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- #pragma once
- #include "global.h"
- #include "CGameInterface.h"
- #include "SDL.h"
- #include "SDL_framerate.h"
- class CDefEssential;
- class CDefHandler;
- struct HeroMoveDetails;
- class CDefEssential;
- class CGHeroInstance;
- class CAdvMapInt;
- class CCastleInterface;
- class CStack;
- class IShowable
- {
- public:
- virtual void show(SDL_Surface * to = NULL)=0;
- };
- class IStatusBar
- {
- public:
- virtual ~IStatusBar(){}; //d-tor
- virtual void print(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 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 (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 (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 (SDL_KeyboardEvent & key)=0;
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- class MotionInterested: public virtual CIntObject
- {
- public:
- virtual ~MotionInterested(){};
- virtual void mouseMoved (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();
- };
- template <typename T> class CSCButton: public CButtonBase, public ClickableL //prosty guzik, ktory tylko zmienia obrazek
- {
- public:
- int3 posr; //position in the bitmap
- int state;
- T* delg;
- void(T::*func)(tribool);
- CSCButton(CDefHandler * img, CIntObject * obj, void(T::*poin)(tribool), T* Delg=NULL);
- void clickLeft (tribool down);
- void activate();
- void deactivate();
- void show(SDL_Surface * to = NULL);
- };
- class CInfoWindow : public CSimpleWindow //text + comp. + ok button
- { //okno usuwa swoje komponenty w chwili zamkniecia
- public:
- CSCButton<CInfoWindow> okb;
- std::vector<SComponent*> components;
- virtual void okClicked(tribool down);
- virtual void close();
- CInfoWindow();
- virtual ~CInfoWindow();
- };
- class CSelWindow : public CInfoWindow //component selection window
- { //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac
- public:
- void selectionChange(CSelectableComponent * to);
- void okClicked(tribool down);
- void close();
- CSelWindow(){};
- };
- class CRClickPopup : public IShowable, public ClickableR
- {
- public:
- virtual void activate();
- virtual void deactivate();
- virtual void close()=0;
- void clickRight (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
- } type;
- int subtype;
- int val;
- std::string description; //r-click
- std::string subtitle;
- SComponent(Etype Type, int Subtype, int Val);
- //SComponent(const & SComponent r);
-
- void clickRight (tribool down);
- virtual SDL_Surface * getImg();
- virtual void activate();
- virtual void deactivate();
- };
- class CSelectableComponent : public SComponent, public ClickableL
- {
- public:
- bool selected;
- bool customB;
- SDL_Surface * border, *myBitmap;
- CSelWindow * owner;
- void clickLeft(tribool down);
- CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner=NULL, SDL_Surface * Border=NULL);
- ~CSelectableComponent();
- 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
-
- virtual void hover (bool on);
- void clickRight (tribool down);
- void clickLeft(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);
- };
- class CGarrisonInt :public CIntObject
- {
- public:
- int interx, intery;
- CGarrisonSlot *highlighted;
- SDL_Surface *sur;
- int offx, offy;
- bool ignoreEvent, update;
- const CCreatureSet *set1;
- const CCreatureSet *set2;
- std::vector<CGarrisonSlot*> *sup, *sdown;
- const CGObjectInstance *oup, *odown;
- void activate();
- void deactivate();
- void show();
- void activeteSlots();
- void deactiveteSlots();
- void deleteSlots();
- void createSlots();
- void recreateSlots();
- CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CGObjectInstance *s1, const CGObjectInstance *s2=NULL);
- ~CGarrisonInt();
- };
- class CPlayerInterface : public CGameInterface
- {
- public:
- bool makingTurn;
- SDL_Event * current;
- IActivable *curint;
- CAdvMapInt * adventureInt;
- CCastleInterface * castleInt;
- FPSmanager * mainFPSmng;
- IStatusBar *statusbar;
- //TODO: town interace, battle interface, other interfaces
- CCallback * cb;
- std::vector<ClickableL*> lclickable;
- std::vector<ClickableR*> rclickable;
- std::vector<Hoverable*> hoverable;
- std::vector<KeyInterested*> keyinterested;
- std::vector<MotionInterested*> motioninterested;
- std::vector<TimeInterested*> timeinterested;
- std::vector<IShowable*> objsToBlit;
- SDL_Surface * hInfo, *tInfo;
- std::vector<std::pair<int, int> > slotsPos;
- CDefEssential *luck22, *luck30, *luck42, *luck82,
- *morale22, *morale30, *morale42, *morale82,
- *halls, *forts, *bigTownPic;
- std::map<int,SDL_Surface*> heroWins;
- std::map<int,SDL_Surface*> townWins;
- //overloaded funcs from Interface
- void yourTurn();
- void heroMoved(const HeroMoveDetails & details);
- void tileRevealed(int3 pos);
- void tileHidden(int3 pos);
- void heroKilled(const CGHeroInstance* hero);
- void heroCreated(const CGHeroInstance* hero);
- void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
- void receivedResource(int type, int val);
- void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID);
- void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
- void garrisonChanged(const CGObjectInstance * obj);
- //battles
- void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool 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 battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
- void actionStarted(Action action);//occurs BEFORE every action taken by any stack or by the hero
- void actionFinished(Action action);//occurs AFTER every action taken by any stack or by the hero
- void activeStack(int stackID); //called when it's turn of that stack
- void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner);
- //-------------//
- 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 //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
- 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 showInfoDialog(std::string text, std::vector<SComponent*> & components);
- void removeObjToBlit(IShowable* obj);
- SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
- SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
- SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
- CPlayerInterface(int Player, int serial);
- };
- 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(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;
- tribool pressed; //true=up; false=down; indeterminate=none
- CList(int Size = 5);
- void clickLeft(tribool down);
- void activate();
- void deactivate();
- virtual void mouseMoved (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);
- void genList();
- void select(int which);
- void mouseMoved (SDL_MouseMotionEvent & sEvent);
- void clickLeft(tribool down);
- void clickRight(tribool down);
- void hover (bool on);
- void keyPressed (SDL_KeyboardEvent & key);
- void updateHList();
- void updateMove(const CGHeroInstance* which); //draws move points bar
- void redrawAllOne(int which);
- void draw();
- void init();
- };
- template<typename T>
- class CTownList
- : public CList
- {
- public:
- T* owner;
- void(T::*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 (SDL_MouseMotionEvent & sEvent);
- void clickLeft(tribool down);
- void clickRight(tribool down);
- void hover (bool on);
- void keyPressed (SDL_KeyboardEvent & key);
- void draw();
- };
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