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							- #ifndef __CPLAYERINTERFACE_H__
 
- #define __CPLAYERINTERFACE_H__
 
- #include "global.h"
 
- #include "CGameInterface.h"
 
- #include "SDL_framerate.h"
 
- #include <map>
 
- #include <list>
 
- #include <algorithm>
 
- #ifdef __GNUC__
 
- #define sprintf_s snprintf 
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #ifdef min
 
- #undef min
 
- #endif
 
- /*
 
-  * CPlayerInterface.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 CDefEssential;
 
- class AdventureMapButton;
 
- class CHighlightableButtonsGroup;
 
- class CDefHandler;
 
- struct HeroMoveDetails;
 
- class CDefEssential;
 
- class CGHeroInstance;
 
- class CAdvMapInt;
 
- class CCastleInterface;
 
- class CBattleInterface;
 
- class CStack;
 
- class SComponent;
 
- class CCreature;
 
- struct SDL_Surface;
 
- struct CPath;
 
- class CCreatureAnimation;
 
- class CSelectableComponent;
 
- class CCreatureSet;
 
- class CGObjectInstance;
 
- class CSlider;
 
- struct UpgradeInfo;
 
- template <typename T> struct CondSh;
 
- class CInGameConsole;
 
- class CGarrisonInt;
 
- namespace boost
 
- {
 
- 	class mutex;
 
- 	class recursive_mutex;
 
- };
 
- struct Point
 
- {
 
- 	int x, y;
 
- 	//constructors
 
- 	Point(){};
 
- 	Point(int X, int Y)
 
- 		:x(X),y(Y)
 
- 	{};
 
- 	Point(const int3 &a)
 
- 		:x(a.x),y(a.y)
 
- 	{}
 
- 	Point operator+(const Point &b) const
 
- 	{
 
- 		return Point(x+b.x,y+b.y);
 
- 	}
 
- 	Point& operator+=(const Point &b)
 
- 	{
 
- 		x += b.x;
 
- 		y += b.y;
 
- 		return *this;
 
- 	}
 
- 	Point operator-(const Point &b) const
 
- 	{
 
- 		return Point(x+b.x,y+b.y);
 
- 	}
 
- 	Point& operator-=(const Point &b)
 
- 	{
 
- 		x -= b.x;
 
- 		y -= b.y;
 
- 		return *this;
 
- 	}
 
- 	bool operator<(const Point &b) const //product order
 
- 	{
 
- 		return x < b.x   &&   y < b.y;
 
- 	}
 
- };
 
- struct Rect : public SDL_Rect
 
- {
 
- 	Rect()//default c-tor
 
- 	{
 
- 		x = y = w = h = -1;
 
- 	}
 
- 	Rect(int X, int Y, int W, int H) //c-tor
 
- 	{
 
- 		x = X;
 
- 		y = Y;
 
- 		w = W;
 
- 		h = H;
 
- 	}
 
- 	Rect(const SDL_Rect & r) //c-tor
 
- 	{
 
- 		x = r.x;
 
- 		y = r.y;
 
- 		w = r.w;
 
- 		h = r.h;
 
- 	}
 
- 	bool isIn(int qx, int qy) const //determines if given point lies inside rect
 
- 	{
 
- 		if (qx > x   &&   qx<x+w   &&   qy>y   &&   qy<y+h)
 
- 			return true;
 
- 		return false;
 
- 	}
 
- 	bool isIn(const Point &q) const //determines if given point lies inside rect
 
- 	{
 
- 		return isIn(q.x,q.y);
 
- 	}
 
- 	Point topLeft() const //top left corner of this rect
 
- 	{
 
- 		return Point(x,y);
 
- 	}
 
- 	Point topRight() const //top right corner of this rect
 
- 	{
 
- 		return Point(x+w,y);
 
- 	}
 
- 	Point bottomLeft() const //bottom left corner of this rect
 
- 	{
 
- 		return Point(x,y+h);
 
- 	}
 
- 	Point bottomRight() const //bottom right corner of this rect
 
- 	{
 
- 		return Point(x+w,y+h);
 
- 	}
 
- 	Rect operator+(const Rect &p) const //moves this rect by p's rect position
 
- 	{
 
- 		return Rect(x+p.x,y+p.y,w,h);
 
- 	}
 
- 	Rect operator+(const Point &p) const //moves this rect by p's point position
 
- 	{
 
- 		return Rect(x+p.x,y+p.y,w,h);
 
- 	}
 
- 	Rect& operator=(const Rect &p) //assignment operator
 
- 	{
 
- 		x = p.x;
 
- 		y = p.y;
 
- 		w = p.w;
 
- 		h = p.h;
 
- 		return *this;
 
- 	}
 
- 	Rect& operator+=(const Rect &p) //works as operator+
 
- 	{
 
- 		x += p.x;
 
- 		y += p.y;
 
- 		return *this;
 
- 	}
 
- 	Rect operator&(const Rect &p) const //rect intersection
 
- 	{
 
- 		bool intersect = true;
 
- 		if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
 
- 		{
 
- 			intersect = false;
 
- 		}
 
- 		if(intersect)
 
- 		{
 
- 			Rect ret;
 
- 			ret.x = std::max(this->x, p.x);
 
- 			ret.y = std::max(this->y, p.y);
 
- 			Point bR; //bottomRight point of returned rect
 
- 			bR.x = std::min(this->w+this->x, p.w+p.x);
 
- 			bR.y = std::min(this->h+this->y, p.h+p.y);
 
- 			ret.w = bR.x - ret.x;
 
- 			ret.h = bR.y - ret.y;
 
- 			return ret;
 
- 		}
 
- 		else
 
- 		{
 
- 			return Rect();
 
- 		}
 
- 	}
 
- };
 
- class IShowable
 
- {
 
- public:
 
- 	virtual void show(SDL_Surface * to)=0;
 
- 	virtual void showAll(SDL_Surface * to)
 
- 	{
 
- 		show(to);
 
- 	}
 
- 	virtual ~IShowable(){}; //d-tor
 
- };
 
- class IStatusBar
 
- {
 
- public:
 
- 	virtual ~IStatusBar(){}; //d-tor
 
- 	virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
 
- 	virtual void clear()=0;//clears statusbar and refreshes
 
- 	virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text)
 
- 	virtual std::string getCurrent()=0; //returns currently displayed text
 
- };
 
- class IActivable
 
- {
 
- public:
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- 	virtual ~IActivable(){}; //d-tor
 
- };
 
- class IShowActivable : public IShowable, public IActivable
 
- {
 
- public:
 
- 	enum {WITH_GARRISON = 1};
 
- 	int type; //bin flags using etype
 
- 	IShowActivable();
 
- 	virtual ~IShowActivable(){}; //d-tor
 
- };
 
- class CWindowWithGarrison : public IShowActivable
 
- {
 
- public:
 
- 	CGarrisonInt *garr;
 
- 	CWindowWithGarrison();
 
- };
 
- class CMainInterface : public IShowActivable
 
- {
 
- public:
 
- 	IShowActivable *subInt;
 
- };
 
- class CIntObject //interface object
 
- {
 
- public:
 
- 	Rect pos; //position of object on the screen
 
- 	int ID; //object uniqe ID, rarely (if at all) used
 
- 	//virtual bool isIn(int x, int y)
 
- 	//{
 
- 	//	return pos.isIn(x,y);
 
- 	//}
 
- 	virtual ~CIntObject(){}; //d-tor
 
- };
 
- class CSimpleWindow : public IShowActivable, public virtual CIntObject
 
- {
 
- public:
 
- 	SDL_Surface * bitmap; //background
 
- 	CIntObject * owner; //who made this window
 
- 	virtual void show(SDL_Surface * to);
 
- 	CSimpleWindow():bitmap(NULL),owner(NULL){}; //c-tor
 
- 	virtual ~CSimpleWindow(); //d-tor
 
- 	void activate(){};
 
- 	void deactivate(){};
 
- };
 
- class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
 
- {
 
- public:
 
- 	int bitmapOffset; //TODO: comment me
 
- 	int type; //advmapbutton=2 //TODO: comment me
 
- 	bool abs;//TODO: comment me
 
- 	bool active; //if true, this button is active and can be pressed
 
- 	bool notFreeButton; //TODO: comment me
 
- 	CIntObject * ourObj; // "owner"
 
- 	int state; //TODO: comment me
 
- 	std::vector< std::vector<SDL_Surface*> > imgs; //images for this button
 
- 	int curimg; //curently displayed image from imgs
 
- 	virtual void show(SDL_Surface * to);
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- 	CButtonBase(); //c-tor
 
- 	virtual ~CButtonBase(); //d-tor
 
- };
 
- class ClickableL : public virtual CIntObject  //for left-clicks
 
- {
 
- public:
 
- 	bool pressedL; //for determining if object is L-pressed
 
- 	ClickableL(); //c-tor
 
- 	virtual ~ClickableL();//{};//d-tor
 
- 	virtual void clickLeft (boost::logic::tribool down)=0;
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- class ClickableR : public virtual CIntObject //for right-clicks
 
- {
 
- public:
 
- 	bool pressedR; //for determining if object is R-pressed
 
- 	ClickableR(); //c-tor
 
- 	virtual ~ClickableR();//{};//d-tor
 
- 	virtual void clickRight (boost::logic::tribool down)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class Hoverable  : public virtual CIntObject
 
- {
 
- public:
 
- 	Hoverable() : hovered(false){} //c-tor
 
- 	virtual ~Hoverable();//{}; //d-tor
 
- 	bool hovered;  //for determining if object is hovered
 
- 	virtual void hover (bool on)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class KeyInterested : public virtual CIntObject
 
- {	
 
- public:
 
- 	bool captureAllKeys; //if true, only this object should get info about pressed keys
 
- 	KeyInterested(): captureAllKeys(false){}
 
- 	virtual ~KeyInterested();//{};//d-tor
 
- 	virtual void keyPressed(const SDL_KeyboardEvent & key)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- //class for binding keys to left mouse button clicks
 
- //classes wanting use it should have it as one of their base classes
 
- class KeyShortcut : public KeyInterested, public ClickableL
 
- {
 
- public:
 
- 	std::set<int> assignedKeys;
 
- 	KeyShortcut(){}; //c-tor
 
- 	KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
 
- 	KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
 
- 	virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
 
- };
 
- class MotionInterested: public virtual CIntObject
 
- {
 
- public:
 
- 	bool strongInterest; //if true - report all mouse movements, if not - only when hovered
 
- 	MotionInterested(){strongInterest=false;};
 
- 	virtual ~MotionInterested(){};//d-tor
 
- 	virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent)=0;
 
- 	virtual void activate()=0;
 
- 	virtual void deactivate()=0;
 
- };
 
- class TimeInterested: public virtual CIntObject
 
- {
 
- public:
 
- 	virtual ~TimeInterested(){}; //d-tor
 
- 	int toNextTick;
 
- 	virtual void tick()=0;
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- class CInfoWindow : public CSimpleWindow //text + comp. + ok button
 
- { //window able to delete its components when closed
 
- public:
 
- 	bool delComps; //whether comps will be deleted
 
- 	std::vector<AdventureMapButton *> buttons;
 
- 	std::vector<SComponent*> components;
 
- 	virtual void close();
 
- 	virtual void show(SDL_Surface * to);
 
- 	void activate();
 
- 	void deactivate();
 
- 	CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, bool delComps); //c-tor
 
- 	CInfoWindow(); //c-tor
 
- 	~CInfoWindow(); //d-tor
 
- };
 
- 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 IShowActivable, public ClickableR //popup displayed on R-click
 
- {
 
- public:
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- 	virtual void close();
 
- 	void clickRight (boost::logic::tribool down);
 
- 	virtual ~CRClickPopup(){}; //d-tor
 
- };
 
- 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
 
- 	CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
 
- 	void close();
 
- 	void show(SDL_Surface * to);
 
- 	CInfoPopup(){free=false;bitmap=NULL;} //default c-tor
 
- 	~CInfoPopup(){}; //d-tor
 
- };
 
- class SComponent : public ClickableR //common popup window component
 
- {
 
- public:
 
- 	enum Etype
 
- 	{
 
- 		primskill, secskill, resource, creature, artifact, experience, secskill44, spell, morale, luck
 
- 	} type; //component type
 
- 	int subtype; //TODO: comment me
 
- 	int val; //TODO: comment me
 
- 	std::string description; //r-click
 
- 	std::string subtitle; //TODO: comment me
 
- 	void init(Etype Type, int Subtype, int Val);
 
- 	SComponent(Etype Type, int Subtype, int Val); //c-tor
 
- 	SComponent(const Component &c); //c-tor
 
- 	SComponent(){}; //c-tor
 
- 	virtual ~SComponent(){}; //d-tor
 
- 	void clickRight (boost::logic::tribool down); //call-in
 
- 	virtual SDL_Surface * getImg();
 
- 	virtual void show(SDL_Surface * to);
 
- 	virtual void activate();
 
- 	virtual void deactivate();
 
- };
 
- class CCustomImgComponent :  public SComponent
 
- {
 
- public:
 
- 	SDL_Surface *bmp; //our image
 
- 	bool free; //should surface be freed on delete
 
- 	SDL_Surface * getImg();
 
- 	CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur); //c-tor
 
- 	~CCustomImgComponent(); //d-tor
 
- };
 
- class CSelectableComponent : public SComponent, public KeyShortcut
 
- {
 
- public:
 
- 	bool selected; //if true, this component is selected
 
- 	bool customB; //TODO: comment me
 
- 	SDL_Surface * border, *myBitmap;
 
- 	boost::function<void()> onSelect; //function called on selection change
 
- 	void clickLeft(boost::logic::tribool down); //call-in
 
- 	void init(SDL_Surface * Border);
 
- 	CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
 
- 	CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL); //c-tor
 
- 	~CSelectableComponent(); //d-tor
 
- 	virtual void show(SDL_Surface * to);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void select(bool on);
 
- 	SDL_Surface * getImg(); //returns myBitmap
 
- };
 
- class CGarrisonInt;
 
- class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
 
- {
 
- public:
 
- 	CGarrisonInt *owner;
 
- 	const CCreature * creature; //creature in slot
 
- 	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();
 
- 	void clickRight (boost::logic::tribool down);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
 
- 	~CGarrisonSlot(); //d-tor
 
- };
 
- class CGarrisonInt :public CIntObject
 
- {
 
- public:
 
- 	int interx, intery; //intervals between slots
 
- 	CGarrisonSlot *highlighted; //choosen slot
 
- 	SDL_Surface *&sur; //TODO: comment me
 
- 	int offx, offy, p2; //TODO: comment me
 
- 	bool ignoreEvent, update, active, splitting, pb;
 
- 	const CCreatureSet *set1; //top set of creatures
 
- 	const CCreatureSet *set2; //bottom set of creatures
 
- 	std::vector<CGarrisonSlot*> *sup, *sdown; //slots of upper and lower garrison
 
- 	const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	void activeteSlots();
 
- 	void deactiveteSlots();
 
- 	void deleteSlots();
 
- 	void createSlots();
 
- 	void recreateSlots();
 
- 	void splitClick(); //handles click on split button
 
- 	void splitStacks(int am2); //TODO: comment me
 
- 	CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *&pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL); //c-tor
 
- 	~CGarrisonInt(); //d-tor
 
- };
 
- class CPlayerInterface : public CGameInterface
 
- {
 
- public:
 
- 	//minor interfaces
 
- 	CondSh<bool> *showingDialog; //indicates if dialog box is displayed
 
- 	boost::recursive_mutex *pim;
 
- 	bool makingTurn; //if player is already making his turn
 
- 	//TODO: exclude to some kind Settings struct
 
- 	int heroMoveSpeed; //speed of player's hero movement
 
- 	void setHeroMoveSpeed(int newSpeed) {heroMoveSpeed = newSpeed;} //set for the member above
 
- 	int mapScrollingSpeed; //map scrolling speed
 
- 	void setMapScrollingSpeed(int newSpeed) {mapScrollingSpeed = newSpeed;} //set the member above
 
- 	SDL_Event * current; //current event
 
- 	//CMainInterface *curint;
 
- 	CAdvMapInt * adventureInt;
 
- 	CCastleInterface * castleInt; //NULL if castle window isn't opened
 
- 	CBattleInterface * battleInt; //NULL if no battle
 
- 	CInGameConsole * cingconsole;
 
- 	FPSmanager * mainFPSmng; //to keep const framerate
 
- 	IStatusBar *statusbar; //current statusbar - will be used to show hover tooltips
 
- 	
 
- 	CCallback * cb; //to communicate with engine
 
- 	const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL)
 
- 	std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
 
- 	std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
 
- 	void totalRedraw(); //forces total redraw (using showAll)
 
- 	void popInt(IShowActivable *top); //removes given interface from the top and activates next
 
- 	void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
 
- 	void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
 
- 	void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
 
- 	IShowActivable *topInt(); //returns top interface
 
- 	//GUI elements
 
- 	std::list<ClickableL*> lclickable;
 
- 	std::list<ClickableR*> rclickable;
 
- 	std::list<Hoverable*> hoverable;
 
- 	std::list<KeyInterested*> keyinterested;
 
- 	std::list<MotionInterested*> motioninterested;
 
- 	std::list<TimeInterested*> timeinterested;
 
- 	std::vector<IShowable*> objsToBlit;
 
- 	//overloaded funcs from CGameInterface
 
- 	void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
 
- 	void garrisonChanged(const CGObjectInstance * obj);
 
- 	void heroArtifactSetChanged(const CGHeroInstance* hero);
 
- 	void heroCreated(const CGHeroInstance* hero);
 
- 	void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
 
- 	void heroInGarrisonChange(const CGTownInstance *town);
 
- 	void heroKilled(const CGHeroInstance* hero);
 
- 	void heroMoved(const HeroMoveDetails & details);
 
- 	void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
 
- 	void heroManaPointsChanged(const CGHeroInstance * hero);
 
- 	void heroMovePointsChanged(const CGHeroInstance * hero);
 
- 	void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
 
- 	void receivedResource(int type, int val);
 
- 	void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID);
 
- 	//void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
 
- 	//void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
 
- 	void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
 
- 	void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
 
- 	void tileHidden(const std::set<int3> &pos); //called when given tiles become hidden under fog of war
 
- 	void tileRevealed(const std::set<int3> &pos); //called when fog of war disappears from given tiles
 
- 	void yourTurn();
 
- 	void availableCreaturesChanged(const CGTownInstance *town);
 
- 	void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
 
- 	void requestRealized(PackageApplied *pa);
 
- 	void serialize(COSer<CSaveFile> &h, const int version); //saving
 
- 	void serialize(CISer<CLoadFile> &h, const int version); //loading
 
- 	//for battles
 
- 	void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
 
- 	void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
 
- 	BattleAction activeStack(int stackID); //called when it's turn of that stack
 
- 	void battleAttack(BattleAttack *ba); //stack performs attack
 
- 	void battleEnd(BattleResult *br); //end of battle
 
- 	//void battleResultQuited();
 
- 	void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- 	void battleStackMoved(int ID, int dest, int distance, bool end);
 
- 	void battleSpellCasted(SpellCasted *sc);
 
- 	void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
 
- 	void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
 
- 	void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
 
- 	//-------------//
 
- 	bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
 
- 	void redrawHeroWin(const CGHeroInstance * hero);
 
- 	void updateWater();
 
- 	void showComp(SComponent comp); //TODO: comment me
 
- 	void openTownWindow(const CGTownInstance * town); //shows townscreen
 
- 	void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
 
- 	SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero
 
- 	void handleEvent(SDL_Event * sEvent);
 
- 	void handleKeyDown(SDL_Event *sEvent);
 
- 	void handleKeyUp(SDL_Event *sEvent);
 
- 	void handleMouseMotion(SDL_Event *sEvent);
 
- 	void init(ICallback * CB);
 
- 	int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
 
- 	void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID);
 
- 	void showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
 
- 	bool moveHero(const CGHeroInstance *h, CPath path);
 
- 	CPlayerInterface(int Player, int serial);//c-tor
 
- 	~CPlayerInterface();//d-tor
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serializeTempl(Handler &h, const int version);
 
- };
 
- 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 CList
 
- 	: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
 
- {
 
- 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
 
- 	boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
 
- 	CList(int Size = 5); //c-tor
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	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;
 
- };
 
- class CHeroList
 
- 	: public CList
 
- {
 
- public:
 
- 	CDefHandler *mobile, *mana; //mana and movement indicators
 
- 	std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
 
- 	int posmobx, posporx, posmanx, posmoby, pospory, posmany;
 
- 	CHeroList(int Size); //c-tor
 
- 	int getPosOfHero(const CArmedInstance* h); //hero's position on list
 
- 	void genList();
 
- 	void select(int which); //call-in
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent); //call-in
 
- 	void clickLeft(boost::logic::tribool down); //call-in
 
- 	void clickRight(boost::logic::tribool down); //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 redrawAllOne(int which); //not imeplemented
 
- 	void draw(SDL_Surface * to);
 
- 	void init();
 
- };
 
- class CTownList
 
- 	: public CList
 
- {
 
- public:
 
- 	boost::function<void()> fun; //function called on selection change
 
- 	std::vector<const CGTownInstance*> items; //towns on list
 
- 	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(boost::logic::tribool down);  //call-in
 
- 	void clickRight(boost::logic::tribool down); //call-in
 
- 	void hover (bool on);  //call-in
 
- 	void keyPressed (const SDL_KeyboardEvent & key);  //call-in
 
- 	void draw(SDL_Surface * to);
 
- };
 
- class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
 
- {
 
- public:
 
- 	CCreature *c; //which creature's picture
 
- 	bool big; //big => 100x130; !big => 100x120
 
- 	CCreatureAnimation *anim; //displayed animation
 
- 	CCreaturePic(CCreature *cre, bool Big=true); //c-tor
 
- 	~CCreaturePic(); //d-tor
 
- 	int blitPic(SDL_Surface *to, int x, int y, bool nextFrame); //prints creature on screen
 
- 	SDL_Surface * getPic(bool nextFrame); //returns frame of animation
 
- };
 
- class CRecrutationWindow : public IShowActivable, public ClickableL, public ClickableR
 
- {
 
- public:
 
- 	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
 
- 	void close();
 
- 	void Max();
 
- 	void Buy();
 
- 	void Cancel();
 
- 	void sliderMoved(int to);
 
- 	void clickLeft(boost::logic::tribool down);
 
- 	void clickRight(boost::logic::tribool down);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
 
- 	~CRecrutationWindow(); //d-tor
 
- };
 
- class CSplitWindow : public IShowActivable, public KeyInterested, public ClickableL
 
- {
 
- public:
 
- 	CGarrisonInt *gar;
 
- 	CSlider *slider;
 
- 	CCreaturePic *anim; //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(boost::logic::tribool down); //call-in
 
- 	void keyPressed (const SDL_KeyboardEvent & key); //call-in
 
- 	void sliderMoved(int to);
 
- };
 
- class CCreInfoWindow : public IShowActivable, public KeyInterested, public ClickableR
 
- {
 
- public:
 
- 	//bool active; //TODO: comment me
 
- 	int type;//0 - rclick popup; 1 - normal window
 
- 	SDL_Surface *bitmap; //background
 
- 	char anf; //animation counter
 
- 	std::string count; //creature count in text format
 
- 	boost::function<void()> dsm; //dismiss button callback
 
- 	CCreaturePic *anim; //related creature's animation
 
- 	CCreature *c; //related creature
 
- 	std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
 
- 	AdventureMapButton *dismiss, *upgrade, *ok;
 
- 	CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui); //c-tor
 
- 	~CCreInfoWindow(); //d-tor
 
- 	void activate();
 
- 	void close();
 
- 	void clickRight(boost::logic::tribool down); //call-in
 
- 	void dismissF();
 
- 	void keyPressed (const SDL_KeyboardEvent & key); //call-in
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- };
 
- class CLevelWindow : public IShowActivable, public CIntObject
 
- {
 
- public:
 
- 	int heroType;
 
- 	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 IShowable, public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface *bg; //background bitmap
 
- 	void show(SDL_Surface * to);
 
- 	CMinorResDataBar(); //c-tor
 
- 	~CMinorResDataBar(); //d-tor
 
- };
 
- class CMarketplaceWindow : public IShowActivable, public CIntObject
 
- {
 
- public:
 
- 	class CTradeableItem : public ClickableL
 
- 	{
 
- 	public:
 
- 		int type; //0 - res, 1 - artif big, 2 - artif small, 3 - player flag
 
- 		int id;
 
- 		bool left;
 
- 		CFunctionList<void()> callback;
 
- 		void activate();
 
- 		void deactivate();
 
- 		void show(SDL_Surface * to);
 
- 		void clickLeft(boost::logic::tribool down);
 
- 		SDL_Surface *getSurface();
 
- 		CTradeableItem(int Type, int ID, bool Left);
 
- 	};
 
- 	SDL_Surface *bg; //background
 
- 	std::vector<CTradeableItem*> left, right;
 
- 	std::vector<std::string> rSubs; //offer caption
 
- 	CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
 
- 	int mode,//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
 
- 		r1, r2; //suggested amounts of traded resources
 
- 	AdventureMapButton *ok, *max, *deal;
 
- 	CSlider *slider; //for choosing amount to be exchanged
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	void setMax();
 
- 	void sliderMoved(int to);
 
- 	void makeDeal();
 
- 	void selectionChanged(bool side); //true == left
 
- 	CMarketplaceWindow(int Mode=0); //c-tor
 
- 	~CMarketplaceWindow(); //d-tor
 
- 	void setMode(int mode); //mode setter
 
- 	void clear();
 
- };
 
- class CSystemOptionsWindow : public IShowActivable, public CIntObject
 
- {
 
- private:
 
- 	SDL_Surface * background; //background of window
 
- 	AdventureMapButton *load, *save, *restart, *mainMenu, * quitGame, * backToMap; //load, restart and main menu 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 activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- };
 
- class CTavernWindow : public IShowActivable, public CIntObject
 
- {
 
- public:
 
- 	class HeroPortrait : public ClickableL, public ClickableR, public Hoverable
 
- 	{
 
- 	public:
 
- 		std::string hoverName;
 
- 		vstd::assigner<int,int> as;
 
- 		const CGHeroInstance *h;
 
- 		void activate();
 
- 		void deactivate();
 
- 		void clickLeft(boost::logic::tribool down);
 
- 		void clickRight(boost::logic::tribool down);
 
- 		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
 
- 	SDL_Surface *bg; //background
 
- 	CStatusBar *bar; //tavern's internal status bar
 
- 	int selected;//0 (left) or 1 (right)
 
- 	AdventureMapButton *thiefGuild, *cancel, *recruit;
 
- 	CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip); //c-tor
 
- 	~CTavernWindow(); //d-tor
 
- 	void recruitb();
 
- 	void close();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- };
 
- class CInGameConsole : public IShowActivable, public KeyInterested
 
- {
 
- private:
 
- 	std::list< std::pair< std::string, int > > texts; //<text to show, time of add>
 
- 	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 CGarrisonWindow : public CWindowWithGarrison, public CIntObject
 
- {
 
- public:
 
- 	SDL_Surface *bg; //background surface
 
- 	AdventureMapButton *split, *quit;
 
- 	void close();
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down); //c-tor
 
- 	~CGarrisonWindow(); //d-tor
 
- };
 
- extern CPlayerInterface * LOCPLINT;
 
- #endif // __CPLAYERINTERFACE_H__
 
 
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