CBattleInterfaceClasses.h 5.2 KB

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  1. #pragma once
  2. #include "../gui/CIntObject.h"
  3. #include "../../lib/BattleHex.h"
  4. struct SDL_Surface;
  5. class CDefHandler;
  6. class CGHeroInstance;
  7. class CBattleInterface;
  8. class CPicture;
  9. class CButton;
  10. class CToggleButton;
  11. class CToggleGroup;
  12. class CLabel;
  13. struct BattleResult;
  14. class CStack;
  15. class CAnimImage;
  16. class CPlayerInterface;
  17. /*
  18. * CBattleInterfaceClasses.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  27. class CBattleConsole : public CIntObject
  28. {
  29. private:
  30. std::vector< std::string > texts; //a place where texts are stored
  31. int lastShown; //last shown line of text
  32. public:
  33. std::string alterTxt; //if it's not empty, this text is displayed
  34. std::string ingcAlter; //alternative text set by in-game console - very important!
  35. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  36. CBattleConsole();
  37. void showAll(SDL_Surface * to = 0) override;
  38. bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  39. void alterText(const std::string &text); //place string at alterTxt
  40. void eraseText(ui32 pos); //erases added text at position pos
  41. void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
  42. void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
  43. void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
  44. };
  45. /// Hero battle animation
  46. class CBattleHero : public CIntObject
  47. {
  48. void switchToNextPhase();
  49. public:
  50. bool flip; //false if it's attacking hero, true otherwise
  51. CDefHandler *dh, *flag; //animation and flag
  52. const CGHeroInstance * myHero; //this animation's hero instance
  53. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  54. int phase; //stage of animation
  55. int nextPhase; //stage of animation to be set after current phase is fully displayed
  56. int currentFrame, firstFrame, lastFrame; //frame of animation
  57. ui8 flagAnim, animCount; //for flag animation
  58. void show(SDL_Surface * to) override; //prints next frame of animation to to
  59. void setPhase(int newPhase); //sets phase of hero animation
  60. void clickLeft(tribool down, bool previousState) override; //call-in
  61. CBattleHero(const std::string &defName, bool filpG, PlayerColor player, const CGHeroInstance *hero, const CBattleInterface *owner); //c-tor
  62. ~CBattleHero(); //d-tor
  63. };
  64. /// Class which manages the battle options window
  65. class CBattleOptionsWindow : public CIntObject
  66. {
  67. private:
  68. CPicture * background;
  69. CButton * setToDefault, * exit;
  70. CToggleButton * viewGrid, * movementShadow, * mouseShadow;
  71. CToggleGroup * animSpeeds;
  72. std::vector<CLabel*> labels;
  73. public:
  74. CBattleOptionsWindow(const SDL_Rect &position, CBattleInterface *owner); //c-tor
  75. void bDefaultf(); //default button callback
  76. void bExitf(); //exit button callback
  77. };
  78. /// Class which is responsible for showing the battle result window
  79. class CBattleResultWindow : public CIntObject
  80. {
  81. private:
  82. CButton *exit;
  83. CPlayerInterface &owner;
  84. public:
  85. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CPlayerInterface &_owner); //c-tor
  86. ~CBattleResultWindow(); //d-tor
  87. void bExitf(); //exit button callback
  88. void activate() override;
  89. void show(SDL_Surface * to = 0) override;
  90. };
  91. /// Class which stands for a single hex field on a battlefield
  92. class CClickableHex : public CIntObject
  93. {
  94. private:
  95. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  96. public:
  97. ui32 myNumber; //number of hex in commonly used format
  98. bool accessible; //if true, this hex is accessible for units
  99. //CStack * ourStack;
  100. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  101. CBattleInterface * myInterface; //interface that owns me
  102. static Point getXYUnitAnim(BattleHex hexNum, const CStack * creature, CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  103. //for user interactions
  104. void hover (bool on) override;
  105. void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
  106. void clickLeft(tribool down, bool previousState) override;
  107. void clickRight(tribool down, bool previousState) override;
  108. CClickableHex();
  109. };
  110. /// Shows the stack queue
  111. class CStackQueue : public CIntObject
  112. {
  113. class StackBox : public CIntObject
  114. {
  115. public:
  116. CPicture * bg;
  117. CAnimImage * icon;
  118. const CStack *stack;
  119. bool small;
  120. void showAll(SDL_Surface * to) override;
  121. void setStack(const CStack *nStack);
  122. StackBox(bool small);
  123. };
  124. public:
  125. static const int QUEUE_SIZE = 10;
  126. const bool embedded;
  127. std::vector<const CStack *> stacksSorted;
  128. std::vector<StackBox *> stackBoxes;
  129. SDL_Surface * bg;
  130. CBattleInterface * owner;
  131. CStackQueue(bool Embedded, CBattleInterface * _owner);
  132. ~CStackQueue();
  133. void update();
  134. void showAll(SDL_Surface *to) override;
  135. void blitBg(SDL_Surface * to);
  136. };