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- #pragma once
- #include "CAnimation.h"
- #include "FunctionList.h"
- #include "../lib/ResourceSet.h"
- #include "../lib/CConfigHandler.h"
- #include "../lib/GameConstants.h"
- #include "UIFramework/CIntObject.h"
- #include "UIFramework/CIntObjectClasses.h"
- #include "../lib/GameConstants.h"
- #ifdef max
- #undef max
- #endif
- #ifdef min
- #undef min
- #endif
- /*
- * GUIClasses.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
- *
- */
- struct ArtifactLocation;
- class CStackBasicDescriptor;
- class CBonusSystemNode;
- class CArtifact;
- class CDefEssential;
- class CAdventureMapButton;
- class CHighlightableButtonsGroup;
- class CDefHandler;
- struct HeroMoveDetails;
- class CDefEssential;
- class CGHeroInstance;
- class CAdvMapInt;
- class CCastleInterface;
- class CBattleInterface;
- class CStack;
- class CComponent;
- class CCreature;
- struct SDL_Surface;
- struct CPath;
- class CCreatureAnim;
- class CSelectableComponent;
- class CCreatureSet;
- class CGObjectInstance;
- class CGDwelling;
- class CSlider;
- struct UpgradeInfo;
- template <typename T> struct CondSh;
- class CInGameConsole;
- class CGarrisonInt;
- class CInGameConsole;
- struct Component;
- class CArmedInstance;
- class CGTownInstance;
- class StackState;
- class CPlayerInterface;
- class CHeroWindow;
- class CArtifact;
- class CArtifactsOfHero;
- class CCreatureArtifactSet;
- class CResDataBar;
- struct SPuzzleInfo;
- class CGGarrison;
- class CStackInstance;
- class IMarket;
- class CTextBox;
- class CArtifactInstance;
- class IBonusBearer;
- class CArtPlace;
- class CAnimImage;
- struct InfoAboutArmy;
- struct InfoAboutHero;
- struct InfoAboutTown;
- /// text + comp. + ok button
- class CInfoWindow : public CSimpleWindow
- { //window able to delete its components when closed
- bool delComps; //whether comps will be deleted
- public:
- typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
- typedef std::vector<CComponent*> TCompsInfo;
- int ID; //for identification
- CTextBox *text;
- std::vector<CAdventureMapButton *> buttons;
- std::vector<CComponent*> components;
- CSlider *slider;
- void setDelComps(bool DelComps);
- virtual void close();
- void show();
- void showAll();
- void sliderMoved(int to);
- CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
- CInfoWindow(); //c-tor
- ~CInfoWindow(); //d-tor
- static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, PlayerColor player = PlayerColor(1)); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
- static CInfoWindow *create(const std::string &text, PlayerColor playerID = PlayerColor(1), const std::vector<CComponent*> *components = NULL, bool DelComps = false);
- /// create text from title and description: {title}\n\n description
- static std::string genText(std::string title, std::string description);
- };
- /// component selection window
- class CSelWindow : public CInfoWindow
- { //warning - this window deletes its components by closing!
- public:
- void selectionChange(unsigned to);
- void madeChoice(); //looks for selected component and calls callback
- CSelWindow(const std::string& text, PlayerColor player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, int askID); //c-tor
- CSelWindow(){}; //c-tor
- //notification - this class inherits important destructor from CInfoWindow
- };
- /// popup displayed on R-click
- class CRClickPopup : public CIntObject
- {
- public:
- virtual void close();
- void clickRight(tribool down, bool previousState);
- CRClickPopup();
- virtual ~CRClickPopup(); //d-tor
- static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific);
- static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
- static void createAndPush(const std::string &txt, CComponent * component);
- static void createAndPush(const CGObjectInstance *obj, Point p, EAlignment alignment = BOTTOMRIGHT);
- };
- /// popup displayed on R-click
- class CRClickPopupInt : public CRClickPopup
- {
- public:
- IShowActivatable *inner;
- bool delInner;
- void show();
- void showAll();
- CRClickPopupInt(IShowActivatable *our, bool deleteInt); //c-tor
- virtual ~CRClickPopupInt(); //d-tor
- };
- class CInfoPopup : public CRClickPopup
- {
- public:
- bool free; //TODO: comment me
- SDL_Surface * bitmap; //popup background
- void close();
- void show(SDL_Surface * to);
- CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
- CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
- CInfoPopup(SDL_Surface * Bitmap = NULL, bool Free = false); //default c-tor
- void init(int x, int y);
- ~CInfoPopup(); //d-tor
- };
- /// popup on adventure map for town\hero objects
- class CInfoBoxPopup : public CWindowObject
- {
- Point toScreen(Point pos);
- public:
- CInfoBoxPopup(Point position, const CGTownInstance * town);
- CInfoBoxPopup(Point position, const CGHeroInstance * hero);
- CInfoBoxPopup(Point position, const CGGarrison * garr);
- };
- /// common popup window component
- class CComponent : public virtual CIntObject
- {
- public:
- enum Etype
- {
- primskill, secskill, resource, creature, artifact, experience, spell, morale, luck, building, hero, flag, typeInvalid
- };
- //NOTE: not all types have exact these sizes or have less than 4 of them. In such cases closest one will be used
- enum ESize
- {
- tiny, // ~22-24px
- small, // ~30px
- medium,// ~42px
- large, // ~82px
- sizeInvalid
- };
- private:
- size_t getIndex();
- const std::vector<std::string> getFileName();
- void setSurface(std::string defName, int imgPos);
- std::string getSubtitleInternal();
- void init(Etype Type, int Subtype, int Val, ESize imageSize);
- public:
- CAnimImage *image; //our image
- Etype compType; //component type
- ESize size; //component size.
- int subtype; //type-dependant subtype. See getSomething methods for details
- int val; // value \ strength \ amount of component. See getSomething methods for details
- bool perDay; // add "per day" text to subtitle
- std::string getDescription();
- std::string getSubtitle();
- CComponent(Etype Type, int Subtype, int Val = 0, ESize imageSize=large);//c-tor
- CComponent(const Component &c); //c-tor
- void clickRight(tribool down, bool previousState); //call-in
- };
- /// component that can be selected or deselected
- class CSelectableComponent : public CComponent, public CKeyShortcut
- {
- void init();
- public:
- bool selected; //if true, this component is selected
- boost::function<void()> onSelect; //function called on selection change
- void showAll();
- void select(bool on);
- void clickLeft(tribool down, bool previousState); //call-in
- CSelectableComponent(Etype Type, int Sub, int Val, ESize imageSize=large, boost::function<void()> OnSelect = 0); //c-tor
- CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0); //c-tor
- };
- /// box with multiple components (up to 8?)
- /// will take ownership on components and delete them afterwards
- class CComponentBox : public CIntObject
- {
- std::vector<CComponent *> components;
- CSelectableComponent * selected;
- boost::function<void(int newID)> onSelect;
- void selectionChanged(CSelectableComponent * newSelection);
- //get position of "or" text between these comps
- //it will place "or" equidistant to both images
- Point getOrTextPos(CComponent *left, CComponent * right);
- //get distance between these copmonents
- int getDistance(CComponent *left, CComponent * right);
- void placeComponents(bool selectable);
- public:
- /// return index of selected item
- int selectedIndex();
- /// constructor for quite common 1-components popups
- /// if position width or height are 0 then it will be determined automatically
- CComponentBox(CComponent * components, Rect position);
- /// constructor for non-selectable components
- CComponentBox(std::vector<CComponent *> components, Rect position);
- /// constructor for selectable components
- /// will also create "or" labels between components
- /// onSelect - optional function that will be called every time on selection change
- CComponentBox(std::vector<CSelectableComponent *> components, Rect position, boost::function<void(int newID)> onSelect = 0);
- };
- ////////////////////////////////////////////////////////////////////////////////
- /// base class for hero/town/garrison tooltips
- class CArmyTooltip : public CIntObject
- {
- void init(const InfoAboutArmy &army);
- public:
- CArmyTooltip(Point pos, const InfoAboutArmy &army);
- CArmyTooltip(Point pos, const CArmedInstance * army);
- };
- /// Class for hero tooltip. Does not have any background!
- /// background for infoBox: ADSTATHR
- /// background for tooltip: HEROQVBK
- class CHeroTooltip : public CArmyTooltip
- {
- void init(const InfoAboutHero &hero);
- public:
- CHeroTooltip(Point pos, const InfoAboutHero &hero);
- CHeroTooltip(Point pos, const CGHeroInstance * hero);
- };
- /// Class for town tooltip. Does not have any background!
- /// background for infoBox: ADSTATCS
- /// background for tooltip: TOWNQVBK
- class CTownTooltip : public CArmyTooltip
- {
- void init(const InfoAboutTown &town);
- public:
- CTownTooltip(Point pos, const InfoAboutTown &town);
- CTownTooltip(Point pos, const CGTownInstance * town);
- };
- ///////////////////////////////////////////////////////////////////////////////
- class CGarrisonInt;
- /// 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; //NULL 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=NULL);
- 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<CAdventureMapButton *> 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(CAdventureMapButton * 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=NULL, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
- };
- /// draws picture with creature on background, use Animated=true to get animation
- class CCreaturePic : public CIntObject
- {
- private:
- CPicture *bg;
- CCreatureAnim *anim; //displayed animation
- public:
- CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
- };
- /// Recruitment window where you can recruit creatures
- class CRecruitmentWindow : public CWindowObject
- {
- class CCreatureCard : public CIntObject
- {
- CRecruitmentWindow * parent;
- CCreaturePic *pic; //creature's animation
- bool selected;
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void showAll();
- public:
- const CCreature * creature;
- si32 amount;
- void select(bool on);
- CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount);
- };
- /// small class to display creature costs
- class CCostBox : public CIntObject
- {
- std::map<int, std::pair<CLabel *, CAnimImage * > > resources;
- public:
- //res - resources to show
- void set(TResources res);
- //res - visible resources
- CCostBox(Rect position, std::string title);
- void createItems(TResources res);
- };
- boost::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
- int level;
- const CArmedInstance *dst;
- CCreatureCard * selected;
- std::vector<CCreatureCard *> cards;
- CSlider *slider; //for selecting amount
- CAdventureMapButton *maxButton, *buyButton, *cancelButton;
- //labels for visible values
- CLabel * title;
- CLabel * availableValue;
- CLabel * toRecruitValue;
- CCostBox * costPerTroopValue;
- CCostBox * totalCostValue;
- void select(CCreatureCard * card);
- void buy();
- void sliderMoved(int to);
- void showAll();
- public:
- const CGDwelling * const dwelling;
- CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(CreatureID,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
- void availableCreaturesChanged();
- };
- /// Split window where creatures can be split up into two single unit stacks
- class CSplitWindow : public CWindowObject
- {
- boost::function<void(int, int)> callback;
- int leftAmount;
- int rightAmount;
- int leftMin;
- int rightMin;
- CSlider *slider;
- CCreaturePic *animLeft, *animRight; //creature's animation
- CAdventureMapButton *ok, *cancel;
- CTextInput *leftInput, *rightInput;
- void setAmountText(std::string text, bool left);
- void setAmount(int value, bool left);
- void sliderMoved(int value);
- void apply();
- public:
- /**
- * creature - displayed creature
- * callback(leftAmount, rightAmount) - function to call on close
- * leftMin, rightMin - minimal amount of creatures in each stack
- * leftAmount, rightAmount - amount of creatures in each stack
- */
- CSplitWindow(const CCreature * creature, boost::function<void(int, int)> callback,
- int leftMin, int rightMin, int leftAmount, int rightAmount);
- };
- /// Raised up level windowe where you can select one out of two skills
- class CLevelWindow : public CWindowObject
- {
- CComponentBox * box; //skills to select
- boost::function<void(ui32)> cb;
- void selectionChanged(unsigned to);
- public:
- CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, boost::function<void(ui32)> callback); //c-tor
- ~CLevelWindow(); //d-tor
- };
- /// Resource bar like that at the bottom of the adventure map screen
- class CMinorResDataBar : public CIntObject
- {
- public:
- SDL_Surface *bg; //background bitmap
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to);
- CMinorResDataBar(); //c-tor
- ~CMinorResDataBar(); //d-tor
- };
- /// Town portal, castle gate window
- class CObjectListWindow : public CWindowObject
- {
- class CItem : public CIntObject
- {
- CObjectListWindow *parent;
- CLabel *text;
- CPicture *border;
- public:
- const size_t index;
- CItem(CObjectListWindow *parent, size_t id, std::string text);
- void select(bool on);
- void clickLeft(tribool down, bool previousState);
- };
- boost::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
- CLabel * title;
- CLabel * descr;
- CListBox *list;
- CPicture *titleImage;//title image (castle gate\town portal picture)
- CAdventureMapButton *ok, *exit;
- std::vector< std::pair<int, std::string> > items;//all items present in list
- void init(CPicture * titlePic, std::string _title, std::string _descr);
- public:
- size_t selected;//index of currently selected item
- /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
- /// Image can be NULL
- ///item names will be taken from map objects
- CObjectListWindow(const std::vector<int> &_items, CPicture * titlePic, std::string _title, std::string _descr,
- boost::function<void(int)> Callback);
- CObjectListWindow(const std::vector<std::string> &_items, CPicture * titlePic, std::string _title, std::string _descr,
- boost::function<void(int)> Callback);
- CIntObject *genItem(size_t index);
- void elementSelected();//call callback and close this window
- void changeSelection(size_t which);
- void keyPressed (const SDL_KeyboardEvent & key);
- };
- class CArtifactHolder
- {
- public:
- CArtifactHolder();
- virtual void artifactRemoved(const ArtifactLocation &artLoc)=0;
- virtual void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc)=0;
- virtual void artifactDisassembled(const ArtifactLocation &artLoc)=0;
- virtual void artifactAssembled(const ArtifactLocation &artLoc)=0;
- };
- class CWindowWithArtifacts : public CArtifactHolder
- {
- public:
- std::vector<CArtifactsOfHero *> artSets;
- void artifactRemoved(const ArtifactLocation &artLoc);
- void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
- void artifactDisassembled(const ArtifactLocation &artLoc);
- void artifactAssembled(const ArtifactLocation &artLoc);
- };
- class CTradeWindow : public CWindowObject, public CWindowWithArtifacts //base for markets and altar of sacrifice
- {
- public:
- enum EType
- {
- RESOURCE, PLAYER, ARTIFACT_TYPE, CREATURE, CREATURE_PLACEHOLDER, ARTIFACT_PLACEHOLDER, ARTIFACT_INSTANCE
- };
- class CTradeableItem : public CIntObject
- {
- CAnimImage * image;
- std::string getFilename();
- int getIndex();
- public:
- const CArtifactInstance *hlp; //holds ptr to artifact instance id type artifact
- EType type;
- int id;
- const int serial;
- const bool left;
- std::string subtitle; //empty if default
- void setType(EType newType);
- void setID(int newID);
- const CArtifactInstance *getArtInstance() const;
- void setArtInstance(const CArtifactInstance *art);
- CFunctionList<void()> callback;
- bool downSelection;
- void showAllAt(const Point &dstPos, const std::string &customSub);
- void clickRight(tribool down, bool previousState);
- void hover (bool on);
- void showAll();
- void clickLeft(tribool down, bool previousState);
- std::string getName(int number = -1) const;
- CTradeableItem(Point pos, EType Type, int ID, bool Left, int Serial);
- };
- const IMarket *market;
- const CGHeroInstance *hero;
- CArtifactsOfHero *arts;
- //all indexes: 1 = left, 0 = right
- std::vector<CTradeableItem*> items[2];
- CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
- EType itemsType[2];
- EMarketMode::EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
- CAdventureMapButton *ok, *max, *deal;
- CSlider *slider; //for choosing amount to be exchanged
- bool readyToTrade;
- CTradeWindow(std::string bgName, const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c
- void showAll();
- void initSubs(bool Left);
- void initTypes();
- void initItems(bool Left);
- std::vector<int> *getItemsIds(bool Left); //NULL if default
- void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
- void removeItems(const std::set<CTradeableItem *> &toRemove);
- void removeItem(CTradeableItem * t);
- void getEmptySlots(std::set<CTradeableItem *> &toRemove);
- void setMode(EMarketMode::EMarketMode Mode); //mode setter
- void artifactSelected(CArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot
- virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0;
- virtual void selectionChanged(bool side) = 0; //true == left
- virtual Point selectionOffset(bool Left) const = 0;
- virtual std::string selectionSubtitle(bool Left) const = 0;
- virtual void garrisonChanged() = 0;
- virtual void artifactsChanged(bool left) = 0;
- };
- class CMarketplaceWindow : public CTradeWindow
- {
- bool printButtonFor(EMarketMode::EMarketMode M) const;
- std::string getBackgroundForMode(EMarketMode::EMarketMode mode);
- public:
- int r1, r2; //suggested amounts of traded resources
- bool madeTransaction; //if player made at least one transaction
- CTextBox *traderText;
- void setMax();
- void sliderMoved(int to);
- void makeDeal();
- void selectionChanged(bool side); //true == left
- CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode::EMarketMode Mode = EMarketMode::RESOURCE_RESOURCE); //c-tor
- ~CMarketplaceWindow(); //d-tor
- Point selectionOffset(bool Left) const;
- std::string selectionSubtitle(bool Left) const;
- void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
- void artifactsChanged(bool left);
- void resourceChanged(int type, int val);
- void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
- void updateTraderText();
- };
- class CAltarWindow : public CTradeWindow
- {
- CAnimImage * artIcon;
- public:
- CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode); //c-tor
- void getExpValues();
- ~CAltarWindow(); //d-tor
- std::vector<int> sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed
- expPerUnit;
- CAdventureMapButton *sacrificeAll, *sacrificeBackpack;
- CLabel *expToLevel, *expOnAltar;
- void selectionChanged(bool side); //true == left
- void SacrificeAll();
- void SacrificeBackpack();
- void putOnAltar(int backpackIndex);
- bool putOnAltar(CTradeableItem* altarSlot, const CArtifactInstance *art);
- void makeDeal();
- void showAll();
- void blockTrade();
- void sliderMoved(int to);
- void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
- void mimicCres();
- Point selectionOffset(bool Left) const;
- std::string selectionSubtitle(bool Left) const;
- void garrisonChanged();
- void artifactsChanged(bool left);
- void calcTotalExp();
- void setExpToLevel();
- void updateRight(CTradeableItem *toUpdate);
- void artifactPicked();
- int firstFreeSlot();
- void moveFromSlotToAltar(ArtifactPosition slotID, CTradeableItem* altarSlot, const CArtifactInstance *art);
- };
- class CSystemOptionsWindow : public CWindowObject
- {
- private:
- CLabel *title;
- CLabelGroup *leftGroup;
- CLabelGroup *rightGroup;
- CAdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
- CHighlightableButtonsGroup * heroMoveSpeed;
- CHighlightableButtonsGroup * mapScrollSpeed;
- CHighlightableButtonsGroup * musicVolume, * effectsVolume;
- //CHighlightableButton * showPath;
- CHighlightableButton * showReminder;
- //CHighlightableButton * quickCombat;
- //CHighlightableButton * videoSubs;
- CHighlightableButton * newCreatureWin;
- CHighlightableButton * fullscreen;
- CAdventureMapButton *gameResButton;
- CLabel *gameResLabel;
- SettingsListener onFullscreenChanged;
- void setMusicVolume( int newVolume );
- void setSoundVolume( int newVolume );
- void setHeroMoveSpeed( int newSpeed );
- void setMapScrollingSpeed( int newSpeed );
- //functions bound to buttons
- void bloadf(); //load game
- void bsavef(); //save game
- void bquitf(); //quit game
- void breturnf(); //return to game
- void brestartf(); //restart game
- void bmainmenuf(); //return to main menu
- //functions for checkboxes
- void toggleReminder(bool on);
- void toggleCreatureWin(bool on);
- void toggleFullscreen(bool on);
- void selectGameRes();
- void setGameRes(int index);
- void closeAndPushEvent(int eventType, int code = 0);
- public:
- CSystemOptionsWindow(); //c-tor
- };
- class CTavernWindow : public CWindowObject
- {
- public:
- class HeroPortrait : public CIntObject
- {
- public:
- std::string hoverName;
- const CGHeroInstance *h;
- char descr[100]; // "XXX is a level Y ZZZ with N artifacts"
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void hover (bool on);
- HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
- private:
- int *_sel;
- const int _id;
- } *h1, *h2; //recruitable heroes
- CGStatusBar *bar; //tavern's internal status bar
- int selected;//0 (left) or 1 (right)
- int oldSelected;//0 (left) or 1 (right)
- CAdventureMapButton *thiefGuild, *cancel, *recruit;
- const CGObjectInstance *tavernObj;
- CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
- ~CTavernWindow(); //d-tor
- void recruitb();
- void thievesguildb();
- void show();
- };
- class CInGameConsole : public CIntObject
- {
- private:
- std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
- boost::mutex texts_mx; // protects texts
- std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
- int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
- int defaultTimeout; //timeout for new texts (in ms)
- int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
- public:
- std::string enteredText;
- void show();
- void print(const std::string &txt);
- void keyPressed (const SDL_KeyboardEvent & key); //call-in
- void startEnteringText();
- void endEnteringText(bool printEnteredText);
- void refreshEnteredText();
- CInGameConsole(); //c-tor
- };
- /// Can interact on left and right mouse clicks
- class LRClickableAreaWTextComp: public LRClickableAreaWText
- {
- public:
- int baseType;
- int bonusValue, type;
- virtual void clickLeft(tribool down, bool previousState);
- virtual void clickRight(tribool down, bool previousState);
- LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
- CComponent * createComponent() const;
- };
- class MoraleLuckBox : public LRClickableAreaWTextComp
- {
- CAnimImage *image;
- public:
- bool morale; //true if morale, false if luck
- bool small;
- void set(const IBonusBearer *node);
- MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
- };
- /// Opens hero window by left-clicking on it
- class CHeroArea: public CIntObject
- {
- const CGHeroInstance * hero;
- public:
- CHeroArea(int x, int y, const CGHeroInstance * _hero);
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void hover(bool on);
- };
- /// Opens town screen by left-clicking on it
- class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
- {
- public:
- const CGTownInstance * town;
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- LRClickableAreaOpenTown();
- };
- /// Artifacts can be placed there. Gets shown at the hero window
- class CArtPlace: public LRClickableAreaWTextComp
- {
- CAnimImage *image;
- CAnimImage *selection;
- void createImage();
- public:
- // consider these members as const - change them only with appropriate methods e.g. lockSlot()
- bool locked;
- bool picked;
- bool marked;
- ArtifactPosition slotID; //Arts::EPOS enum + backpack starting from Arts::BACKPACK_START
- void lockSlot(bool on);
- void pickSlot(bool on);
- void selectSlot(bool on);
- CArtifactsOfHero * ourOwner;
- const CArtifactInstance * ourArt; // should be changed only with setArtifact()
- CArtPlace(Point position, const CArtifactInstance * Art = NULL); //c-tor
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void select();
- void deselect();
- void showAll();
- bool fitsHere(const CArtifactInstance * art) const; //returns true if given artifact can be placed here
- void setMeAsDest(bool backpackAsVoid = true);
- void setArtifact(const CArtifactInstance *art);
- };
- /// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
- class CArtifactsOfHero : public CIntObject
- {
- const CGHeroInstance * curHero;
- std::vector<CArtPlace *> artWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
- std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
- int backpackPos; //number of first art visible in backpack (in hero's vector)
- public:
- struct SCommonPart
- {
- struct Artpos
- {
- ArtifactPosition slotID;
- const CArtifactsOfHero *AOH;
- const CArtifactInstance *art;
- Artpos();
- void clear();
- void setTo(const CArtPlace *place, bool dontTakeBackpack);
- bool valid();
- bool operator==(const ArtifactLocation &al) const;
- } src, dst;
- std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
- void reset();
- } * commonInfo; //when we have more than one CArtifactsOfHero in one window with exchange possibility, we use this (eg. in exchange window); to be provided externally
- bool updateState; // Whether the commonInfo should be updated on setHero or not.
- CAdventureMapButton * leftArtRoll, * rightArtRoll;
- bool allowedAssembling;
- std::multiset<const CArtifactInstance*> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be omitted in backpack slots
- boost::function<void(CArtPlace*)> highlightModeCallback; //if set, clicking on art place doesn't pick artifact but highlights the slot and calls this function
- void realizeCurrentTransaction(); //calls callback with parameters stored in commonInfo
- void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst);
- void artifactRemoved(const ArtifactLocation &al);
- void artifactAssembled(const ArtifactLocation &al);
- void artifactDisassembled(const ArtifactLocation &al);
- CArtPlace *getArtPlace(int slot);
- void setHero(const CGHeroInstance * hero);
- const CGHeroInstance *getHero() const;
- void dispose(); //free resources not needed after closing windows and reset state
- void scrollBackpack(int dir); //dir==-1 => to left; dir==1 => to right
- void safeRedraw();
- void markPossibleSlots(const CArtifactInstance* art);
- void unmarkSlots(bool withRedraw = true); //unmarks slots in all visible AOHs
- void unmarkLocalSlots(bool withRedraw = true); //unmarks slots in that particular AOH
- void setSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
- void updateWornSlots (bool redrawParent = true);
- void updateSlot(ArtifactPosition i);
- void eraseSlotData (CArtPlace* artPlace, ArtifactPosition slotID);
- CArtifactsOfHero(const Point& position, bool createCommonPart = false);
- //Alternative constructor, used if custom artifacts positioning required (Kingdom interface)
- CArtifactsOfHero(std::vector<CArtPlace *> ArtWorn, std::vector<CArtPlace *> Backpack,
- CAdventureMapButton *leftScroll, CAdventureMapButton *rightScroll, bool createCommonPart = false);
- ~CArtifactsOfHero(); //d-tor
- void updateParentWindow();
- friend class CArtPlace;
- };
- 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:
- CAdventureMapButton * quit;
- CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
- };
- class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
- {
- CGStatusBar * ourBar; //internal statusbar
- CAdventureMapButton * quit, * questlogButton[2];
- std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
- MoraleLuckBox *morale[2], *luck[2];
- LRClickableAreaWText *specialty[2];
- LRClickableAreaWText *experience[2];
- LRClickableAreaWText *spellPoints[2];
- CHeroArea *portrait[2];
- public:
- const CGHeroInstance* heroInst[2];
- CArtifactsOfHero * artifs[2];
- void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
- void prepareBackground(); //prepares or redraws bg
- CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2); //c-tor
- ~CExchangeWindow(); //d-tor
- };
- /// Here you can buy ships
- class CShipyardWindow : public CWindowObject
- {
- public:
- CGStatusBar *bar;
- CPicture *bgWater;
- CLabel *title;
- CLabel *costLabel;
- CAnimImage *woodPic, *goldPic;
- CLabel *woodCost, *goldCost;
- CAnimImage *bgShip;
- CAdventureMapButton *build, *quit;
- CGStatusBar * statusBar;
- CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const boost::function<void()> &onBuy);
- };
- /// Puzzle screen which gets uncovered when you visit obilisks
- class CPuzzleWindow : public CWindowObject
- {
- private:
- int3 grailPos;
- CAdventureMapButton * quitb;
- std::vector<CPicture * > piecesToRemove;
- ui8 currentAlpha;
- public:
- void showAll();
- void show();
- CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
- };
- /// Creature transformer window
- class CTransformerWindow : public CWindowObject, public CGarrisonHolder
- {
- public:
- class CItem : public CIntObject
- {
- public:
- int id;//position of creature in hero army
- bool left;//position of the item
- int size; //size of creature stack
- CTransformerWindow * parent;
- CAnimImage *icon;
- void move();
- void clickLeft(tribool down, bool previousState);
- void update();
- CItem(CTransformerWindow * parent, int size, int id);
- };
- const CArmedInstance *army;//object with army for transforming (hero or town)
- const CGHeroInstance *hero;//only if we have hero in town
- const CGTownInstance *town;//market, town garrison is used if hero == NULL
- std::vector<CItem*> items;
- CAdventureMapButton *all, *convert, *cancel;
- CGStatusBar *bar;
- void makeDeal();
- void addAll();
- void updateGarrisons();
- CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
- };
- class CUniversityWindow : public CWindowObject
- {
- class CItem : public CAnimImage
- {
- public:
- int ID;//id of selected skill
- CUniversityWindow * parent;
- void showAll();
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void hover(bool on);
- int state();//0=can't learn, 1=learned, 2=can learn
- CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
- };
- public:
- const CGHeroInstance *hero;
- const IMarket * market;
- CPicture * green, * yellow, * red;//colored bars near skills
- std::vector<CItem*> items;
- CAdventureMapButton *cancel;
- CGStatusBar *bar;
- CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
- };
- /// Confirmation window for University
- class CUnivConfirmWindow : public CWindowObject
- {
- public:
- CUniversityWindow * parent;
- CGStatusBar *bar;
- CAdventureMapButton *confirm, *cancel;
- CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
- void makeDeal(int skill);
- };
- /// Hill fort is the building where you can upgrade units
- class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
- {
- public:
- int slotsCount;//=7;
- CGStatusBar * bar;
- CDefEssential *resources;
- CHeroArea *heroPic;//clickable hero image
- CAdventureMapButton *quit,//closes window
- *upgradeAll,//upgrade all creatures
- *upgrade[7];//upgrade single creature
- const CGObjectInstance * fort;
- const CGHeroInstance * hero;
- std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
- std::vector<TResources> costs;// costs [slot ID] [resource ID] = resource count for upgrade
- TResources totalSumm; // totalSum[resource ID] = value
- CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
- void showAll();
- std::string getDefForSlot(SlotID slot);//return def name for this slot
- std::string getTextForSlot(SlotID slot);//return hover text for this slot
- void makeDeal(SlotID slot);//-1 for upgrading all creatures
- int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
- void updateGarrisons();//update buttons after garrison changes
- };
- class CThievesGuildWindow : public CWindowObject
- {
- const CGObjectInstance * owner;
- CGStatusBar * statusBar;
- CAdventureMapButton * exitb;
- CMinorResDataBar * resdatabar;
- public:
- CThievesGuildWindow(const CGObjectInstance * _owner);
- };
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