CAdventureMapInterface.h 5.5 KB

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  1. /*
  2. * CAdventureMapInterface.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 "../gui/CIntObject.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. class CGObjectInstance;
  14. class CGHeroInstance;
  15. class CGTownInstance;
  16. class CArmedInstance;
  17. class IShipyard;
  18. struct CGPathNode;
  19. struct ObjectPosInfo;
  20. struct Component;
  21. class int3;
  22. VCMI_LIB_NAMESPACE_END
  23. class CButton;
  24. class IImage;
  25. class CAnimImage;
  26. class CGStatusBar;
  27. class CAdventureMapWidget;
  28. class AdventureMapShortcuts;
  29. class CAnimation;
  30. class MapView;
  31. class CResDataBar;
  32. class CHeroList;
  33. class CTownList;
  34. class CInfoBar;
  35. class CMinimap;
  36. class MapAudioPlayer;
  37. enum class EAdventureState;
  38. struct MapDrawingInfo;
  39. /// That's a huge class which handles general adventure map actions and
  40. /// shows the right menu(questlog, spellbook, end turn,..) from where you
  41. /// can get to the towns and heroes.
  42. class CAdventureMapInterface : public CIntObject
  43. {
  44. private:
  45. /// currently acting player
  46. PlayerColor currentPlayerID;
  47. /// if true, cursor was changed to scrolling and must be reset back once scroll is over
  48. bool scrollingWasActive;
  49. /// if true, then scrolling was blocked via ctrl and should not restart until player move cursor outside scrolling area
  50. bool scrollingWasBlocked;
  51. const CSpell *spellBeingCasted; //nullptr if none
  52. std::shared_ptr<MapAudioPlayer> mapAudio;
  53. std::shared_ptr<CAdventureMapWidget> widget;
  54. std::shared_ptr<AdventureMapShortcuts> shortcuts;
  55. private:
  56. void setState(EAdventureState state);
  57. void adjustActiveness(); //should be called every time at AI/human turn transition; blocks GUI during AI turn
  58. const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
  59. void handleMapScrollingUpdate();
  60. void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
  61. const CGObjectInstance *getActiveObject(const int3 &tile);
  62. /// exits currently opened world view mode and returns to normal map
  63. void exitCastingMode();
  64. void performSpellcasting(const int3 & castTarget);
  65. protected:
  66. // CIntObject interface implementation
  67. void activate() override;
  68. void deactivate() override;
  69. void show(SDL_Surface * to) override;
  70. void showAll(SDL_Surface * to) override;
  71. void keyPressed(EShortcut key) override;
  72. void onScreenResize() override;
  73. public:
  74. CAdventureMapInterface();
  75. void hotkeyAbortCastingMode();
  76. void hotkeyExitWorldView();
  77. void hotkeyEndingTurn();
  78. void hotkeyNextTown();
  79. void hotkeySwitchMapLevel();
  80. /// Called by PlayerInterface when specified player is ready to start his turn
  81. void onHotseatWaitStarted(PlayerColor playerID);
  82. /// Called by PlayerInterface when AI or remote human player starts his turn
  83. void onEnemyTurnStarted(PlayerColor playerID);
  84. /// Called by PlayerInterface when local human player starts his turn
  85. void onPlayerTurnStarted(PlayerColor playerID);
  86. /// Called by PlayerInterface when interface should be switched to specified player without starting turn
  87. void onCurrentPlayerChanged(PlayerColor playerID);
  88. /// Called by PlayerInterface when specific map tile changed and must be updated on minimap
  89. void onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions);
  90. /// Called by PlayerInterface when hero starts movement
  91. void onHeroMovementStarted(const CGHeroInstance * hero);
  92. /// Called by PlayerInterface when hero state changed and hero list must be updated
  93. void onHeroChanged(const CGHeroInstance * hero);
  94. /// Called by PlayerInterface when town state changed and town list must be updated
  95. void onTownChanged(const CGTownInstance * town);
  96. /// Called when currently selected object changes
  97. void onSelectionChanged(const CArmedInstance *sel);
  98. /// Called when map audio should be paused, e.g. on combat or town screen access
  99. void onAudioPaused();
  100. /// Called when map audio should be resume, opposite to onPaused
  101. void onAudioResumed();
  102. /// Requests to display provided information inside infobox
  103. void showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer);
  104. /// Changes position on map to center selected location
  105. void centerOnTile(int3 on);
  106. void centerOnObject(const CGObjectInstance *obj);
  107. /// called by MapView whenever currently visible area changes
  108. /// visibleArea describes now visible map section measured in tiles
  109. void onMapViewMoved(const Rect & visibleArea, int mapLevel);
  110. /// called by MapView whenever tile is clicked
  111. void onTileLeftClicked(const int3 & mapPos);
  112. /// called by MapView whenever tile is hovered
  113. void onTileHovered(const int3 & mapPos);
  114. /// called by MapView whenever tile is clicked
  115. void onTileRightClicked(const int3 & mapPos);
  116. /// called by spell window when spell to cast has been selected
  117. void enterCastingMode(const CSpell * sp);
  118. /// returns area of screen covered by terrain (main game area)
  119. Rect terrainAreaPixels() const;
  120. /// opens world view at default scale
  121. void openWorldView();
  122. /// opens world view at specific scale
  123. void openWorldView(int tileSize);
  124. /// opens world view with specific info, e.g. after View Earth/Air is shown
  125. void openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain);
  126. };
  127. extern std::shared_ptr<CAdventureMapInterface> adventureInt;