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- #pragma once
- #include "../windows/CWindowObject.h"
- /*
- * 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
- *
- */
- class CGarrisonInt;
- class CButton;
- class CArmedInstance;
- class CAnimImage;
- class CCreatureSet;
- class CGarrisonSlot;
- class CStackInstance;
- class CLabel;
- /// 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;
- int upg; //0 - up garrison, 1 - down garrison
- CAnimImage * creatureImage;
- CAnimImage * selectionImage; // image for selection, not always visible
- CLabel * stackCount;
- void setHighlight(bool on);
- public:
- virtual void hover (bool on); //call-in
- const CArmedInstance * getObj() const;
- bool our() const;
- void clickRight(tribool down, bool previousState);
- void clickLeft(tribool down, bool previousState);
- void update();
- CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);
- friend class CGarrisonInt;
- };
- /// Class which manages slots of upper and lower garrison, splitting of units
- class CGarrisonInt :public CIntObject
- {
- CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
- bool inSplittingMode;
- public:
- void selectSlot(CGarrisonSlot * slot); //null = deselect
- const CGarrisonSlot * getSelection();
- void setSplittingMode(bool on);
- bool getSplittingMode();
- int interx; //space between slots
- Point garOffset; //offset between garrisons (not used if only one hero)
- std::vector<CButton *> splitButtons; //may be empty if no buttons
- SlotID p2; //TODO: comment me
- int shiftPos;//1st slot of the second row, set shiftPoint for effect
- bool 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(CButton * button);
- void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
- void createSlots();
- void recreateSlots();
- void splitClick(); //handles click on split button
- void splitStacks(int amountLeft, int amountRight); //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 slots, 2nd = 3 slots)
- CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
- };
- class CGarrisonHolder
- {
- public:
- CGarrisonHolder();
- virtual void updateGarrisons()=0;
- };
- class CWindowWithGarrison : public virtual CGarrisonHolder
- {
- public:
- CGarrisonInt *garr;
- virtual void updateGarrisons();
- };
- /// Garrison window where you can take creatures out of the hero to place it on the garrison
- class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
- {
- public:
- CButton * quit;
- CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
- };
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