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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(){};
- };
- 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(){};
- };
- class IShowActivable : public IShowable, public IActivable
- {
- public:
- enum {WITH_GARRISON = 1};
- int type; //bin flags using etype
- IShowActivable();
- virtual ~IShowActivable(){};
- };
- 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;
- 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();//{};
- 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();//{};
- 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();//{};
- virtual void keyPressed(const SDL_KeyboardEvent & key)=0;
- virtual void activate()=0;
- virtual void deactivate()=0;
- };
- 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(){};
- 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); //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);
- 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();
- };
- 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; //TODO: comment me
- const CArmedInstance *oup, *odown; //TODO: comment me
- 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);
- //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, 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);
- void tileRevealed(const std::set<int3> &pos);
- 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;
- 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);
- 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; //TODO: comment me
- 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; //TODO: comment me
- std::string count; //creature count in text format
- boost::function<void()> dsm; //TODO: comment me
- CCreaturePic *anim;
- CCreature *c;
- 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; //TODO: comment me
- AdventureMapButton *ok, *max, *deal;
- CSlider *slider;
- 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;
- 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;
- 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;
- AdventureMapButton *split, *quit;
- void close();
- void activate();
- void deactivate();
- void show(SDL_Surface * to);
- CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down);
- ~CGarrisonWindow();
- };
- extern CPlayerInterface * LOCPLINT;
- #endif // __CPLAYERINTERFACE_H__
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