CBattleInterfaceClasses.h 5.2 KB

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  1. #pragma once
  2. #include "../UIFramework/CIntObject.h"
  3. struct SDL_Surface;
  4. class CDefHandler;
  5. class CGHeroInstance;
  6. class CBattleInterface;
  7. class CPicture;
  8. class CAdventureMapButton;
  9. class CHighlightableButton;
  10. class CHighlightableButtonsGroup;
  11. class CLabel;
  12. struct BattleResult;
  13. class CStack;
  14. class CAnimImage;
  15. /*
  16. * CBattleInterfaceClasses.h, part of VCMI engine
  17. *
  18. * Authors: listed in file AUTHORS in main folder
  19. *
  20. * License: GNU General Public License v2.0 or later
  21. * Full text of license available in license.txt file, in main folder
  22. *
  23. */
  24. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  25. class CBattleConsole : public CIntObject
  26. {
  27. private:
  28. std::vector< std::string > texts; //a place where texts are stored
  29. int lastShown; //last shown line of text
  30. public:
  31. std::string alterTxt; //if it's not empty, this text is displayed
  32. std::string ingcAlter; //alternative text set by in-game console - very important!
  33. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  34. CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0) {}
  35. ~CBattleConsole(); //d-tor
  36. void show(SDL_Surface * to = 0);
  37. bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  38. void alterText(const std::string &text); //place string at alterTxt
  39. void eraseText(ui32 pos); //erases added text at position pos
  40. void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
  41. void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
  42. void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
  43. };
  44. /// Hero battle animation
  45. class CBattleHero : public CIntObject
  46. {
  47. public:
  48. bool flip; //false if it's attacking hero, true otherwise
  49. CDefHandler *dh, *flag; //animation and flag
  50. const CGHeroInstance * myHero; //this animation's hero instance
  51. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  52. int phase; //stage of animation
  53. int nextPhase; //stage of animation to be set after current phase is fully displayed
  54. int image; //frame of animation
  55. ui8 flagAnim, flagAnimCount; //for flag animation
  56. void show(SDL_Surface * to); //prints next frame of animation to to
  57. void setPhase(int newPhase); //sets phase of hero animation
  58. void clickLeft(tribool down, bool previousState); //call-in
  59. CBattleHero(const std::string &defName, int phaseG, int imageG, bool filpG, ui8 player, const CGHeroInstance *hero, const CBattleInterface *owner); //c-tor
  60. ~CBattleHero(); //d-tor
  61. };
  62. /// Class which manages the battle options window
  63. class CBattleOptionsWindow : public CIntObject
  64. {
  65. private:
  66. CBattleInterface * myInt;
  67. CPicture * background;
  68. CAdventureMapButton * setToDefault, * exit;
  69. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  70. CHighlightableButtonsGroup * animSpeeds;
  71. std::vector<CLabel*> labels;
  72. public:
  73. CBattleOptionsWindow(const SDL_Rect &position, CBattleInterface *owner); //c-tor
  74. void bDefaultf(); //default button callback
  75. void bExitf(); //exit button callback
  76. };
  77. /// Class which is responsible for showing the battle result window
  78. class CBattleResultWindow : public CIntObject
  79. {
  80. private:
  81. CAdventureMapButton *exit;
  82. CBattleInterface *owner;
  83. public:
  84. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  85. ~CBattleResultWindow(); //d-tor
  86. void bExitf(); //exit button callback
  87. void activate();
  88. void show(SDL_Surface * to = 0);
  89. };
  90. /// Class which stands for a single hex field on a battlefield
  91. class CClickableHex : public CIntObject
  92. {
  93. private:
  94. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  95. public:
  96. ui32 myNumber; //number of hex in commonly used format
  97. bool accessible; //if true, this hex is accessible for units
  98. //CStack * ourStack;
  99. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  100. CBattleInterface * myInterface; //interface that owns me
  101. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  102. //for user interactions
  103. void hover (bool on);
  104. void mouseMoved (const SDL_MouseMotionEvent &sEvent);
  105. void clickLeft(tribool down, bool previousState);
  106. void clickRight(tribool down, bool previousState);
  107. CClickableHex();
  108. };
  109. /// Shows the stack queue
  110. class CStackQueue : public CIntObject
  111. {
  112. class StackBox : public CIntObject
  113. {
  114. public:
  115. CPicture * bg;
  116. CAnimImage * icon;
  117. const CStack *stack;
  118. bool small;
  119. void showAll(SDL_Surface * to);
  120. void setStack(const CStack *nStack);
  121. StackBox(bool small);
  122. };
  123. public:
  124. static const int QUEUE_SIZE = 10;
  125. const bool embedded;
  126. std::vector<const CStack *> stacksSorted;
  127. std::vector<StackBox *> stackBoxes;
  128. SDL_Surface * bg;
  129. CBattleInterface * owner;
  130. CStackQueue(bool Embedded, CBattleInterface * _owner);
  131. ~CStackQueue();
  132. void update();
  133. void showAll(SDL_Surface *to);
  134. void blitBg(SDL_Surface * to);
  135. };