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							- #ifndef CPLAYERINTERFACE_H
 
- #define CPLAYERINTERFACE_H
 
- #include "global.h"
 
- #include "CGameInterface.h"
 
- #include "SDL_framerate.h"
 
- #include <map>
 
- #include <list>
 
- 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 CCreatureAnimation;
 
- class CSelectableComponent;
 
- class CCreatureSet;
 
- class CGObjectInstance;
 
- class CSlider;
 
- struct UpgradeInfo;
 
- template <typename T> struct CondSh;
 
- namespace boost
 
- {
 
- 	class mutex;
 
- 	class recursive_mutex;
 
- };
 
- class IShowable
 
- {
 
- public:
 
- 	virtual void show(SDL_Surface * to = NULL)=0;
 
- 	virtual ~IShowable(){};
 
- };
 
- class IStatusBar
 
- {
 
- public:
 
- 	virtual ~IStatusBar(){}; //d-tor
 
- 	virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
 
- 	virtual void clear()=0;//clears statusbar and refreshes
 
- 	virtual void show()=0; //shows statusbar (with current text)
 
- 	virtual std::string getCurrent()=0;
 
- };
 
- class IActivable
 
- {
 
- public:
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- 	virtual ~IActivable(){};
 
- };
 
- class IShowActivable : public IShowable, public IActivable
 
- {
 
- public:
 
- 	virtual ~IShowActivable(){};
 
- };
 
- class CMainInterface : public IShowActivable
 
- {
 
- public:
 
- 	IShowActivable *subInt;
 
- };
 
- class CIntObject //interface object
 
- {
 
- public:
 
- 	SDL_Rect pos;
 
- 	int ID;
 
- };
 
- class CSimpleWindow : public virtual CIntObject, public IShowable
 
- {
 
- public:
 
- 	SDL_Surface * bitmap;
 
- 	CIntObject * owner;
 
- 	virtual void show(SDL_Surface * to = NULL);
 
- 	CSimpleWindow():bitmap(NULL),owner(NULL){};
 
- 	virtual ~CSimpleWindow();
 
- };
 
- class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
 
- {
 
- public:
 
- 	int bitmapOffset;
 
- 	int type; //advmapbutton=2
 
- 	bool abs;
 
- 	bool active;
 
- 	bool notFreeButton;
 
- 	CIntObject * ourObj; // "owner"
 
- 	int state;
 
- 	std::vector< std::vector<SDL_Surface*> > imgs;
 
- 	int curimg;
 
- 	virtual void show(SDL_Surface * to = NULL);
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- 	CButtonBase();
 
- 	virtual ~CButtonBase();
 
- };
 
- class ClickableL : public virtual CIntObject  //for left-clicks
 
- {
 
- public:
 
- 	bool pressedL;
 
- 	ClickableL();
 
- 	virtual ~ClickableL(){};
 
- 	virtual void clickLeft (boost::logic::tribool down)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class ClickableR : public virtual CIntObject //for right-clicks
 
- {
 
- public:
 
- 	bool pressedR;
 
- 	ClickableR();
 
- 	virtual ~ClickableR(){};
 
- 	virtual void clickRight (boost::logic::tribool down)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class Hoverable  : public virtual CIntObject
 
- {
 
- public:
 
- 	Hoverable(){hovered=false;}
 
- 	virtual ~Hoverable(){};
 
- 	bool hovered;
 
- 	virtual void hover (bool on)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class KeyInterested : public virtual CIntObject
 
- {
 
- public:
 
- 	virtual ~KeyInterested(){};
 
- 	virtual void keyPressed (const SDL_KeyboardEvent & key)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class MotionInterested: public virtual CIntObject
 
- {
 
- public:
 
- 	bool strongInterest; //if true - report all mouse movements, if not - only when hovered
 
- 	MotionInterested(){strongInterest=false;};
 
- 	virtual ~MotionInterested(){};
 
- 	virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class TimeInterested: public virtual CIntObject
 
- {
 
- public:
 
- 	virtual ~TimeInterested(){};
 
- 	int toNextTick;
 
- 	virtual void tick()=0;
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- class CInfoWindow : public CSimpleWindow //text + comp. + ok button
 
- { //window able to delete its components when closed
 
- public:
 
- 	bool delComps; //whether comps will be deleted
 
- 	std::vector<AdventureMapButton *> buttons;
 
- 	std::vector<SComponent*> components;
 
- 	virtual void close();
 
- 	virtual void show(SDL_Surface * to = NULL);
 
- 	void activate();
 
- 	void deactivate();
 
- 	CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons);
 
- 	CInfoWindow();
 
- 	~CInfoWindow();
 
- };
 
- class CSelWindow : public CInfoWindow //component selection window
 
- { //uwaga - to okno usuwa swoje komponenty przy zamykaniu
 
- public:
 
- 	void selectionChange(unsigned to);
 
- 	void close();
 
- 	CSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> &comps, std::vector<std::pair<std::string,boost::function<void()> > > &Buttons);
 
- 	CSelWindow(){};
 
- };
 
- class CRClickPopup : public IShowable, public ClickableR
 
- {
 
- public:
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- 	virtual void close()=0;
 
- 	void clickRight (boost::logic::tribool down);
 
- 	virtual ~CRClickPopup(){};
 
- };
 
- class CInfoPopup : public CRClickPopup
 
- {
 
- public:
 
- 	bool free;
 
- 	SDL_Surface * bitmap;
 
- 	CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
 
- 	void close();
 
- 	void show(SDL_Surface * to = NULL);
 
- 	CInfoPopup(){free=false;bitmap=NULL;}
 
- 	~CInfoPopup(){};
 
- };
 
- class SComponent : public ClickableR
 
- {
 
- public:
 
- 	enum Etype
 
- 	{
 
- 		primskill, secskill, resource, creature, artifact, experience, secskill44, spell
 
- 	} type;
 
- 	int subtype;
 
- 	int val;
 
- 	std::string description; //r-click
 
- 	std::string subtitle;
 
- 	void init(Etype Type, int Subtype, int Val);
 
- 	SComponent(Etype Type, int Subtype, int Val);
 
- 	SComponent(const Component &c);
 
- 	SComponent(){};
 
- 	virtual ~SComponent(){};
 
- 	void clickRight (boost::logic::tribool down);
 
- 	virtual SDL_Surface * getImg();
 
- 	virtual void show(SDL_Surface * to = NULL);
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- class CCustomImgComponent :  public SComponent
 
- {
 
- public:
 
- 	bool free; //should surface be freed on delete
 
- 	SDL_Surface *bmp;
 
- 	SDL_Surface * getImg();
 
- 	CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur);
 
- 	~CCustomImgComponent();
 
- };
 
- class CSelectableComponent : public SComponent, public ClickableL
 
- {
 
- public:
 
- 	bool selected;
 
- 	bool customB;
 
- 	SDL_Surface * border, *myBitmap;
 
- 	boost::function<void()> onSelect;
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void init(SDL_Surface * Border);
 
- 	CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
 
- 	CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
 
- 	~CSelectableComponent();
 
- 	virtual void show(SDL_Surface * to = NULL);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void select(bool on);
 
- 	SDL_Surface * getImg();
 
- };
 
- class CGarrisonInt;
 
- class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
 
- {
 
- public:
 
- 	CGarrisonInt *owner;
 
- 	const CCreature * creature;
 
- 	int count;
 
- 	int upg; //0 - up garrison, 1 - down garrison
 
- 	bool active;
 
- 	virtual void hover (bool on);
 
- 	const CArmedInstance * getObj();
 
- 	void clickRight (boost::logic::tribool down);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show();
 
- 	CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
 
- 	~CGarrisonSlot();
 
- };
 
- class CGarrisonInt :public CIntObject
 
- {
 
- public:
 
- 	int interx, intery;
 
- 	CGarrisonSlot *highlighted;
 
- 	SDL_Surface *sur;
 
- 	int offx, offy, p2;
 
- 	bool ignoreEvent, update, active, splitting, pb;
 
- 	const CCreatureSet *set1;
 
- 	const CCreatureSet *set2;
 
- 	std::vector<CGarrisonSlot*> *sup, *sdown;
 
- 	const CArmedInstance *oup, *odown;
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show();
 
- 	void activeteSlots();
 
- 	void deactiveteSlots();
 
- 	void deleteSlots();
 
- 	void createSlots();
 
- 	void recreateSlots();
 
- 	void splitClick();
 
- 	void splitStacks(int am2);
 
- 	CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL);
 
- 	~CGarrisonInt();
 
- };
 
- class CPlayerInterface : public CGameInterface
 
- {
 
- public:
 
- 	//minor interfaces
 
- 	CondSh<bool> *showingDialog;
 
- 	boost::recursive_mutex *pim;
 
- 	bool makingTurn;
 
- 	int heroMoveSpeed;
 
- 	void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;}; //set for the member above
 
- 	SDL_Event * current;
 
- 	CMainInterface *curint;
 
- 	CAdvMapInt * adventureInt;
 
- 	CCastleInterface * castleInt;
 
- 	CBattleInterface * battleInt;
 
- 	FPSmanager * mainFPSmng;
 
- 	IStatusBar *statusbar;
 
- 	//to commucate with engine
 
- 	CCallback * cb;
 
- 	const BattleAction *curAction;
 
- 	//GUI elements
 
- 	std::list<ClickableL*> lclickable;
 
- 	std::list<ClickableR*> rclickable;
 
- 	std::list<Hoverable*> hoverable;
 
- 	std::list<KeyInterested*> keyinterested;
 
- 	std::list<MotionInterested*> motioninterested;
 
- 	std::list<TimeInterested*> timeinterested;
 
- 	std::vector<IShowable*> objsToBlit;
 
- 	//overloaded funcs from CGameInterface
 
- 	void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
 
- 	void garrisonChanged(const CGObjectInstance * obj);
 
- 	void heroArtifactSetChanged(const CGHeroInstance*hero);
 
- 	void heroCreated(const CGHeroInstance* hero);
 
- 	void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
 
- 	void heroInGarrisonChange(const CGTownInstance *town);
 
- 	void heroKilled(const CGHeroInstance* hero);
 
- 	void heroMoved(const HeroMoveDetails & details);
 
- 	void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
 
- 	void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
 
- 	void receivedResource(int type, int val);
 
- 	void showInfoDialog(std::string &text, const std::vector<Component*> &components);
 
- 	void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
 
- 	void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
 
- 	void tileHidden(int3 pos);
 
- 	void tileRevealed(int3 pos);
 
- 	void yourTurn();
 
- 	void availableCreaturesChanged(const CGTownInstance *town);
 
- 	//for battles
 
- 	void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
 
- 	void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
 
- 	BattleAction activeStack(int stackID); //called when it's turn of that stack
 
- 	void battleAttack(BattleAttack *ba); //stack performs attack
 
- 	void battleEnd(BattleResult *br);
 
- 	void battleResultQuited();
 
- 	void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- 	void battleStackMoved(int ID, int dest);
 
- 	void battleSpellCasted(SpellCasted *sc);
 
- 	void battleStackAttacked(BattleStackAttacked * bsa);
 
- 	void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
 
- 	//-------------//
 
- 	void updateWater();
 
- 	void showComp(SComponent comp);
 
- 	void openTownWindow(const CGTownInstance * town); //shows townscreen
 
- 	void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
 
- 	SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero
 
- 	void handleEvent(SDL_Event * sEvent);
 
- 	void handleKeyDown(SDL_Event *sEvent);
 
- 	void handleKeyUp(SDL_Event *sEvent);
 
- 	void handleMouseMotion(SDL_Event *sEvent);
 
- 	void init(ICallback * CB);
 
- 	int3 repairScreenPos(int3 pos);
 
- 	void removeObjToBlit(IShowable* obj);
 
- 	void showInfoDialog(std::string &text, const std::vector<SComponent*> & components);
 
- 	void showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
 
- 	CPlayerInterface(int Player, int serial);//c-tor
 
- 	~CPlayerInterface();//d-tor
 
- };
 
- 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(); //shows statusbar (with current text)
 
- 	std::string getCurrent();
 
- };
 
- class CList
 
- 	: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
 
- {
 
- public:
 
- 	SDL_Surface * bg;
 
- 	CDefHandler *arrup, *arrdo;
 
- 	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;
 
- 	boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
 
- 	CList(int Size = 5);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void activate();
 
- 	void deactivate();
 
- 	virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0;
 
- 	virtual void genList()=0;
 
- 	virtual void select(int which)=0;
 
- 	virtual void draw()=0;
 
- };
 
- class CHeroList
 
- 	: public CList
 
- {
 
- public:
 
- 	CDefHandler *mobile, *mana;
 
- 	std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
 
- 	int posmobx, posporx, posmanx, posmoby, pospory, posmany;
 
- 	CHeroList(int Size = 5);
 
- 	int getPosOfHero(const CArmedInstance* h);
 
- 	void genList();
 
- 	void select(int which);
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void clickRight(boost::logic::tribool down);
 
- 	void hover (bool on);
 
- 	void keyPressed (const SDL_KeyboardEvent & key);
 
- 	void updateHList();
 
- 	void updateMove(const CGHeroInstance* which); //draws move points bar
 
- 	void redrawAllOne(int which);
 
- 	void draw();
 
- 	void init();
 
- };
 
- class CTownList
 
- 	: public CList
 
- {
 
- public:
 
- 	boost::function<void()> fun;
 
- 	std::vector<const CGTownInstance*> items;
 
- 	int posporx,pospory;
 
- 	CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
 
- 	~CTownList();
 
- 	void genList();
 
- 	void select(int which);
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void clickRight(boost::logic::tribool down);
 
- 	void hover (bool on);
 
- 	void keyPressed (const SDL_KeyboardEvent & key);
 
- 	void draw();
 
- };
 
- class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
 
- {
 
- public:
 
- 	bool big; //big => 100x130; !big => 100x120
 
- 	CCreature *c;
 
- 	CCreatureAnimation *anim;
 
- 	CCreaturePic(CCreature *cre, bool Big=true);
 
- 	~CCreaturePic();
 
- 	int blitPic(SDL_Surface *to, int x, int y, bool nextFrame);
 
- 	SDL_Surface * getPic(bool nextFrame);
 
- };
 
- class CRecrutationWindow : public IShowable, public ClickableL
 
- {
 
- public:
 
- 	struct creinfo
 
- 	{
 
- 		SDL_Rect pos;
 
- 		CCreaturePic *pic;
 
- 		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;
 
- 	boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
 
- 	CSlider *slider;
 
- 	AdventureMapButton *max, *buy, *cancel;
 
- 	SDL_Surface *bitmap;
 
- 	int which; //which creature is active
 
- 	void close();
 
- 	void Max();
 
- 	void Buy();
 
- 	void Cancel();
 
- 	void sliderMoved(int to);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- 	CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount>
 
- 	~CRecrutationWindow();
 
- };
 
- class CSplitWindow : public IShowable, public KeyInterested
 
- {
 
- public:
 
- 	CGarrisonInt *gar;
 
- 	CSlider *slider;
 
- 	CCreaturePic *anim;
 
- 	AdventureMapButton *ok, *cancel;
 
- 	SDL_Surface *bitmap;
 
- 	int a1, a2, c;
 
- 	bool which;
 
- 	CSplitWindow(int cid, int max, CGarrisonInt *Owner);
 
- 	~CSplitWindow();
 
- 	void activate();
 
- 	void split();
 
- 	void close();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- 	void keyPressed (const SDL_KeyboardEvent & key);
 
- 	void sliderMoved(int to);
 
- };
 
- class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
 
- {
 
- public:
 
- 	bool active;
 
- 	int type;//0 - rclick popup; 1 - normal window
 
- 	SDL_Surface *bitmap;
 
- 	char anf;
 
- 	std::string count; //creature count in text format
 
- 	boost::function<void()> dsm;
 
- 	CCreaturePic *anim;
 
- 	CCreature *c;
 
- 	CInfoWindow *dependant; //it may be dialog asking whther upgrade/dismiss stack (if opened)
 
- 	std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
 
- 	AdventureMapButton *dismiss, *upgrade, *ok;
 
- 	CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui);
 
- 	~CCreInfoWindow();
 
- 	void activate();
 
- 	void close();
 
- 	void clickRight(boost::logic::tribool down);
 
- 	void dismissF();
 
- 	void keyPressed (const SDL_KeyboardEvent & key);
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- 	void onUpgradeYes();
 
- 	void onUpgradeNo();
 
- };
 
- class CLevelWindow : public IShowable, public CIntObject
 
- {
 
- public:
 
- 	int heroType;
 
- 	SDL_Surface *bitmap;
 
- 	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);
 
- 	~CLevelWindow();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void selectionChanged(unsigned to);
 
- 	void show(SDL_Surface * to = NULL);
 
- };
 
- class CMinorResDataBar : public IShowable, public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface *bg;
 
- 	void show(SDL_Surface * to=NULL);
 
- 	CMinorResDataBar();
 
- 	~CMinorResDataBar();
 
- };
 
- class CMarketplaceWindow : public IShowActivable, public CIntObject
 
- {
 
- public:
 
- 	class CTradeableItem : public ClickableL
 
- 	{
 
- 	public:
 
- 		int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag
 
- 		int id;
 
- 		bool left;
 
- 		CFunctionList<void()> callback;
 
- 		void activate();
 
- 		void deactivate();
 
- 		void show(SDL_Surface * to=NULL);
 
- 		void clickLeft(boost::logic::tribool down);
 
- 		SDL_Surface *getSurface();
 
- 		CTradeableItem(int Type, int ID, bool Left);
 
- 	};
 
- 	SDL_Surface *bg;
 
- 	std::vector<CTradeableItem*> left, right;
 
- 	std::vector<std::string> rSubs;
 
- 	CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
 
- 	int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
 
- 		r1, r2; 
 
- 	AdventureMapButton *ok, *max, *deal;
 
- 	CSlider *slider;
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to=NULL);
 
- 	void setMax();
 
- 	void sliderMoved(int to);
 
- 	void makeDeal();
 
- 	void selectionChanged(bool side); //true == left
 
- 	CMarketplaceWindow(int Mode=0);
 
- 	~CMarketplaceWindow();
 
- 	void setMode(int mode);
 
- 	void clear();
 
- };
 
- class CSystemOptionsWindow : public IShowActivable, public CIntObject
 
- {
 
- private:
 
- 	SDL_Surface * background; //background of window
 
- 	AdventureMapButton * quitGame, * backToMap;
 
- 	CHighlightableButtonsGroup * heroMoveSpeed;
 
- public:
 
- 	CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
 
- 	~CSystemOptionsWindow(); //d-tor
 
- 	//functions for butons
 
- 	void bquitf(); //quit game
 
- 	void breturnf(); //return to game
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = NULL);
 
- };
 
- extern CPlayerInterface * LOCPLINT;
 
- #endif //CPLAYERINTERFACE_H
 
 
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