CStackInstance;
 
- class IMarket;
 
- class CTextBox;
 
- class CArtifactInstance;
 
- class IBonusBearer;
 
- class CArtPlace;
 
- extern SDL_Color tytulowy, tlo, zwykly ;
 
- /// text + comp. + ok button
 
- class CInfoWindow : public CSimpleWindow 
 
- { //window able to delete its components when closed
 
- 	bool delComps; //whether comps will be deleted
 
- public:
 
- 	typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
 
- 	typedef std::vector<SComponent*> TCompsInfo;
 
- 	int ID; //for identification
 
- 	CTextBox *text;
 
- 	std::vector<AdventureMapButton *> buttons;
 
- 	std::vector<SComponent*> components;
 
- 	CSlider *slider;
 
- 	void setDelComps(bool DelComps);
 
- 	virtual void close();
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- 	void sliderMoved(int to);
 
- 	CInfoWindow(std::string Text, int player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
 
- 	CInfoWindow(); //c-tor
 
- 	~CInfoWindow(); //d-tor
 
- 	static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
 
- 	static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<SComponent*> *components = NULL, bool DelComps = false);
 
- };
 
- /// component selection window
 
- class CSelWindow : public CInfoWindow 
 
- { //warning - this window deletes its components by closing!
 
- public:
 
- 	void selectionChange(unsigned to);
 
- 	void madeChoice(); //looks for selected component and calls callback
 
- 	CSelWindow(const std::string& text, int player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, int askID); //c-tor
 
- 	CSelWindow(){}; //c-tor
 
- 	//notification - this class inherits important destructor from CInfoWindow
 
- };
 
- /// popup displayed on R-click
 
- class CRClickPopup : public CIntObject 
 
- {
 
- public:
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- 	virtual void close();
 
- 	void clickRight(tribool down, bool previousState);
 
- 	CRClickPopup();
 
- 	virtual ~CRClickPopup(); //d-tor
 
- 	static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
 
- 	static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
 
- };
 
- /// popup displayed on R-click
 
- class CRClickPopupInt : public CRClickPopup 
 
- {
 
- public:
 
- 	IShowActivable *inner;
 
- 	bool delInner;
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- 	CRClickPopupInt(IShowActivable *our, bool deleteInt); //c-tor
 
- 	virtual ~CRClickPopupInt(); //d-tor
 
- };
 
- class CInfoPopup : public CRClickPopup
 
- {
 
- public:
 
- 	bool free; //TODO: comment me
 
- 	SDL_Surface * bitmap; //popup background
 
- 	void close();
 
- 	void show(SDL_Surface * to);
 
- 	CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
 
- 	CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
 
- 	CInfoPopup(SDL_Surface *Bitmap = NULL, bool Free = false); //default c-tor
 
- 	void init(int x, int y);
 
- 	~CInfoPopup(); //d-tor
 
- };
 
- /// common popup window component
 
- class SComponent : public virtual CIntObject
 
- {
 
- public:
 
- 	enum Etype
 
- 	{
 
- 		primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck, building, hero, flag
 
- 	} type; //component type
 
- 	int subtype; //TODO: comment me
 
- 	int val; //TODO: comment me
 
- 	std::string description; //r-click
 
- 	std::string subtitle; //TODO: comment me
 
- 	SDL_Surface *img; //our image
 
- 	bool free; //should surface be freed on delete
 
- 	
 
- 	SDL_Surface * setSurface(std::string defName, int imgPos);
 
- 	void init(Etype Type, int Subtype, int Val);
 
- 	SComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur=NULL, bool freeSur=false); //c-tor
 
- 	SComponent(const Component &c); //c-tor
 
- 	SComponent();; //c-tor
 
- 	virtual ~SComponent(); //d-tor
 
- 	void clickRight(tribool down, bool previousState); //call-in
 
- 	SDL_Surface * getImg();
 
- 	virtual void show(SDL_Surface * to);
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- class CSelectableComponent : public SComponent, public KeyShortcut
 
- {
 
- public:
 
- 	bool selected; //if true, this component is selected
 
- 	boost::function<void()> onSelect; //function called on selection change
 
- 	void clickLeft(tribool down, bool previousState); //call-in
 
- 	void init();
 
- 	CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0); //c-tor
 
- 	CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0); //c-tor
 
- 	~CSelectableComponent(); //d-tor
 
- 	virtual void show(SDL_Surface * to);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void select(bool on);
 
- };
 
- class CGarrisonInt;
 
- /// A single garrison slot which holds one creature of a specific amount
 
- class CGarrisonSlot : public CIntObject
 
- {
 
- public:
 
- 	int ID; //for identification
 
- 	CGarrisonInt *owner;
 
- 	const CStackInstance *myStack; //NULL if slot is empty
 
- 	const CCreature *creature;
 
- 	int count; //number of creatures
 
- 	int upg; //0 - up garrison, 1 - down garrison
 
- 	bool active; //TODO: comment me
 
- 	virtual void hover (bool on); //call-in
 
- 	const CArmedInstance * getObj();
 
- 	bool our();
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void showAll(SDL_Surface * to);
 
- 	CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL);
 
- 	~CGarrisonSlot(); //d-tor
 
- };
 
- /// Class which manages slots of upper and lower garrison, splitting of units
 
- class CGarrisonInt :public CIntObject
 
- {
 
- public:
 
- 	int interx; //space between slots
 
- 	Point garOffset; //offset between garrisons (not used if only one hero)
 
- 	CGarrisonSlot *highlighted; //chosen slot
 
- 	std::vector<AdventureMapButton *> splitButtons; //may be empty if no buttons
 
- 	int p2, //TODO: comment me
 
- 	    shiftPos;//1st slot of the second row, set shiftPoint for effect
 
- 	bool splitting, pb, 
 
- 	     smallIcons, //true - 32x32 imgs, false - 58x64
 
- 	     removableUnits,//player can remove units from up
 
- 	     twoRows,//slots will be placed in 2 rows
 
- 		 owned[2];//player owns up or down army [0] upper, [1] lower
 
- // 	const CCreatureSet *set1; //top set of creatures
 
- // 	const CCreatureSet *set2; //bottom set of creatures
 
- 	std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
 
- 	const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
 
- 	//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
 
- 	void setArmy(const CArmedInstance *army, bool bottomGarrison);
 
- 	void addSplitBtn(AdventureMapButton * button);
 
- 	void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
 
- 	
 
- 	void activate();
 
- 	void createSlots();
 
- 	void deleteSlots();
 
- 	void recreateSlots();
 
- 	void splitClick(); //handles click on split button
 
- 	void splitStacks(int am2); //TODO: comment me
 
- 	//x, y - position;
 
- 	//inx - distance between slots;
 
- 	//pomsur, SurOffset - UNUSED
 
- 	//s1, s2 - top and bottom armies;
 
- 	//removableUnits - you can take units from top;
 
- 	//smallImgs - units images size 64x58 or 32x32;
 
- 	//twoRows - display slots in 2 row (1st row = 4, 2nd = 3)
 
- 	CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=NULL, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
 
- 	~CGarrisonInt(); //d-tor
 
- };
 
- /// Status bar which is shown at the bottom of the in-game screens
 
- 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(const std::string & text); //prints text and refreshes statusbar
 
- 	void clear();//clears statusbar and refreshes
 
- 	void show(SDL_Surface * to); //shows statusbar (with current text)
 
- 	std::string getCurrent(); //getter for current
 
- };
 
- /// Label which shows text
 
- class CLabel
 
- 	: public virtual CIntObject
 
- {
 
- public:
 
- 	EAlignment alignment;
 
- 	EFonts font;
 
- 	SDL_Color color;
 
- 	std::string text;
 
- 	CPicture *bg;
 
- 	bool autoRedraw;  //whether control will redraw itself on setTxt
 
- 	Point textOffset; //text will be blitted at pos + textOffset with appropriate alignment
 
- 	bool ignoreLeadingWhitespace; 
 
- 	virtual void setTxt(const std::string &Txt);
 
- 	void showAll(SDL_Surface * to); //shows statusbar (with current text)
 
- 	CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly, const std::string &Text =  "");
 
- };
 
- /// a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
 
- class CTextBox
 
- 	: public CLabel
 
- {
 
- public:
 
- 	int maxW; //longest line of text in px
 
- 	int maxH; //total height needed to print all lines
 
- 	int sliderStyle;
 
- 	bool redrawParentOnScrolling;
 
- 	std::vector<std::string> lines;
 
- 	CSlider *slider;
 
- 	//CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
 
- 	CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
 
- 	void showAll(SDL_Surface * to); //shows statusbar (with current text)
 
- 	void setTxt(const std::string &Txt);
 
- 	void setBounds(int limitW, int limitH);
 
- 	void recalculateLines(const std::string &Txt);
 
- 	void sliderMoved(int to);
 
- };
 
- /// Status bar which is shown at the bottom of the in-game screens
 
- class CGStatusBar
 
- 	: public CLabel, public IStatusBar
 
- {
 
- 	void init();
 
- public:
 
- 	IStatusBar *oldStatusBar;
 
- 	//statusbar interface overloads
 
- 	void print(const std::string & Text); //prints text and refreshes statusbar
 
- 	void clear();//clears statusbar and refreshes
 
- 	std::string getCurrent(); //returns currently displayed text
 
- 	void show(SDL_Surface * to); //shows statusbar (with current text)
 
- 	CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly, const std::string &Text =  "");
 
- 	CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
 
- 	CGStatusBar(int x, int y, std::string name, int maxw=-1); 
 
- 	~CGStatusBar();
 
- 	void calcOffset();
 
- };
 
- /// UIElement which can get input focus
 
- class CFocusable 
 
- 	: public virtual CIntObject
 
- {
 
- public:
 
- 	bool focus; //only one focusable control can have focus at one moment
 
- 	void giveFocus(); //captures focus
 
- 	void moveFocus(); //moves focus to next active control (may be used for tab switching)
 
- 	static std::list<CFocusable*> focusables; //all existing objs
 
- 	static CFocusable *inputWithFocus; //who has focus now
 
- 	CFocusable();
 
- 	~CFocusable();
 
- };
 
- /// Text input box where players can enter text
 
- class CTextInput
 
- 	: public CLabel, public CFocusable
 
- {
 
- public:
 
- 	CFunctionList<void(const std::string &)> cb;
 
- 	void setText(const std::string &nText, bool callCb = false);
 
- 	CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
 
- 	CTextInput(const Rect &Pos, SDL_Surface *srf = NULL);
 
- 	~CTextInput();
 
- 	void showAll(SDL_Surface * to);
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void keyPressed(const SDL_KeyboardEvent & key);
 
- };
 
- /// Listbox UI Element
 
- class CList : public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface * bg; //background bitmap
 
- 	CDefHandler *arrup, *arrdo; //button arrows for scrolling list
 
- 	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; //size of list
 
- 	tribool pressed; //true=up; false=down; indeterminate=none
 
- 	CList(int Size = 5); //c-tor
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void activate();
 
- 	void deactivate();
 
- 	virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
 
- 	virtual void genList()=0;
 
- 	virtual void select(int which)=0;
 
- 	virtual void draw(SDL_Surface * to)=0;
 
- 	virtual int size() = 0; //how many elements do we have
 
- 	void fixPos(); //scrolls list, so the selection will be visible
 
- };
 
- /// List of heroes which is shown at the right of the adventure map screen
 
- class CHeroList
 
- 	: public CList
 
- {
 
- public:
 
- 	CDefHandler *mobile, *mana; //mana and movement indicators
 
- 	int posmobx, posporx, posmanx, posmoby, pospory, posmany;
 
- 	CHeroList(int Size); //c-tor
 
- 	int getPosOfHero(const CGHeroInstance* h); //hero's position on list
 
- 	void genList();
 
- 	void select(int which); //call-in
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
 
- 	void clickLeft(tribool down, bool previousState); //call-in
 
- 	void clickRight(tribool down, bool previousState); //call-in
 
- 	void hover (bool on); //call-in
 
- 	void keyPressed (const SDL_KeyboardEvent & key); //call-in
 
- 	void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
 
- 	void updateMove(const CGHeroInstance* which); //draws move points bar
 
- 	void draw(SDL_Surface * to);
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- 	void init();
 
- 	int size(); //how many elements do we have
 
- };
 
- /// List of towns which is shown at the right of the adventure map screen
 
- class CTownList
 
- 	: public CList
 
- {
 
- public:
 
- 	boost::function<void()> fun; //function called on selection change
 
- 	int posporx,pospory;
 
- 	CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
 
- 	~CTownList(); //d-tor
 
- 	void genList();
 
- 	void select(int which); //call-in
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);  //call-in
 
- 	void clickLeft(tribool down, bool previousState);  //call-in
 
- 	void clickRight(tribool down, bool previousState); //call-in
 
- 	void hover (bool on);  //call-in
 
- 	void keyPressed (const SDL_KeyboardEvent & key);  //call-in
 
- 	void draw(SDL_Surface * to);
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- 	int size(); //how many elements do we have
 
- };
 
- /// draws picture with creature on background, use Animated=true to get animation
 
- class CCreaturePic : public CIntObject 
 
- {
 
- private:
 
- 	CPicture *bg; //background
 
- 	CCreatureAnim *anim; //displayed animation
 
- 	
 
- public:
 
- 	CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
 
- 	~CCreaturePic(); //d-tor
 
- };
 
- /// Recruitment window where you can recruit creatures
 
- class CRecruitmentWindow : public CIntObject
 
- {
 
- public:
 
- 	static const int SPACE_BETWEEN = 18;
 
- 	static const int CREATURE_WIDTH = 102;
 
- 	static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
 
- 	struct creinfo
 
- 	{
 
- 		SDL_Rect pos;
 
- 		CCreaturePic *pic; //creature's animation
 
- 		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; //recruitable creatures
 
- 	boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
 
- 	CSlider *slider; //for selecting amount
 
- 	AdventureMapButton *max, *buy, *cancel;
 
- 	CPicture *bitmap; //background
 
- 	CGStatusBar *bar;
 
- 	int which; //which creature is active
 
- 	const CGDwelling *dwelling;
 
- 	int level;
 
- 	const CArmedInstance *dst;
 
- 	void close();
 
- 	void Max();
 
- 	void Buy();
 
- 	void Cancel();
 
- 	void sliderMoved(int to);
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void showAll(SDL_Surface * to);
 
- 	void initCres();
 
- 	CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
 
- 	~CRecruitmentWindow(); //d-tor
 
- };
 
- /// Split window where creatures can be splitted up into two single unit stacks
 
- class CSplitWindow : public CIntObject
 
- {
 
- public:
 
- 	CGarrisonInt *gar;
 
- 	CSlider *slider;
 
- 	CCreaturePic *animLeft, *animRight; //creature's animation
 
- 	AdventureMapButton *ok, *cancel;
 
- 	SDL_Surface *bitmap; //background
 
- 	int a1, a2, c; //TODO: comment me
 
- 	bool which; //which creature is selected
 
- 	int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions
 
- 	CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack
 
- 	~CSplitWindow(); //d-tor
 
- 	void activate();
 
- 	void split();
 
- 	void close();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	void clickLeft(tribool down, bool previousState); //call-in
 
- 	void keyPressed (const SDL_KeyboardEvent & key); //call-in
 
- 	void sliderMoved(int to);
 
- };
 
- /// Raised up level windowe where you can select one out of two skills
 
- class CLevelWindow : public CIntObject
 
- {
 
- public:
 
- 	int heroPortrait;
 
- 	SDL_Surface *bitmap; //background
 
- 	std::vector<CSelectableComponent *> comps; //skills to select
 
- 	AdventureMapButton *ok;
 
- 	boost::function<void(ui32)> cb;
 
- 	void close();
 
- 	CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback); //c-tor
 
- 	~CLevelWindow(); //d-tor
 
- 	void activate();
 
- 	void deactivate();
 
- 	void selectionChanged(unsigned to);
 
- 	void show(SDL_Surface * to);
 
- };
 
- /// Resource bar like that at the bottom of the adventure map screen
 
- class CMinorResDataBar : public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface *bg; //background bitmap
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- 	CMinorResDataBar(); //c-tor
 
- 	~CMinorResDataBar(); //d-tor
 
- };
 
- /// Town portal, castle gate window
 
- class CObjectListWindow : public CIntObject
 
- {
 
- public:
 
- 	boost::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
 
- 	std::string title,descr;//text for title and description
 
- 	CPicture *bg; //background
 
- 	CSlider *slider;
 
- 	CPicture *titleImage;//title image (castle gate\town portal picture)
 
- 	AdventureMapButton *ok, *exit;
 
- 	std::vector<Rect> areas;//areas for each visible item
 
- 	std::vector<int> items;//id of all items present in list
 
- 	int selected;//currently selected item
 
- 	int length;//size of list (=9)
 
- 	bool init;//true = initialization completed
 
- 	/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
 
- 	CObjectListWindow(const std::vector<int> &_items, CPicture * titlePic, std::string _title, std::string _descr,
 
-                       boost::function<void(int)> Callback, int initState=-1); //c-tor
 
- 	~CObjectListWindow(); //d-tor
 
- 	void elementSelected();//call callback and exit
 
- 	void moveList(int which);//called when slider moves
 
- 	void clickLeft(tribool down, bool previousState);  //call-in
 
- 	void keyPressed (const SDL_KeyboardEvent & key);  //call-in
 
- 	void show(SDL_Surface * to);
 
- 	void showAll(SDL_Surface * to);
 
- };
 
- class CArtifactHolder : public virtual CIntObject
 
- {
 
- public:
 
- 	CArtifactHolder();
 
- 	virtual void artifactRemoved(const ArtifactLocation &artLoc)=0;
 
- 	virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0;
 
- 	virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0;
 
- 	virtual void artifactAssembled(const ArtifactLocation &artLoc)=0;
 
- };
 
- class CWindowWithArtifacts : public CArtifactHolder
 
- {
 
- public:
 
- 	std::vector<CArtifactsOfHero *> artSets;
 
- 	void artifactRemoved(const ArtifactLocation &artLoc);
 
- 	void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
 
- 	void artifactDisassembled(const ArtifactLocation &artLoc);
 
- 	void artifactAssembled(const ArtifactLocation &artLoc);
 
- };
 
- class CTradeWindow : public CWindowWithArtifacts //base for markets and altar of sacrifice
 
- {
 
- public:
 
- 	enum EType
 
- 	{
 
- 		RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE
 
- 	};
 
- 	class CTradeableItem : public CIntObject
 
- 	{
 
- 		const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact 
 
- 	public:
 
- 		EType type;
 
- 		int id; 
 
- 		int serial;
 
- 		bool left;
 
- 		std::string subtitle; //empty if default
 
- 		const CArtifactInstance *getArtInstance() const;
 
- 		void setArtInstance(const CArtifactInstance *art);
 
- // 		const CArtifact *getArt() const;
 
- // 		void setArt(const CArtifact *artT) const;
 
- 		CFunctionList<void()> callback;
 
- 		bool downSelection;
 
- 		void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to);
 
- 		void clickRight(tribool down, bool previousState);
 
- 		void hover (bool on);
 
- 		void showAll(SDL_Surface * to);
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		SDL_Surface *getSurface();
 
- 		std::string getName(int number = -1) const;
 
- 		CTradeableItem(EType Type, int ID, bool Left, int Serial);
 
- 	};
 
- 	const IMarket *market;
 
- 	const CGHeroInstance *hero;
 
- 	CPicture *bg; //background
 
- 	CArtifactsOfHero *arts;
 
- 	//all indexes: 1 = left, 0 = right
 
- 	std::vector<CTradeableItem*> items[2];
 
- 	CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
 
- 	EType itemsType[2];
 
- 	EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
 
- 	AdventureMapButton *ok, *max, *deal;
 
- 	CSlider *slider; //for choosing amount to be exchanged
 
- 	bool readyToTrade;
 
- 	CTradeWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c
 
- 	void showAll(SDL_Surface * to);
 
- 	void initSubs(bool Left);
 
- 	void initTypes();
 
- 	void initItems(bool Left);
 
- 	std::vector<int> *getItemsIds(bool Left); //NULL if default
 
- 	void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
 
- 	void removeItems(const std::set<CTradeableItem *> &toRemove);
 
- 	void removeItem(CTradeableItem * t);
 
- 	void getEmptySlots(std::set<CTradeableItem *> &toRemove);
 
- 	void setMode(EMarketMode Mode); //mode setter
 
- 	void artifactSelected(CArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot
 
- 	virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0;
 
- 	virtual void selectionChanged(bool side) = 0; //true == left
 
- 	virtual Point selectionOffset(bool Left) const = 0;
 
- 	virtual std::string selectionSubtitle(bool Left) const = 0;
 
- 	virtual void garrisonChanged() = 0; 
 
- 	virtual void artifactsChanged(bool left) = 0;
 
- };
 
- class CMarketplaceWindow : public CTradeWindow
 
- {
 
- 	bool printButtonFor(EMarketMode M) const;
 
- public:
 
- 	int r1, r2; //suggested amounts of traded resources
 
- 	bool madeTransaction; //if player made at least one transaction
 
- 	CTextBox *traderText;
 
- 	void setMax();
 
- 	void sliderMoved(int to);
 
- 	void makeDeal();
 
- 	void selectionChanged(bool side); //true == left
 
- 	CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode Mode = RESOURCE_RESOURCE); //c-tor
 
- 	~CMarketplaceWindow(); //d-tor
 
- 	Point selectionOffset(bool Left) const;
 
- 	std::string selectionSubtitle(bool Left) const;
 
- 	void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
 
- 	void artifactsChanged(bool left);
 
- 	void resourceChanged(int type, int val);
 
- 	void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
 
- 	void updateTraderText();
 
- };
 
- class CAltarWindow : public CTradeWindow
 
- {
 
- public:
 
- 	CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c-tor
 
- 	void getExpValues();
 
- 	~CAltarWindow(); //d-tor
 
- 	std::vector<int> sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed
 
- 		expPerUnit;
 
- 	AdventureMapButton *sacrificeAll, *sacrificeBackpack;
 
- 	CLabel *expToLevel, *expOnAltar;
 
- 	void selectionChanged(bool side); //true == left
 
- 	void SacrificeAll();
 
- 	void SacrificeBackpack();
 
- 	void putOnAltar(int backpackIndex);
 
- 	bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art);
 
- 	void makeDeal();
 
- 	void showAll(SDL_Surface * to);
 
- 	void blockTrade();
 
- 	void sliderMoved(int to);
 
- 	void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
 
- 	void mimicCres();
 
- 	Point selectionOffset(bool Left) const;
 
- 	std::string selectionSubtitle(bool Left) const;
 
- 	void garrisonChanged(); 
 
- 	void artifactsChanged(bool left);
 
- 	void calcTotalExp();
 
- 	void setExpToLevel();
 
- 	void updateRight(CTradeableItem *toUpdate);
 
- 	void artifactPicked();
 
- 	int firstFreeSlot();
 
- 	void moveFromSlotToAltar(int slotID, CTradeableItem* altarSlot, const CArtifactInstance *art);
 
- };
 
- class CSystemOptionsWindow : public CIntObject
 
- {
 
- private:
 
- 	SDL_Surface * background; //background of window
 
- 	AdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
 
- 	CHighlightableButtonsGroup * heroMoveSpeed;
 
- 	CHighlightableButtonsGroup * mapScrollSpeed;
 
- 	CHighlightableButtonsGroup * musicVolume, * effectsVolume;
 
- public:
 
- 	CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
 
- 	~CSystemOptionsWindow(); //d-tor
 
- 	//functions bound to buttons
 
- 	void bsavef(); //save game
 
- 	void bquitf(); //quit game
 
- 	void breturnf(); //return to game
 
- 	void bmainmenuf(); //return to main menu
 
- 	void pushSDLEvent(int type, int usercode);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- };
 
- class CTavernWindow : public CIntObject
 
- {
 
- public:
 
- 	class HeroPortrait : public CIntObject
 
- 	{
 
- 	public:
 
- 		std::string hoverName;
 
- 		vstd::assigner<int,int> as;
 
- 		const CGHeroInstance *h;
 
- 		char descr[100];		// "XXX is a level Y ZZZ with N artifacts"
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void clickRight(tribool down, bool previousState);
 
- 		void hover (bool on);
 
- 		HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
 
- 		void show(SDL_Surface * to);
 
- 	} *h1, *h2; //recruitable heroes
 
- 	CPicture *bg; //background
 
- 	CGStatusBar *bar; //tavern's internal status bar
 
- 	int selected;//0 (left) or 1 (right)
 
- 	int oldSelected;//0 (left) or 1 (right)
 
- 	AdventureMapButton *thiefGuild, *cancel, *recruit;
 
- 	const CGObjectInstance *tavernObj;
 
- 	CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
 
- 	~CTavernWindow(); //d-tor
 
- 	void recruitb();
 
- 	void close();
 
- 	void thievesguildb();
 
- 	void show(SDL_Surface * to);
 
- };
 
- class CInGameConsole : public CIntObject
 
- {
 
- private:
 
- 	std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
 
- 	boost::mutex texts_mx;		// protects texts
 
- 	std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
 
- 	int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
 
- 	int defaultTimeout; //timeout for new texts (in ms)
 
- 	int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
 
- public:
 
- 	std::string enteredText;
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	void print(const std::string &txt);
 
- 	void keyPressed (const SDL_KeyboardEvent & key); //call-in
 
- 	void startEnteringText();
 
- 	void endEnteringText(bool printEnteredText);
 
- 	void refreshEnteredText();
 
- 	CInGameConsole(); //c-tor
 
- };
 
- /// Shows a text by moving the mouse cursor over the object
 
- class HoverableArea: public virtual CIntObject
 
- {
 
- public:
 
- 	std::string hoverText;
 
- 	virtual void hover (bool on);
 
- 	HoverableArea();
 
- 	virtual ~HoverableArea();
 
- };
 
- /// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
 
- class LRClickableAreaWText: public HoverableArea
 
- {
 
- public:
 
- 	std::string text;
 
- 	LRClickableAreaWText();
 
- 	LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = "");
 
- 	virtual ~LRClickableAreaWText();
 
- 	void init();
 
- 	virtual void clickLeft(tribool down, bool previousState);
 
- 	virtual void clickRight(tribool down, bool previousState);
 
- };
 
- /// Can interact on left and right mouse clicks
 
- class LRClickableAreaWTextComp: public LRClickableAreaWText
 
- {
 
- public:
 
- 	int baseType;
 
- 	int bonusValue, type;
 
- 	virtual void clickLeft(tribool down, bool previousState);
 
- 	virtual void clickRight(tribool down, bool previousState);
 
- 	LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
 
- 	SComponent * createComponent() const;
 
- };
 
- class MoraleLuckBox : public LRClickableAreaWTextComp
 
- {
 
- public:
 
- 	bool morale; //true if morale, false if luck
 
- 	bool small;
 
- 	
 
- 	void set(const IBonusBearer *node);
 
- 	void showAll(SDL_Surface * to);
 
- 	MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
 
- 	~MoraleLuckBox();
 
- };
 
- /// Opens hero window by left-clicking on it
 
- class CHeroArea: public CIntObject
 
- {
 
- public:
 
- 	const CGHeroInstance * hero;
 
- 	
 
- 	CHeroArea(int x, int y, const CGHeroInstance * _hero);
 
- 	
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void hover(bool on);
 
- 	void showAll(SDL_Surface * to);
 
- };
 
- /// Opens town screen by left-clicking on it
 
- class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
 
- {
 
- public:
 
- 	const CGTownInstance * town;
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	LRClickableAreaOpenTown();
 
- };
 
- /// Creature info window
 
- class CCreInfoWindow : public CIntObject
 
- {
 
- public:
 
- 	//bool active; //TODO: comment me
 
- 	int type;//0 - rclick popup; 1 - normal window
 
- 	CPicture *bitmap; //background
 
- 	std::string count; //creature count in text format
 
- 	boost::function<void()> dsm; //dismiss button callback
 
- 	CCreaturePic *anim; //related creature's animation
 
- 	const CCreature *c; //related creature
 
- 	std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
 
- 	MoraleLuckBox *luck, *morale;
 
- 	AdventureMapButton *dismiss, *upgrade, *ok;
 
- 	CCreInfoWindow(const CStackInstance &st, int Type = 0, boost::function<void()> Upg = 0, boost::function<void()> Dsm = 0, UpgradeInfo *ui = NULL); //c-tor
 
- 	CCreInfoWindow(const CStack &st, int Type = 0); //c-tor
 
- 	CCreInfoWindow(int Cid, int Type, int creatureCount); //c-tor
 
- 	void init(const CCreature *cre, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner, int creatureCount);
 
- 	void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
 
- 	~CCreInfoWindow(); //d-tor
 
- 	void activate();
 
- 	void close();
 
- 	void clickRight(tribool down, bool previousState); //call-in
 
- 	void dismissF();
 
- 	void keyPressed (const SDL_KeyboardEvent & key); //call-in
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- };
 
- /// Artifacts can be placed there. Gets shown at the hero window
 
- class CArtPlace: public LRClickableAreaWTextComp
 
- {
 
- public:
 
- 	int slotID; //0   	head	1 	shoulders		2 	neck		3 	right hand		4 	left hand		5 	torso		6 	right ring		7 	left ring		8 	feet		9 	misc. slot 1		10 	misc. slot 2		11 	misc. slot 3		12 	misc. slot 4		13 	ballista (war machine 1)		14 	ammo cart (war machine 2)		15 	first aid tent (war machine 3)		16 	catapult		17 	spell book		18 	misc. slot 5		19+ 	backpack slots
 
- 	bool picked;
 
- 	bool marked;
 
- 	bool locked;
 
- 	CArtifactsOfHero * ourOwner;
 
- 	const CArtifactInstance * ourArt;
 
- 	CArtPlace(const CArtifactInstance * Art); //c-tor
 
- 	CArtPlace(Point position, const CArtifactInstance * Art = NULL); //c-tor
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	void select ();
 
- 	void deselect ();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void showAll(SDL_Surface * to);
 
- 	bool fitsHere (const CArtifactInstance * art) const; //returns true if given artifact can be placed here
 
- 	void setMeAsDest(bool backpackAsVoid = true);
 
- 	void setArtifact(const CArtifactInstance *art);
 
- 	~CArtPlace(); //d-tor
 
- };
 
- /// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
 
- class CArtifactsOfHero : public CIntObject
 
- {
 
- 	const CGHeroInstance * curHero;
 
- 	std::vector<CArtPlace *> artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
 
- 	std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
 
- 	int backpackPos; //number of first art visible in backpack (in hero's vector)
 
- public:
 
- 	struct SCommonPart
 
- 	{
 
- 		struct Artpos
 
- 		{
 
- 			int slotID;
 
- 			const CArtifactsOfHero * AOH;
 
- 			const CArtifactInstance *art;
 
- 			Artpos();
 
- 			void clear();
 
- 			void setTo(const CArtPlace *place, bool dontTakeBackpack);
 
- 			bool valid();
 
- 			bool operator==(const ArtifactLocation &al) const;
 
- 		} src, dst;
 
- 		std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
 
- 		void reset();
 
- 	} * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
 
- 	bool updateState; // Whether the commonInfo should be updated on setHero or not.
 
- 	AdventureMapButton * leftArtRoll, * rightArtRoll;
 
- 	bool allowedAssembling;
 
- 	std::multiset<const CArtifactInstance*> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be ommited in backpack slots
 
- 	boost::function<void(CArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
 
- 	void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
 
- 	void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
 
- 	void artifactRemoved(const ArtifactLocation &al);
 
- 	void artifactAssembled(const ArtifactLocation &al);
 
- 	void artifactDisassembled(const ArtifactLocation &al);
 
- 	CArtPlace *getArtPlace(int slot);
 
- 	void setHero(const CGHeroInstance * hero);
 
- 	const CGHeroInstance *getHero() const;
 
- 	void dispose(); //free resources not needed after closing windows and reset state
 
- 	void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
 
- 	void safeRedraw();
 
- 	void markPossibleSlots(const CArtifactInstance* art);
 
- 	void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs
 
- 	void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
 
- 	void setSlotData (CArtPlace* artPlace, int slotID);
 
- 	void updateWornSlots (bool redrawParent = true);
 
- 	void updateSlot(int i);
 
- 	void eraseSlotData (CArtPlace* artPlace, int slotID);
 
- 	CArtifactsOfHero(const Point& position, bool createCommonPart = false);
 
- 	//Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
 
- 	CArtifactsOfHero(std::vector<CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
 
- 		AdventureMapButton *leftScroll, AdventureMapButton *rightScroll, bool createCommonPart = false);
 
- 	~CArtifactsOfHero(); //d-tor
 
- 	void updateParentWindow();
 
- 	friend class CArtPlace;
 
- };
 
- /// Garrison window where you can take creatures out of the hero to place it on the garrison
 
- class CGarrisonWindow : public CWindowWithGarrison
 
- {
 
- public:
 
- 	CPicture *bg; //background surface
 
- 	CLabel *title; 
 
- 	AdventureMapButton *quit;
 
- 	void close();
 
- 	void showAll(SDL_Surface * to);
 
- 	CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
 
- 	~CGarrisonWindow(); //d-tor
 
- };
 
- class CExchangeWindow : public CWindowWithGarrison, public CWindowWithArtifacts
 
- {
 
- 	CGStatusBar * ourBar; //internal statusbar
 
- 	SDL_Surface *bg; //background
 
- 	AdventureMapButton * quit, * questlogButton[2];
 
- 	std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
 
- 	MoraleLuckBox *morale[2], *luck[2];
 
- 	LRClickableAreaWText *speciality[2];
 
- 	LRClickableAreaWText *experience[2];
 
- 	LRClickableAreaWText *spellPoints[2];
 
- 	CHeroArea *portrait[2];
 
- public:
 
- 	const CGHeroInstance * heroInst[2];
 
- 	CArtifactsOfHero * artifs[2];
 
- 	void close();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
 
- 	void prepareBackground(); //prepares or redraws bg
 
- 	CExchangeWindow(si32 hero1, si32 hero2); //c-tor
 
- 	~CExchangeWindow(); //d-tor
 
- };
 
- /// Here you can buy ships
 
- class CShipyardWindow : public CIntObject
 
- {
 
- public:
 
- 	CStatusBar *bar;
 
- 	SDL_Surface *bg; //background
 
- 	AdventureMapButton *build, *quit;
 
- 	unsigned char frame; //frame of the boat animation
 
- 	int boat; //which boat graphic should be used
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const boost::function<void()> &onBuy);
 
- 	~CShipyardWindow();
 
- };
 
- /// Puzzle screen which gets uncovered when you visit obilisks
 
- class CPuzzleWindow : public CIntObject
 
- {
 
- private:
 
- 	SDL_Surface * background;
 
- 	AdventureMapButton * quitb;
 
- 	CResDataBar * resdatabar;
 
- 	std::vector<std::pair<SDL_Surface *, const SPuzzleInfo *> > puzzlesToPullBack;
 
- 	ui8 animCount;
 
- public:
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	CPuzzleWindow(const int3 &grailPos, float discoveredRatio);
 
- 	~CPuzzleWindow();
 
- };
 
- /// Creature transformer window
 
- class CTransformerWindow : public CIntObject
 
- {
 
- public:
 
- 	class CItem : public CIntObject
 
- 	{
 
- 	public:
 
- 		int id;//position of creature in hero army
 
- 		bool left;//position of the item
 
- 		int size; //size of creature stack
 
- 		CTransformerWindow * parent;
 
- 		void move();
 
- 		void showAll(SDL_Surface * to);
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		CItem(CTransformerWindow * _parent, int _size, int _id);
 
- 		~CItem();
 
- 	};
 
- 	const CArmedInstance *army;//object with army for transforming (hero or town)
 
- 	const CGHeroInstance *hero;//only if we have hero in town
 
- 	const CGTownInstance *town;//market, town garrison is used if hero == NULL
 
- 	CPicture *bg; //background
 
- 	std::vector<CItem*> items;
 
- 	AdventureMapButton *all, *convert, *cancel;
 
- 	CGStatusBar *bar;
 
- 	void showAll(SDL_Surface * to);
 
- 	void makeDeal();
 
- 	void addAll();
 
- 	CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
 
- 	~CTransformerWindow(); //d-tor
 
- };
 
- class CUniversityWindow : public CIntObject
 
- {
 
- 	class CItem : public CPicture
 
- 	{
 
- 	public:
 
- 		int ID;//id of selected skill
 
- 		CUniversityWindow * parent;
 
- 		void showAll(SDL_Surface * to);
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void clickRight(tribool down, bool previousState);
 
- 		void hover(bool on);
 
- 		int state();//0=can't learn, 1=learned, 2=can learn
 
- 		CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
 
- 	};
 
- public:
 
- 	const CGHeroInstance *hero;
 
- 	const IMarket * market;
 
- 	CPicture * green, * yellow, * red;//colored bars near skills
 
- 	CPicture *bg; //background
 
- 	std::vector<CItem*> items;
 
- 	AdventureMapButton *cancel;
 
- 	CGStatusBar *bar;
 
- 	CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
 
- 	~CUniversityWindow(); //d-tor
 
- };
 
- /// Confirmation window for University
 
- class CUnivConfirmWindow : public CIntObject
 
- {
 
- public:
 
- 	CUniversityWindow * parent;
 
- 	CPicture * bg;
 
- 	CGStatusBar *bar;
 
- 	AdventureMapButton *confirm, *cancel;
 
- 	CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
 
- 	void makeDeal(int skill);
 
- };
 
- /// Hill fort is the building where you can upgrade units
 
- class CHillFortWindow : public CWindowWithGarrison
 
- {
 
- public:
 
- 	int slotsCount;//=7;
 
- 	CGStatusBar * bar;
 
- 	CDefEssential *resources;
 
- 	CPicture *bg; //background surface
 
- 	CHeroArea *heroPic;//clickable hero image
 
- 	AdventureMapButton *quit,//closes window
 
- 	                   *upgradeAll,//upgrade all creatures
 
- 	                   *upgrade[7];//upgrade single creature
 
- 	const CGObjectInstance * fort;
 
- 	const CGHeroInstance * hero;
 
- 	std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
 
- 	std::vector<TResources> costs;// costs [slot ID] [resource ID] = resource count for upgrade
 
- 	TResources totalSumm; // totalSum[resource ID] = value
 
- 	CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
 
- 	~CHillFortWindow(); //d-tor
 
- 	void activate();
 
- 	void showAll (SDL_Surface *to);
 
- 	std::string getDefForSlot(int slot);//return def name for this slot
 
- 	std::string getTextForSlot(int slot);//return hover text for this slot
 
- 	void makeDeal(int slot);//-1 for upgrading all creatures
 
- 	int getState(int slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
 
- 	void updateGarrisons();//update buttons after garrison changes
 
- };
 
- class CThievesGuildWindow : public CIntObject
 
- {
 
- 	const CGObjectInstance * owner;
 
- 	CGStatusBar * statusBar;
 
- 	AdventureMapButton * exitb;
 
- 	SDL_Surface * background;
 
- 	CMinorResDataBar * resdatabar;
 
- public:
 
- 	void activate();
 
- 	void show(SDL_Surface * to);
 
- 	void bexitf();
 
- 	CThievesGuildWindow(const CGObjectInstance * _owner);
 
- 	~CThievesGuildWindow();
 
- };
 
- CIntObject *createCreWindow(const CStack *s);
 
- CIntObject *createCreWindow(int Cid, int Type, int creatureCount);
 
- CIntObject *createCreWindow(const CStackInstance *s, int type, boost::function<void()> Upg = 0, boost::function<void()> Dsm = 0, UpgradeInfo *ui = NULL);
 
- #endif //__GUICLASSES_H__
 
 
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