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- #ifndef __GUICLASSES_H__
- #define __GUICLASSES_H__
- #include "../global.h"
- #include "GUIBase.h"
- #include "FunctionList.h"
- #include <set>
- #include <list>
- #include <boost/thread/mutex.hpp>
- #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
- *
- */
- class CStackBasicDescriptor;
- class CBonusSystemNode;
- class CArtifact;
- 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 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 CResDataBar;
- struct SPuzzleInfo;
- class CGGarrison;
- class CStackInstance;
- class IMarket;
- class CTextBox;
- extern SDL_Color tytulowy, tlo, zwykly ;
- class CInfoWindow : public CSimpleWindow //text + comp. + ok button
- { //window able to delete its components when closed
- bool delComps; //whether comps will be deleted
- public:
- int ID; //for identification
- CTextBox *text;
- std::vector<AdventureMapButton *> buttons;
- std::vector<SComponent*> components;
- CSlider *slider;
- void setDelComps(bool DelComps);
- virtual void close();
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to);
- void sliderMoved(int to);
- CInfoWindow(std::string Text, int player, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, bool delComps); //c-tor
- CInfoWindow(); //c-tor
- ~CInfoWindow(); //d-tor
- static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
- static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<SComponent*> *components = NULL, bool DelComps = false);
- };
- class CSelWindow : public CInfoWindow //component selection window
- { //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, int 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
- };
- class CRClickPopup : public CIntObject //popup displayed on R-click
- {
- public:
- virtual void activate();
- virtual void deactivate();
- virtual void close();
- void clickRight(tribool down, bool previousState);
- CRClickPopup();
- virtual ~CRClickPopup(); //d-tor
- static void createAndPush(const std::string &txt);
- static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
- };
- class CRClickPopupInt : public CRClickPopup //popup displayed on R-click
- {
- public:
- IShowActivable *inner;
- bool delInner;
- void show(SDL_Surface * to);
- CRClickPopupInt(IShowActivable *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
- };
- class SComponent : public virtual CIntObject //common popup window component
- {
- public:
- enum Etype
- {
- primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck, building, hero, flag
- } type; //component type
- int subtype; //TODO: comment me
- int val; //TODO: comment me
- std::string description; //r-click
- std::string subtitle; //TODO: comment me
- SDL_Surface *img; //our image
- bool free; //should surface be freed on delete
-
- SDL_Surface * setSurface(std::string defName, int imgPos);
- void init(Etype Type, int Subtype, int Val);
- SComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur=NULL, bool freeSur=false); //c-tor
- SComponent(const Component &c); //c-tor
- SComponent(){}; //c-tor
- virtual ~SComponent(); //d-tor
- void clickRight(tribool down, bool previousState); //call-in
- SDL_Surface * getImg();
- virtual void show(SDL_Surface * to);
- virtual void activate();
- virtual void deactivate();
- };
- class CSelectableComponent : public SComponent, public KeyShortcut
- {
- public:
- bool selected; //if true, this component is selected
- boost::function<void()> onSelect; //function called on selection change
- void clickLeft(tribool down, bool previousState); //call-in
- void init();
- CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0); //c-tor
- CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0); //c-tor
- ~CSelectableComponent(); //d-tor
- virtual void show(SDL_Surface * to);
- void activate();
- void deactivate();
- void select(bool on);
- };
- class CGarrisonInt;
- class CGarrisonSlot : public CIntObject
- {
- public:
- int ID; //for identification
- CGarrisonInt *owner;
- const CStackInstance *myStack; //NULL if slot is empty
- const CCreature *creature;
- int count; //number of creatures
- int upg; //0 - up garrison, 1 - down garrison
- bool active; //TODO: comment me
- virtual void hover (bool on); //call-in
- const CArmedInstance * getObj();
- bool our();
- void clickRight(tribool down, bool previousState);
- void clickLeft(tribool down, bool previousState);
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CStackInstance * Creature=NULL);
- ~CGarrisonSlot(); //d-tor
- };
- class CGarrisonInt :public CIntObject
- {
- public:
- int interx; //space between slots
- Point garOffset, //offset between garrisons (not used if only one hero)
- surOffset; //offset between garrison position on the bg surface and position on the screen
- CGarrisonSlot *highlighted; //chosen slot
- std::vector<AdventureMapButton *> splitButtons; //may be empty if no buttons
- SDL_Surface *&sur; //bg surface
- int p2, //TODO: comment me
- shiftPos;//1st slot of the second row, set shiftPoint for effect
- bool splitting, pb,
- smallIcons, //true - 32x32 imgs, false - 58x64
- removableUnits,//player can remove units from up
- twoRows,//slots will be placed in 2 rows
- ourUp,ourDown;//player owns up or down army
- 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 *oup, *odown; //upper and lower garrisons (heroes or towns)
- void addSplitBtn(AdventureMapButton * button);
- void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
-
- void activate();
- void createSlots();
- void deleteSlots();
- void recreateSlots();
- void splitClick(); //handles click on split button
- void splitStacks(int am2); //TODO: comment me
- //x, y - position; inx - distance between slots; pomsur - background surface, SurOffset - ?; 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, 2nd = 3)
- 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
- ~CGarrisonInt(); //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(SDL_Surface * to); //shows statusbar (with current text)
- std::string getCurrent(); //getter for current
- };
- class CLabel
- : public virtual CIntObject
- {
- public:
- EAlignment alignment;
- EFonts font;
- SDL_Color color;
- std::string text;
- CPicture *bg;
- bool autoRedraw; //whether control will redraw itself on setTxt
- Point textOffset; //text will be blitted at pos + textOffset with appropriate alignment
- bool ignoreLeadingWhitespace;
- virtual void setTxt(const std::string &Txt);
- void showAll(SDL_Surface * to); //shows statusbar (with current text)
- CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly, const std::string &Text = "");
- };
- //a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
- class CTextBox
- : public CLabel
- {
- public:
- int maxW; //longest line of text in px
- int maxH; //total height needed to print all lines
- int sliderStyle;
- bool redrawParentOnScrolling;
- std::vector<std::string> lines;
- CSlider *slider;
- //CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
- CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = zwykly);
- void showAll(SDL_Surface * to); //shows statusbar (with current text)
- void setTxt(const std::string &Txt);
- void setBounds(int limitW, int limitH);
- void recalculateLines(const std::string &Txt);
- void sliderMoved(int to);
- };
- class CGStatusBar
- : public CLabel, public IStatusBar
- {
- void init();
- public:
- IStatusBar *oldStatusBar;
- //statusbar interface overloads
- void print(const std::string & Text); //prints text and refreshes statusbar
- void clear();//clears statusbar and refreshes
- std::string getCurrent(); //returns currently displayed text
- void show(SDL_Surface * to); //shows statusbar (with current text)
- CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly, const std::string &Text = "");
- CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = zwykly); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
- CGStatusBar(int x, int y, std::string name, int maxw=-1);
- ~CGStatusBar();
- void calcOffset();
- };
- class CFocusable
- : public virtual CIntObject
- {
- public:
- bool focus; //only one focusable control can have focus at one moment
- void giveFocus(); //captures focus
- void moveFocus(); //moves focus to next active control (may be used for tab switching)
- static std::list<CFocusable*> focusables; //all existing objs
- static CFocusable *inputWithFocus; //who has focus now
- CFocusable();
- ~CFocusable();
- };
- class CTextInput
- : public CLabel, public CFocusable
- {
- public:
- CFunctionList<void(const std::string &)> cb;
- void setText(const std::string &nText, bool callCb = false);
- CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
- CTextInput(const Rect &Pos, SDL_Surface *srf = NULL);
- ~CTextInput();
- void showAll(SDL_Surface * to);
- void clickLeft(tribool down, bool previousState);
- void keyPressed(const SDL_KeyboardEvent & key);
- };
- class CList : public CIntObject
- {
- public:
- SDL_Surface * bg; //background bitmap
- CDefHandler *arrup, *arrdo; //button arrows for scrolling list
- 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; //size of list
- tribool pressed; //true=up; false=down; indeterminate=none
- CList(int Size = 5); //c-tor
- void clickLeft(tribool down, bool previousState);
- void activate();
- void deactivate();
- virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0; //call-in
- virtual void genList()=0;
- virtual void select(int which)=0;
- virtual void draw(SDL_Surface * to)=0;
- virtual int size() = 0; //how many elements do we have
- void fixPos(); //scrolls list, so the selection will be visible
- };
- class CHeroList
- : public CList
- {
- public:
- CDefHandler *mobile, *mana; //mana and movement indicators
- int posmobx, posporx, posmanx, posmoby, pospory, posmany;
- CHeroList(int Size); //c-tor
- int getPosOfHero(const CGHeroInstance* h); //hero's position on list
- void genList();
- void select(int which); //call-in
- void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
- void clickLeft(tribool down, bool previousState); //call-in
- void clickRight(tribool down, bool previousState); //call-in
- void hover (bool on); //call-in
- void keyPressed (const SDL_KeyboardEvent & key); //call-in
- void updateHList(const CGHeroInstance *toRemove=NULL); //removes specific hero from the list or recreates it
- void updateMove(const CGHeroInstance* which); //draws move points bar
- void draw(SDL_Surface * to);
- void show(SDL_Surface * to);
- void init();
- int size(); //how many elements do we have
- };
- class CTownList
- : public CList
- {
- public:
- boost::function<void()> fun; //function called on selection change
- int posporx,pospory;
- CTownList(int Size, int x, int y, std::string arrupg, std::string arrdog); //c-tor
- ~CTownList(); //d-tor
- void genList();
- void select(int which); //call-in
- void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
- void clickLeft(tribool down, bool previousState); //call-in
- void clickRight(tribool down, bool previousState); //call-in
- void hover (bool on); //call-in
- void keyPressed (const SDL_KeyboardEvent & key); //call-in
- void draw(SDL_Surface * to);
- void show(SDL_Surface * to);
- int size(); //how many elements do we have
- };
- class CCreaturePic : public CIntObject //draws picture with creature on background, use Animated=true to get animation
- {
- private:
- const CCreature *c; //which creature's picture
- bool big; //big => 100x130; !big => 100x120
- CCreatureAnim *anim; //displayed animation
-
- public:
- CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
- ~CCreaturePic(); //d-tor
- void show(SDL_Surface *to); //prints creature on screen
-
- };
- class CRecruitmentWindow : public CIntObject
- {
- public:
- static const int SPACE_BETWEEN = 18;
- static const int CREATURE_WIDTH = 102;
- static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
- struct creinfo
- {
- SDL_Rect pos;
- CCreaturePic *pic; //creature's animation
- 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; //recruitable creatures
- boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
- CSlider *slider; //for selecting amount
- AdventureMapButton *max, *buy, *cancel;
- SDL_Surface *bitmap; //background
- CStatusBar *bar;
- int which; //which creature is active
- const CGDwelling *dwelling;
- int level;
- const CArmedInstance *dst;
- void close();
- void Max();
- void Buy();
- void Cancel();
- void sliderMoved(int to);
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to){show(to);};
- void cleanCres();
- void initCres();
- CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
- ~CRecruitmentWindow(); //d-tor
- };
- class CSplitWindow : public CIntObject
- {
- public:
- CGarrisonInt *gar;
- CSlider *slider;
- CCreaturePic *animLeft, *animRight; //creature's animation
- AdventureMapButton *ok, *cancel;
- SDL_Surface *bitmap; //background
- int a1, a2, c; //TODO: comment me
- bool which; //which creature is selected
- int last; //0/1/2 - at least one creature must be in the src/dst/both stacks; -1 - no restrictions
- CSplitWindow(int cid, int max, CGarrisonInt *Owner, int Last = -1, int val=0); //c-tor; val - initial amount of second stack
- ~CSplitWindow(); //d-tor
- void activate();
- void split();
- void close();
- void deactivate();
- void show(SDL_Surface * to);
- void clickLeft(tribool down, bool previousState); //call-in
- void keyPressed (const SDL_KeyboardEvent & key); //call-in
- void sliderMoved(int to);
- };
- class CLevelWindow : public CIntObject
- {
- public:
- int heroPortrait;
- SDL_Surface *bitmap; //background
- 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); //c-tor
- ~CLevelWindow(); //d-tor
- void activate();
- void deactivate();
- void selectionChanged(unsigned to);
- void show(SDL_Surface * to);
- };
- 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
- };
- class CObjectListWindow : public CIntObject
- {
- public:
- boost::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
- std::string title,descr;//text for title and description
- CPicture *bg; //background
- CSlider *slider;
- CPicture *titleImage;//title image (castle gate\town portal picture)
- AdventureMapButton *ok, *exit;
- std::vector<Rect> areas;//areas for each visible item
- std::vector<int> items;//id of all items present in list
- int selected;//currently selected item
- int length;//size of list (=9)
- bool init;//true = initialization completed
- /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
- CObjectListWindow(const std::vector<int> &_items, CPicture * titlePic, std::string _title, std::string _descr,
- boost::function<void(int)> Callback, int initState=-1); //c-tor
- ~CObjectListWindow(); //d-tor
- void elementSelected();//call callback and exit
- void moveList(int which);//called when slider moves
- void clickLeft(tribool down, bool previousState); //call-in
- void keyPressed (const SDL_KeyboardEvent & key); //call-in
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to);
- };
- class CTradeWindow : public CIntObject //base for markets and altar of sacrifice
- {
- public:
- enum EType
- {
- RESOURCE, PLAYER, ARTIFACT, CREATURE, CREATURE_PLACEHOLDER,ARTIFACT_PLACEHOLDER
- };
- class CTradeableItem : public CIntObject
- {
- public:
- EType type;
- int id;
- int serial;
- bool left;
- std::string subtitle; //empty if default
- CFunctionList<void()> callback;
- bool downSelection;
- void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to);
- void clickRight(tribool down, bool previousState);
- void hover (bool on);
- void showAll(SDL_Surface * to);
- void clickLeft(tribool down, bool previousState);
- SDL_Surface *getSurface();
- std::string getName(int number = -1) const;
- CTradeableItem(EType Type, int ID, bool Left, int Serial);
- };
- const IMarket *market;
- const CGHeroInstance *hero;
- CPicture *bg; //background
- 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 mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
- AdventureMapButton *ok, *max, *deal;
- CSlider *slider; //for choosing amount to be exchanged
- bool readyToTrade;
- CTradeWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c
- void showAll(SDL_Surface * to);
- 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 Mode); //mode setter
- 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 M) const;
- 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 Mode = 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
- {
- public:
- CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, 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;
- AdventureMapButton *sacrificeAll, *sacrificeBackpack;
- CLabel *expToLevel, *expOnAltar;
- void selectionChanged(bool side); //true == left
- void SacrificeAll();
- void SacrificeBackpack();
- void putOnAltar(int backpackIndex);
- bool putOnAltar(CTradeableItem* altarSlot, int artID);
- void makeDeal();
- void showAll(SDL_Surface * to);
- 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(int slotID, CTradeableItem* altarSlot, int artID);
- };
- class CSystemOptionsWindow : public CIntObject
- {
- private:
- SDL_Surface * background; //background of window
- AdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
- CHighlightableButtonsGroup * heroMoveSpeed;
- CHighlightableButtonsGroup * mapScrollSpeed;
- CHighlightableButtonsGroup * musicVolume, * effectsVolume;
- public:
- CSystemOptionsWindow(const SDL_Rect & pos, CPlayerInterface * owner); //c-tor
- ~CSystemOptionsWindow(); //d-tor
- //functions bound to buttons
- void bsavef(); //save game
- void bquitf(); //quit game
- void breturnf(); //return to game
- void bmainmenuf(); //return to main menu
- void pushSDLEvent(int type, int usercode);
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- };
- class CTavernWindow : public CIntObject
- {
- public:
- class HeroPortrait : public CIntObject
- {
- public:
- std::string hoverName;
- vstd::assigner<int,int> as;
- 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);
- void show(SDL_Surface * to);
- } *h1, *h2; //recruitable heroes
- CPicture *bg; //background
- CGStatusBar *bar; //tavern's internal status bar
- int selected;//0 (left) or 1 (right)
- int oldSelected;//0 (left) or 1 (right)
- AdventureMapButton *thiefGuild, *cancel, *recruit;
- const CGObjectInstance *tavernObj;
- CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
- ~CTavernWindow(); //d-tor
- void recruitb();
- void close();
- void thievesguildb();
- void show(SDL_Surface * to);
- };
- 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 activate();
- void deactivate();
- void show(SDL_Surface * to);
- 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
- };
- class HoverableArea: public virtual CIntObject
- {
- public:
- std::string hoverText;
- virtual void hover (bool on);
- HoverableArea();
- virtual ~HoverableArea();
- };
- class LRClickableAreaWText: public HoverableArea
- {
- public:
- std::string text;
- LRClickableAreaWText();
- LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = "");
- virtual ~LRClickableAreaWText();
- void init();
- virtual void clickLeft(tribool down, bool previousState);
- virtual void clickRight(tribool down, bool previousState);
- };
- class LRClickableAreaWTextComp: public LRClickableAreaWText
- {
- public:
- int baseType;
- int bonusValue, type;
- virtual void clickLeft(tribool down, bool previousState);
- LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
- };
- class MoraleLuckBox : public LRClickableAreaWTextComp
- {
- public:
- bool morale; //true if morale, false if luck
-
- void set(const CBonusSystemNode *node);
- void showAll(SDL_Surface * to);
- MoraleLuckBox(bool Morale, const Rect &r);
- ~MoraleLuckBox();
- };
- class CHeroArea: public CIntObject
- {
- public:
- const CGHeroInstance * hero;
-
- CHeroArea(int x, int y, const CGHeroInstance * _hero);
-
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void hover(bool on);
- void showAll(SDL_Surface * to);
- };
- class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
- {
- public:
- const CGTownInstance * town;
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- LRClickableAreaOpenTown();
- };
- class CCreInfoWindow : public CIntObject
- {
- public:
- //bool active; //TODO: comment me
- int type;//0 - rclick popup; 1 - normal window
- CPicture *bitmap; //background
- std::string count; //creature count in text format
- boost::function<void()> dsm; //dismiss button callback
- CCreaturePic *anim; //related creature's animation
- const CCreature *c; //related creature
- std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
- MoraleLuckBox *luck, *morale;
- AdventureMapButton *dismiss, *upgrade, *ok;
- CCreInfoWindow(const CStackInstance &st, int Type = 0, boost::function<void()> Upg = 0, boost::function<void()> Dsm = 0, UpgradeInfo *ui = NULL); //c-tor
- CCreInfoWindow(const CStack &st, int Type = 0); //c-tor
- CCreInfoWindow(int Cid, int Type, int creatureCount); //c-tor
- void init(const CCreature *cre, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner, int creatureCount);
- void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
- ~CCreInfoWindow(); //d-tor
- void activate();
- void close();
- void clickRight(tribool down, bool previousState); //call-in
- void dismissF();
- void keyPressed (const SDL_KeyboardEvent & key); //call-in
- void deactivate();
- void show(SDL_Surface * to);
- };
- namespace Arts
- {
- enum EPos
- {
- PRE_FIRST = -1,
- HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
- MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5,
- AFTER_LAST
- };
- }
- class CArtPlace: public LRClickableAreaWTextComp
- {
- public:
- int slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
- bool marked;
- bool selectedNo;
- CArtifactsOfHero * ourOwner;
- const CArtifact * ourArt;
- CArtPlace(const CArtifact * Art); //c-tor
- void clickLeft(tribool down, bool previousState);
- void clickRight(tribool down, bool previousState);
- void select ();
- void deselect ();
- void activate();
- void deactivate();
- void showAll(SDL_Surface * to);
- bool fitsHere (const CArtifact * art) const; //returns true if given artifact can be placed here
- bool locked () const;
- void userSelectedNo ();
- ~CArtPlace(); //d-tor
- };
- class CArtifactsOfHero : public CIntObject
- {
- CGHeroInstance * curHero; //local copy of hero on which we operate
- 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
- {
- std::set<CArtifactsOfHero *> participants; // Needed to mark slots.
- const CArtifact * srcArtifact; // Held artifact.
- const CArtifactsOfHero * srcAOH; // Following two needed to uniquely identify the source.
- int srcSlotID; //
- const CArtifactsOfHero * destAOH; // For swapping. (i.e. changing what is held)
- int destSlotID; // Needed to determine what kind of action was last taken in setHero
- const CArtifact * destArtifact; // For swapping.
- 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.
- AdventureMapButton * leftArtRoll, * rightArtRoll;
- bool allowedAssembling;
- std::multiset<int> artifactsOnAltar; //artifacts id that are technically present in backpack but in GUI are moved to the altar - they'll be ommited in backpack slots
- void setHero(const CGHeroInstance * hero);
- 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 CArtifact* art);
- void unmarkSlots(bool withRedraw = true);
- void setSlotData (CArtPlace* artPlace, int slotID);
- void eraseSlotData (CArtPlace* artPlace, int slotID);
- CArtifactsOfHero(const Point& position, bool createCommonPart = false); //c-tor
- ~CArtifactsOfHero(); //d-tor
- void updateParentWindow();
- friend class CArtPlace;
- };
- class CGarrisonWindow : public CWindowWithGarrison
- {
- public:
- SDL_Surface *bg; //background surface
- AdventureMapButton *quit;
- void close();
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to){show(to);};
- CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
- ~CGarrisonWindow(); //d-tor
- };
- class CExchangeWindow : public CWindowWithGarrison
- {
- CStatusBar * ourBar; //internal statusbar
- SDL_Surface *bg; //background
- AdventureMapButton * quit, * questlogButton[2];
- std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
- MoraleLuckBox *morale[2], *luck[2];
- LRClickableAreaWText *speciality[2];
- LRClickableAreaWText *experience[2];
- LRClickableAreaWText *spellPoints[2];
- CHeroArea *portrait[2];
- public:
- const CGHeroInstance * heroInst[2];
- CArtifactsOfHero * artifs[2];
- void close();
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
- void prepareBackground(); //prepares or redraws bg
- CExchangeWindow(si32 hero1, si32 hero2); //c-tor
- ~CExchangeWindow(); //d-tor
- };
- class CShipyardWindow : public CIntObject
- {
- public:
- CStatusBar *bar;
- SDL_Surface *bg; //background
- AdventureMapButton *build, *quit;
- unsigned char frame; //frame of the boat animation
- int boat; //which boat graphic should be used
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const boost::function<void()> &onBuy);
- ~CShipyardWindow();
- };
- class CPuzzleWindow : public CIntObject
- {
- private:
- SDL_Surface * background;
- AdventureMapButton * quitb;
- CResDataBar * resdatabar;
- std::vector<std::pair<SDL_Surface *, SPuzzleInfo *> > puzzlesToPullBack;
- ui8 animCount;
- public:
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- CPuzzleWindow(const int3 &grailPos, float discoveredRatio);
- ~CPuzzleWindow();
- };
- class CTransformerWindow : public CIntObject
- {
- 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;
- void move();
- void showAll(SDL_Surface * to);
- void clickLeft(tribool down, bool previousState);
- CItem(CTransformerWindow * _parent, int _size, int _id);
- ~CItem();
- };
- 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
- CPicture *bg; //background
- std::vector<CItem*> items;
- AdventureMapButton *all, *convert, *cancel;
- CGStatusBar *bar;
- void showAll(SDL_Surface * to);
- void makeDeal();
- void addAll();
- CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
- ~CTransformerWindow(); //d-tor
- };
- class CUniversityWindow : public CIntObject
- {
- class CItem : public CPicture
- {
- public:
- int ID;//id of selected skill
- CUniversityWindow * parent;
- void showAll(SDL_Surface * to);
- 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
- CPicture *bg; //background
- std::vector<CItem*> items;
- AdventureMapButton *cancel;
- CGStatusBar *bar;
- CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
- ~CUniversityWindow(); //d-tor
- };
- class CUnivConfirmWindow : public CIntObject//Confirmation window for University
- {
- public:
- CUniversityWindow * parent;
- CPicture * bg;
- CGStatusBar *bar;
- AdventureMapButton *confirm, *cancel;
- CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
- void makeDeal(int skill);
- };
- class CHillFortWindow : public CWindowWithGarrison
- {
- public:
- int slotsCount;//=7;
- CGStatusBar * bar;
- CDefEssential *resources;
- CPicture *bg; //background surface
- CHeroArea *heroPic;//clickable hero image
- AdventureMapButton *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<std::map<int,int> > costs;// costs [slot ID] [resource ID] = resource count for upgrade
- std::vector<int> totalSumm; // totalSum[resource ID] = value
- CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
- ~CHillFortWindow(); //d-tor
- void activate();
- void showAll (SDL_Surface *to);
- std::string getDefForSlot(int slot);//return def name for this slot
- std::string getTextForSlot(int slot);//return hover text for this slot
- void makeDeal(int slot);//-1 for upgrading all creatures
- int getState(int slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
- void updateGarrisons();//update buttons after garrison changes
- };
- class CThievesGuildWindow : public CIntObject
- {
- const CGObjectInstance * owner;
- CGStatusBar * statusBar;
- AdventureMapButton * exitb;
- SDL_Surface * background;
- CMinorResDataBar * resdatabar;
- public:
- void activate();
- void show(SDL_Surface * to);
- void bexitf();
- CThievesGuildWindow(const CGObjectInstance * _owner);
- ~CThievesGuildWindow();
- };
- #endif //__GUICLASSES_H__
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