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- /*
- * CPreGame.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
- *
- */
- #pragma once
- #include "../lib/StartInfo.h"
- #include "../lib/FunctionList.h"
- #include "../lib/mapping/CMapInfo.h"
- #include "../lib/rmg/CMapGenerator.h"
- #include "windows/CWindowObject.h"
- class CMapInfo;
- class CMusicHandler;
- class CMapHeader;
- class CCampaignHeader;
- class CTextInput;
- class CCampaign;
- class CGStatusBar;
- class CTextBox;
- class CCampaignState;
- class CConnection;
- class JsonNode;
- class CMapGenOptions;
- class CRandomMapTab;
- struct CPackForSelectionScreen;
- struct PlayerInfo;
- class CMultiLineLabel;
- class CToggleButton;
- class CToggleGroup;
- class CTabbedInt;
- class IImage;
- class CAnimation;
- class CAnimImage;
- class CButton;
- class CLabel;
- class CSlider;
- namespace boost
- {
- class thread;
- class recursive_mutex;
- }
- enum ESortBy
- {
- _playerAm,
- _size,
- _format,
- _name,
- _viccon,
- _loscon,
- _numOfMaps,
- _fileName
- }; //_numOfMaps is for campaigns
- /// Class which handles map sorting by different criteria
- class mapSorter
- {
- public:
- ESortBy sortBy;
- bool operator()(const CMapInfo * aaa, const CMapInfo * bbb);
- mapSorter(ESortBy es)
- : sortBy(es){};
- };
- /// The main menu screens listed in the EState enum
- class CMenuScreen : public CIntObject
- {
- const JsonNode & config;
- CTabbedInt * tabs;
- CPicture * background;
- std::vector<CPicture *> images;
- CIntObject * createTab(size_t index);
- public:
- std::vector<std::string> menuNameToEntry;
- enum EState //where are we?
- {
- mainMenu,
- newGame,
- loadGame,
- campaignMain,
- saveGame,
- scenarioInfo,
- campaignList
- };
- enum EGameMode
- {
- SINGLE_PLAYER = 0,
- MULTI_HOT_SEAT,
- MULTI_NETWORK_HOST,
- MULTI_NETWORK_GUEST,
- SINGLE_CAMPAIGN
- };
- CMenuScreen(const JsonNode & configNode);
- void showAll(SDL_Surface * to) override;
- void show(SDL_Surface * to) override;
- void activate() override;
- void deactivate() override;
- void switchToTab(size_t index);
- };
- class CMenuEntry : public CIntObject
- {
- std::vector<CPicture *> images;
- std::vector<CButton *> buttons;
- CButton * createButton(CMenuScreen * parent, const JsonNode & button);
- public:
- CMenuEntry(CMenuScreen * parent, const JsonNode & config);
- };
- class CreditsScreen : public CIntObject
- {
- int positionCounter;
- CMultiLineLabel * credits;
- public:
- CreditsScreen();
- void show(SDL_Surface * to) override;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- };
- /// Implementation of the chat box
- class CChatBox : public CIntObject
- {
- public:
- CTextBox * chatHistory;
- CTextInput * inputBox;
- CChatBox(const Rect & rect);
- void keyPressed(const SDL_KeyboardEvent & key) override;
- void addNewMessage(const std::string & text);
- };
- class InfoCard : public CIntObject
- {
- CAnimImage * victory, * loss, * sizes;
- std::shared_ptr<CAnimation> sFlags;
- public:
- CPicture * bg;
- bool network;
- bool chatOn; //if chat is shown, then description is hidden
- CTextBox * mapDescription;
- CChatBox * chat;
- CPicture * playerListBg;
- CToggleGroup * difficulty;
- void changeSelection(const CMapInfo * to);
- void showAll(SDL_Surface * to) override;
- void clickRight(tribool down, bool previousState) override;
- void showTeamsPopup();
- void toggleChat();
- void setChat(bool activateChat);
- InfoCard(bool Network = false);
- ~InfoCard();
- };
- /// The selection tab which is shown at the map selection screen
- class SelectionTab : public CIntObject
- {
- private:
- std::shared_ptr<CAnimation> formatIcons;
- void parseMaps(const std::unordered_set<ResourceID> & files);
- void parseGames(const std::unordered_set<ResourceID> & files, CMenuScreen::EGameMode gameMode);
- std::unordered_set<ResourceID> getFiles(std::string dirURI, int resType);
- void parseCampaigns(const std::unordered_set<ResourceID> & files);
- CMenuScreen::EState tabType;
- public:
- int positions; //how many entries (games/maps) can be shown
- CPicture * bg; //general bg image
- CSlider * slider;
- std::vector<CMapInfo> allItems;
- std::vector<CMapInfo *> curItems;
- size_t selectionPos;
- std::function<void(CMapInfo *)> onSelect;
- ESortBy sortingBy;
- ESortBy generalSortingBy;
- bool ascending;
- CTextInput * txt;
- void filter(int size, bool selectFirst = false); //0 - all
- void select(int position); //position: <0 - positions> position on the screen
- void selectAbs(int position); //position: absolute position in curItems vector
- int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none
- void sliderMove(int slidPos);
- void sortBy(int criteria);
- void sort();
- void printMaps(SDL_Surface * to);
- int getLine();
- void selectFName(std::string fname);
- const CMapInfo * getSelectedMapInfo() const;
- void showAll(SDL_Surface * to) override;
- void clickLeft(tribool down, bool previousState) override;
- void keyPressed(const SDL_KeyboardEvent & key) override;
- void onDoubleClick() override;
- SelectionTab(CMenuScreen::EState Type, const std::function<void(CMapInfo *)> & OnSelect, CMenuScreen::EGameMode GameMode = CMenuScreen::SINGLE_PLAYER);
- ~SelectionTab();
- };
- /// The options tab which is shown at the map selection phase.
- class OptionsTab : public CIntObject
- {
- CPicture * bg;
- public:
- enum SelType
- {
- TOWN,
- HERO,
- BONUS
- };
- struct CPlayerSettingsHelper
- {
- const PlayerSettings & settings;
- const SelType type;
- CPlayerSettingsHelper(const PlayerSettings & settings, SelType type)
- : settings(settings), type(type)
- {}
- /// visible image settings
- size_t getImageIndex();
- std::string getImageName();
- std::string getName(); /// name visible in options dialog
- std::string getTitle(); /// title in popup box
- std::string getSubtitle(); /// popup box subtitle
- std::string getDescription(); /// popup box description, not always present
- };
- class CPregameTooltipBox : public CWindowObject, public CPlayerSettingsHelper
- {
- void genHeader();
- void genTownWindow();
- void genHeroWindow();
- void genBonusWindow();
- public:
- CPregameTooltipBox(CPlayerSettingsHelper & helper);
- };
- struct SelectedBox : public CIntObject, public CPlayerSettingsHelper //img with current town/hero/bonus
- {
- CAnimImage * image;
- CLabel * subtitle;
- SelectedBox(Point position, PlayerSettings & settings, SelType type);
- void clickRight(tribool down, bool previousState) override;
- void update();
- };
- struct PlayerOptionsEntry : public CIntObject
- {
- PlayerInfo & pi;
- PlayerSettings & s;
- CPicture * bg;
- CButton * btns[6]; //left and right for town, hero, bonus
- CButton * flag;
- SelectedBox * town;
- SelectedBox * hero;
- SelectedBox * bonus;
- enum
- {
- HUMAN_OR_CPU,
- HUMAN,
- CPU
- } whoCanPlay;
- PlayerOptionsEntry(OptionsTab * owner, PlayerSettings & S);
- void selectButtons(); //hides unavailable buttons
- void showAll(SDL_Surface * to) override;
- void update();
- };
- CSlider * turnDuration;
- std::set<int> usedHeroes;
- struct PlayerToRestore
- {
- PlayerColor color;
- int id;
- void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
- PlayerToRestore(){ reset(); }
- } playerToRestore;
- std::map<PlayerColor, PlayerOptionsEntry *> entries; //indexed by color
- void nextCastle(PlayerColor player, int dir); //dir == -1 or +1
- void nextHero(PlayerColor player, int dir); //dir == -1 or +1
- void nextBonus(PlayerColor player, int dir); //dir == -1 or +1
- void setTurnLength(int npos);
- void flagPressed(PlayerColor player);
- void recreate();
- OptionsTab();
- ~OptionsTab();
- void showAll(SDL_Surface * to) override;
- int nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir);
- bool canUseThisHero(PlayerColor player, int ID);
- };
- /// The random map tab shows options for generating a random map.
- class CRandomMapTab : public CIntObject
- {
- public:
- CRandomMapTab();
- void showAll(SDL_Surface * to) override;
- void updateMapInfo();
- CFunctionList<void(const CMapInfo *)> & getMapInfoChanged();
- const CMapInfo * getMapInfo() const;
- const CMapGenOptions & getMapGenOptions() const;
- void setMapGenOptions(std::shared_ptr<CMapGenOptions> opts);
- private:
- void addButtonsToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex) const;
- void addButtonsWithRandToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex, int helpRandIndex) const;
- void deactivateButtonsFrom(CToggleGroup * group, int startId);
- void validatePlayersCnt(int playersCnt);
- void validateCompOnlyPlayersCnt(int compOnlyPlayersCnt);
- std::vector<int> getPossibleMapSizes();
- CPicture * bg;
- CToggleButton * twoLevelsBtn;
- CToggleGroup * mapSizeBtnGroup, * playersCntGroup, * teamsCntGroup, * compOnlyPlayersCntGroup,
- * compOnlyTeamsCntGroup, * waterContentGroup, * monsterStrengthGroup;
- CButton * showRandMaps;
- CMapGenOptions mapGenOptions;
- std::unique_ptr<CMapInfo> mapInfo;
- CFunctionList<void(const CMapInfo *)> mapInfoChanged;
- };
- /// Interface for selecting a map.
- class ISelectionScreenInfo
- {
- public:
- CMenuScreen::EGameMode gameMode;
- CMenuScreen::EState screenType; //new/save/load#Game
- const CMapInfo * current;
- StartInfo sInfo;
- std::map<ui8, std::string> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
- ISelectionScreenInfo(const std::map<ui8, std::string> * Names = nullptr);
- virtual ~ISelectionScreenInfo();
- virtual void update(){};
- virtual void propagateOptions() {};
- virtual void postRequest(ui8 what, ui8 dir) {};
- virtual void postChatMessage(const std::string & txt){};
- void setPlayer(PlayerSettings & pset, ui8 player);
- void updateStartInfo(std::string filename, StartInfo & sInfo, const std::unique_ptr<CMapHeader> & mapHeader);
- ui8 getIdOfFirstUnallocatedPlayer(); //returns 0 if none
- bool isGuest() const;
- bool isHost() const;
- };
- /// The actual map selection screen which consists of the options and selection tab
- class CSelectionScreen : public CIntObject, public ISelectionScreenInfo
- {
- bool bordered;
- public:
- CPicture * bg; //general bg image
- InfoCard * card;
- OptionsTab * opt;
- CRandomMapTab * randMapTab;
- CButton * start, * back;
- SelectionTab * sel;
- CIntObject * curTab;
- boost::thread * serverHandlingThread;
- boost::recursive_mutex * mx;
- std::list<CPackForSelectionScreen *> upcomingPacks; //protected by mx
- CConnection * serv; //connection to server, used in MP mode
- bool ongoingClosing;
- ui8 myNameID; //used when networking - otherwise all player are "mine"
- CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EGameMode GameMode = CMenuScreen::SINGLE_PLAYER, const std::map<ui8, std::string> * Names = nullptr, const std::string & Address = "", const ui16 Port = 0);
- ~CSelectionScreen();
- void toggleTab(CIntObject * tab);
- void changeSelection(const CMapInfo * to);
- void startCampaign();
- void startScenario();
- void difficultyChange(int to);
- void handleConnection();
- void processPacks();
- void setSInfo(const StartInfo & si);
- void update() override;
- void propagateOptions() override;
- void postRequest(ui8 what, ui8 dir) override;
- void postChatMessage(const std::string & txt) override;
- void propagateNames();
- void showAll(SDL_Surface * to) override;
- };
- /// Save game screen
- class CSavingScreen : public CSelectionScreen
- {
- public:
- const CMapInfo * ourGame;
- CSavingScreen(bool hotseat = false);
- ~CSavingScreen();
- };
- /// Scenario information screen shown during the game (thus not really a "pre-game" but fits here anyway)
- class CScenarioInfo : public CIntObject, public ISelectionScreenInfo
- {
- public:
- CButton * back;
- InfoCard * card;
- OptionsTab * opt;
- CScenarioInfo(const CMapHeader * mapHeader, const StartInfo * startInfo);
- ~CScenarioInfo();
- };
- /// Multiplayer mode
- class CMultiMode : public CIntObject
- {
- public:
- CPicture * bg;
- CTextInput * txt;
- CButton * btns[7]; //0 - hotseat, 6 - cancel
- CGStatusBar * bar;
- CMultiMode();
- void openHotseat();
- void hostTCP();
- void joinTCP();
- };
- /// Hot seat player window
- class CHotSeatPlayers : public CIntObject
- {
- CPicture * bg;
- CTextBox * title;
- CTextInput * txt[8];
- CButton * ok, * cancel;
- CGStatusBar * bar;
- void onChange(std::string newText);
- void enterSelectionScreen();
- public:
- CHotSeatPlayers(const std::string & firstPlayer);
- };
- class CPrologEpilogVideo : public CWindowObject
- {
- CCampaignScenario::SScenarioPrologEpilog spe;
- int positionCounter;
- int voiceSoundHandle;
- std::function<void()> exitCb;
- CMultiLineLabel * text;
- public:
- CPrologEpilogVideo(CCampaignScenario::SScenarioPrologEpilog _spe, std::function<void()> callback);
- void clickLeft(tribool down, bool previousState) override;
- void show(SDL_Surface * to) override;
- };
- /// Campaign screen where you can choose one out of three starting bonuses
- class CBonusSelection : public CIntObject
- {
- public:
- CBonusSelection(const std::string & campaignFName);
- CBonusSelection(std::shared_ptr<CCampaignState> _ourCampaign);
- ~CBonusSelection();
- void showAll(SDL_Surface * to) override;
- void show(SDL_Surface * to) override;
- private:
- struct SCampPositions
- {
- std::string campPrefix;
- int colorSuffixLength;
- struct SRegionDesc
- {
- std::string infix;
- int xpos, ypos;
- };
- std::vector<SRegionDesc> regions;
- };
- class CRegion : public CIntObject
- {
- CBonusSelection * owner;
- SDL_Surface * graphics[3]; //[0] - not selected, [1] - selected, [2] - striped
- bool accessible; //false if region should be striped
- bool selectable; //true if region should be selectable
- int myNumber; //number of region
- public:
- std::string rclickText;
- CRegion(CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber);
- ~CRegion();
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- void show(SDL_Surface * to) override;
- };
- void init();
- void loadPositionsOfGraphics();
- void updateStartButtonState(int selected = -1); //-1 -- no bonus is selected
- void updateBonusSelection();
- void updateCampaignState();
- // Event handlers
- void goBack();
- void startMap();
- void restartMap();
- void selectMap(int mapNr, bool initialSelect);
- void selectBonus(int id);
- void increaseDifficulty();
- void decreaseDifficulty();
- // GUI components
- SDL_Surface * background;
- CButton * startB, * restartB, * backB;
- CTextBox * campaignDescription, * mapDescription;
- std::vector<SCampPositions> campDescriptions;
- std::vector<CRegion *> regions;
- CRegion * highlightedRegion;
- CToggleGroup * bonuses;
- std::array<CAnimImage *, 5> diffPics; //pictures of difficulties, user-selectable (or not if campaign locks this)
- CButton * diffLb, * diffRb; //buttons for changing difficulty
- CAnimImage * sizes; //icons of map sizes
- std::shared_ptr<CAnimation> sFlags;
- // Data
- std::shared_ptr<CCampaignState> ourCampaign;
- int selectedMap;
- boost::optional<int> selectedBonus;
- StartInfo startInfo;
- std::unique_ptr<CMapHeader> ourHeader;
- };
- /// Campaign selection screen
- class CCampaignScreen : public CIntObject
- {
- public:
- enum CampaignStatus
- {
- DEFAULT = 0,
- ENABLED,
- DISABLED,
- COMPLETED
- }; // the status of the campaign
- private:
- /// A button which plays a video when you move the mouse cursor over it
- class CCampaignButton : public CIntObject
- {
- private:
- CLabel * hoverLabel;
- CampaignStatus status;
- std::string campFile; // the filename/resourcename of the campaign
- std::string video; // the resource name of the video
- std::string hoverText;
- void clickLeft(tribool down, bool previousState) override;
- void hover(bool on) override;
- public:
- CCampaignButton(const JsonNode & config);
- void show(SDL_Surface * to) override;
- };
- std::vector<CCampaignButton *> campButtons;
- std::vector<CPicture *> images;
- CButton * createExitButton(const JsonNode & button);
- public:
- enum CampaignSet
- {
- ROE,
- AB,
- SOD,
- WOG
- };
- CCampaignScreen(const JsonNode & config);
- void showAll(SDL_Surface * to) override;
- };
- /// Manages the configuration of pregame GUI elements like campaign screen, main menu, loading screen,...
- class CGPreGameConfig
- {
- public:
- static CGPreGameConfig & get();
- const JsonNode & getConfig() const;
- const JsonNode & getCampaigns() const;
- private:
- CGPreGameConfig();
- const JsonNode campaignSets;
- const JsonNode config;
- };
- /// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
- class CGPreGame : public CIntObject, public IUpdateable
- {
- void loadGraphics();
- void disposeGraphics();
- CGPreGame(); //Use createIfNotPresent
- public:
- CMenuScreen * menu;
- std::shared_ptr<CAnimation> victoryIcons, lossIcons;
- ~CGPreGame();
- void update() override;
- void openSel(CMenuScreen::EState type, CMenuScreen::EGameMode gameMode = CMenuScreen::SINGLE_PLAYER);
- void openCampaignScreen(std::string name);
- static CGPreGame * create();
- void removeFromGui();
- static void showLoadingScreen(std::function<void()> loader);
- };
- class CLoadingScreen : public CWindowObject
- {
- boost::thread loadingThread;
- std::string getBackground();
- public:
- CLoadingScreen(std::function<void()> loader);
- ~CLoadingScreen();
- void showAll(SDL_Surface * to) override;
- };
- /// Simple window to enter the server's address.
- class CSimpleJoinScreen : public CIntObject
- {
- CPicture * bg;
- CTextBox * title;
- CButton * ok, * cancel;
- CGStatusBar * bar;
- CTextInput * address;
- CTextInput * port;
- void enterSelectionScreen(CMenuScreen::EGameMode mode);
- void onChange(const std::string & newText);
- public:
- CSimpleJoinScreen(CMenuScreen::EGameMode mode);
- };
- extern ISelectionScreenInfo * SEL;
- extern CGPreGame * CGP;
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