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 "../windows/CWindowObject.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. class LRClickableArea;
  35. /// Building "button"
  36. class CBuildingRect : public CShowableAnim
  37. {
  38. std::string getSubtitle();
  39. public:
  40. enum EBuildingCreationAnimationPhases : uint32_t
  41. {
  42. BUILDING_APPEAR_TIMEPOINT = 500, //500 msec building appears: 0->100% transparency
  43. BUILDING_WHITE_BORDER_TIMEPOINT = 900, //400 msec border glows from white to yellow
  44. BUILDING_YELLOW_BORDER_TIMEPOINT = 1100, //200 msec border glows from yellow to normal (dark orange)
  45. BUILD_ANIMATION_FINISHED_TIMEPOINT = 2100, // 1000msec once border is back to yellow nothing happens (this stage is basically removed by HD Mod)
  46. BUILDING_FRAME_TIME = 150 // confirmed H3 timing: 150 ms for each building animation frame
  47. };
  48. /// returns building associated with this structure
  49. const CBuilding * getBuilding();
  50. CCastleBuildings * parent;
  51. const CGTownInstance * town;
  52. const CStructure* str;
  53. std::shared_ptr<IImage> border;
  54. std::shared_ptr<IImage> area;
  55. ui32 stateTimeCounter;//For building construction - current stage in animation
  56. CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str);
  57. bool operator<(const CBuildingRect & p2) const;
  58. void hover(bool on) override;
  59. void clickPressed(const Point & cursorPosition) override;
  60. void showPopupWindow(const Point & cursorPosition) override;
  61. void mouseMoved (const Point & cursorPosition, const Point & lastUpdateDistance) override;
  62. bool receiveEvent(const Point & position, int eventType) const override;
  63. void tick(uint32_t msPassed) override;
  64. void show(Canvas & to) override;
  65. void showAll(Canvas & to) override;
  66. };
  67. /// Dwelling info box - right-click screen for dwellings
  68. class CDwellingInfoBox : public CWindowObject
  69. {
  70. std::shared_ptr<CLabel> title;
  71. std::shared_ptr<CCreaturePic> animation;
  72. std::shared_ptr<CLabel> available;
  73. std::shared_ptr<CLabel> costPerTroop;
  74. std::vector<std::shared_ptr<CAnimImage>> resPicture;
  75. std::vector<std::shared_ptr<CLabel>> resAmount;
  76. public:
  77. CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level);
  78. ~CDwellingInfoBox();
  79. };
  80. class HeroSlots;
  81. /// Hero icon slot
  82. class CHeroGSlot : public CIntObject
  83. {
  84. std::shared_ptr<CAnimImage> portrait;
  85. std::shared_ptr<CAnimImage> flag;
  86. std::shared_ptr<CAnimImage> selection; //selection border. nullptr if not selected
  87. HeroSlots * owner;
  88. const CGHeroInstance * hero;
  89. int upg; //0 - up garrison, 1 - down garrison
  90. public:
  91. CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner);
  92. ~CHeroGSlot();
  93. bool isSelected() const;
  94. void setHighlight(bool on);
  95. void set(const CGHeroInstance * newHero);
  96. void hover (bool on) override;
  97. void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
  98. void clickPressed(const Point & cursorPosition) override;
  99. void showPopupWindow(const Point & cursorPosition) override;
  100. void deactivate() override;
  101. };
  102. /// Two hero slots that can interact with each other
  103. class HeroSlots : public CIntObject
  104. {
  105. public:
  106. bool showEmpty;
  107. const CGTownInstance * town;
  108. std::shared_ptr<CGarrisonInt> garr;
  109. std::shared_ptr<CHeroGSlot> garrisonedHero;
  110. std::shared_ptr<CHeroGSlot> visitingHero;
  111. HeroSlots(const CGTownInstance * town, Point garrPos, Point visitPos, std::shared_ptr<CGarrisonInt> Garrison, bool ShowEmpty);
  112. ~HeroSlots();
  113. void update();
  114. void swapArmies(); //exchange garrisoned and visiting heroes or move hero to\from garrison
  115. };
  116. /// Class for town screen management (town background and structures)
  117. class CCastleBuildings : public CIntObject
  118. {
  119. std::shared_ptr<CPicture> background;
  120. //List of buildings and structures that can represent them
  121. std::map<BuildingID, std::vector<const CStructure *> > groups;
  122. // actual IntObject's visible on screen
  123. std::vector<std::shared_ptr<CBuildingRect>> buildings;
  124. const CGTownInstance * town;
  125. const CGHeroInstance* getHero();//Select hero for buildings usage
  126. void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
  127. void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
  128. void enterCastleGate();
  129. void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades);//Rampart's fountains
  130. void openMagesGuild();
  131. void openTownHall();
  132. void recreate();
  133. public:
  134. CBuildingRect * selectedBuilding;
  135. CCastleBuildings(const CGTownInstance * town);
  136. ~CCastleBuildings();
  137. void enterDwelling(int level);
  138. void enterTownHall();
  139. void enterMagesGuild();
  140. void enterAnyMarket();
  141. void enterAnyThievesGuild();
  142. void enterBank();
  143. void enterToTheQuickRecruitmentWindow();
  144. void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID upgrades = BuildingID::NONE);
  145. void addBuilding(BuildingID building);
  146. void removeBuilding(BuildingID building);//FIXME: not tested!!!
  147. };
  148. /// Creature info window
  149. class CCreaInfo : public CIntObject
  150. {
  151. const CGTownInstance * town;
  152. CreatureID creature;
  153. int level;
  154. bool showAvailable;
  155. std::shared_ptr<CAnimImage> picture;
  156. std::shared_ptr<CLabel> label;
  157. std::string genGrowthText();
  158. public:
  159. CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact=false, bool _showAvailable=false);
  160. void update();
  161. void hover(bool on) override;
  162. void clickPressed(const Point & cursorPosition) override;
  163. void showPopupWindow(const Point & cursorPosition) override;
  164. bool getShowAvailable();
  165. };
  166. /// Town hall and fort icons for town screen
  167. class CTownInfo : public CIntObject
  168. {
  169. const CGTownInstance * town;
  170. const CBuilding * building;
  171. public:
  172. std::shared_ptr<CAnimImage> picture;
  173. //if (townHall) hall-capital else fort - castle
  174. CTownInfo(int posX, int posY, const CGTownInstance * town, bool townHall);
  175. void hover(bool on) override;
  176. void showPopupWindow(const Point & cursorPosition) override;
  177. };
  178. /// Class which manages the castle window
  179. class CCastleInterface : public CStatusbarWindow, public IGarrisonHolder
  180. {
  181. std::shared_ptr<CLabel> title;
  182. std::shared_ptr<CLabel> income;
  183. std::shared_ptr<CAnimImage> icon;
  184. std::shared_ptr<CPicture> panel;
  185. std::shared_ptr<CResDataBar> resdatabar;
  186. std::shared_ptr<CTownInfo> hall;
  187. std::shared_ptr<CTownInfo> fort;
  188. std::shared_ptr<CButton> exit;
  189. std::shared_ptr<CButton> fastTownHall;
  190. std::shared_ptr<CButton> fastArmyPurchase;
  191. std::shared_ptr<LRClickableArea> fastMarket;
  192. std::shared_ptr<LRClickableArea> fastTavern;
  193. std::vector<std::shared_ptr<CCreaInfo>> creainfo;//small icons of creatures (bottom-left corner);
  194. public:
  195. std::shared_ptr<CTownList> townlist;
  196. //TODO: move to private
  197. const CGTownInstance * town;
  198. std::shared_ptr<HeroSlots> heroes;
  199. std::shared_ptr<CCastleBuildings> builds;
  200. std::shared_ptr<CGarrisonInt> garr;
  201. //from - previously selected castle (if any)
  202. CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from = nullptr);
  203. ~CCastleInterface();
  204. void updateGarrisons() override;
  205. bool holdsGarrison(const CArmedInstance * army) override;
  206. void castleTeleport(int where);
  207. void townChange();
  208. void keyPressed(EShortcut key) override;
  209. void close() override;
  210. void addBuilding(BuildingID bid);
  211. void removeBuilding(BuildingID bid);
  212. void recreateIcons();
  213. void creaturesChangedEventHandler();
  214. };
  215. /// Hall window where you can build things
  216. class CHallInterface : public CStatusbarWindow
  217. {
  218. class CBuildingBox : public CIntObject
  219. {
  220. const CGTownInstance * town;
  221. const CBuilding * building;
  222. EBuildingState state;
  223. std::shared_ptr<CAnimImage> header;
  224. std::shared_ptr<CAnimImage> icon;
  225. std::shared_ptr<CAnimImage> mark;
  226. std::shared_ptr<CLabel> name;
  227. public:
  228. CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building);
  229. void hover(bool on) override;
  230. void clickPressed(const Point & cursorPosition) override;
  231. void showPopupWindow(const Point & cursorPosition) override;
  232. };
  233. const CGTownInstance * town;
  234. std::vector<std::vector<std::shared_ptr<CBuildingBox>>> boxes;
  235. std::shared_ptr<CLabel> title;
  236. std::shared_ptr<CMinorResDataBar> resdatabar;
  237. std::shared_ptr<CButton> exit;
  238. public:
  239. CHallInterface(const CGTownInstance * Town);
  240. };
  241. /// Window where you can decide to buy a building or not
  242. class CBuildWindow: public CStatusbarWindow
  243. {
  244. const CGTownInstance * town;
  245. const CBuilding * building;
  246. std::shared_ptr<CAnimImage> icon;
  247. std::shared_ptr<CLabel> name;
  248. std::shared_ptr<CTextBox> description;
  249. std::shared_ptr<CTextBox> stateText;
  250. std::shared_ptr<CComponentBox> cost;
  251. std::shared_ptr<CButton> buy;
  252. std::shared_ptr<CButton> cancel;
  253. std::string getTextForState(EBuildingState state);
  254. void buyFunc();
  255. public:
  256. CBuildWindow(const CGTownInstance *Town, const CBuilding * building, EBuildingState State, bool rightClick);
  257. };
  258. //Small class to display
  259. class LabeledValue : public CIntObject
  260. {
  261. std::string hoverText;
  262. std::shared_ptr<CLabel> name;
  263. std::shared_ptr<CLabel> value;
  264. void init(std::string name, std::string descr, int min, int max);
  265. public:
  266. LabeledValue(Rect size, std::string name, std::string descr, int min, int max);
  267. LabeledValue(Rect size, std::string name, std::string descr, int val);
  268. void hover(bool on) override;
  269. };
  270. /// The fort screen where you can afford units
  271. class CFortScreen : public CStatusbarWindow
  272. {
  273. class RecruitArea : public CIntObject
  274. {
  275. const CGTownInstance * town;
  276. int level;
  277. std::string hoverText;
  278. std::shared_ptr<CLabel> availableCount;
  279. std::vector<std::shared_ptr<LabeledValue>> values;
  280. std::shared_ptr<CPicture> icons;
  281. std::shared_ptr<CAnimImage> buildingIcon;
  282. std::shared_ptr<CLabel> buildingName;
  283. const CCreature * getMyCreature();
  284. const CBuilding * getMyBuilding();
  285. public:
  286. RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
  287. void creaturesChangedEventHandler();
  288. void hover(bool on) override;
  289. void clickPressed(const Point & cursorPosition) override;
  290. void showPopupWindow(const Point & cursorPosition) override;
  291. };
  292. std::shared_ptr<CLabel> title;
  293. std::vector<std::shared_ptr<RecruitArea>> recAreas;
  294. std::shared_ptr<CMinorResDataBar> resdatabar;
  295. std::shared_ptr<CButton> exit;
  296. ImagePath getBgName(const CGTownInstance * town);
  297. public:
  298. CFortScreen(const CGTownInstance * town);
  299. void creaturesChangedEventHandler();
  300. };
  301. /// The mage guild screen where you can see which spells you have
  302. class CMageGuildScreen : public CStatusbarWindow
  303. {
  304. class Scroll : public CIntObject
  305. {
  306. const CSpell * spell;
  307. std::shared_ptr<CAnimImage> image;
  308. public:
  309. Scroll(Point position, const CSpell *Spell);
  310. void clickPressed(const Point & cursorPosition) override;
  311. void showPopupWindow(const Point & cursorPosition) override;
  312. void hover(bool on) override;
  313. };
  314. std::shared_ptr<CPicture> window;
  315. std::shared_ptr<CButton> exit;
  316. std::vector<std::shared_ptr<Scroll>> spells;
  317. std::vector<std::shared_ptr<CAnimImage>> emptyScrolls;
  318. std::shared_ptr<CMinorResDataBar> resdatabar;
  319. public:
  320. CMageGuildScreen(CCastleInterface * owner, const ImagePath & image);
  321. };
  322. /// The blacksmith window where you can buy available in town war machine
  323. class CBlacksmithDialog : public CStatusbarWindow
  324. {
  325. std::shared_ptr<CButton> buy;
  326. std::shared_ptr<CButton> cancel;
  327. std::shared_ptr<CPicture> animBG;
  328. std::shared_ptr<CCreatureAnim> anim;
  329. std::shared_ptr<CLabel> title;
  330. std::shared_ptr<CAnimImage> costIcon;
  331. std::shared_ptr<CLabel> costText;
  332. std::shared_ptr<CLabel> costValue;
  333. public:
  334. CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
  335. };