CCastleInterface.h 12 KB

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  1. /*
  2. * CCastleInterface.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../windows/CWindowObject.h"
  12. #include "../widgets/Images.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. class CBuilding;
  15. class CGTownInstance;
  16. class CSpell;
  17. struct CStructure;
  18. class CGHeroInstance;
  19. class CCreature;
  20. VCMI_LIB_NAMESPACE_END
  21. class CButton;
  22. class CCastleBuildings;
  23. class CCreaturePic;
  24. class CGStatusBar;
  25. class CLabel;
  26. class CMinorResDataBar;
  27. class CPicture;
  28. class CResDataBar;
  29. class CTextBox;
  30. class CTownList;
  31. class CGarrisonInt;
  32. class CComponent;
  33. class CComponentBox;
  34. class LRClickableArea;
  35. /// Building "button"
  36. class CBuildingRect : public CShowableAnim
  37. {
  38. std::string getSubtitle();
  39. public:
  40. enum EBuildingCreationAnimationPhases : uint32_t
  41. {
  42. BUILDING_APPEAR_TIMEPOINT = 500, //500 msec building appears: 0->100% transparency
  43. BUILDING_WHITE_BORDER_TIMEPOINT = 900, //400 msec border glows from white to yellow
  44. BUILDING_YELLOW_BORDER_TIMEPOINT = 1100, //200 msec border glows from yellow to normal (dark orange)
  45. BUILD_ANIMATION_FINISHED_TIMEPOINT = 2100, // 1000msec once border is back to yellow nothing happens (this stage is basically removed by HD Mod)
  46. BUILDING_FRAME_TIME = 150 // confirmed H3 timing: 150 ms for each building animation frame
  47. };
  48. /// returns building associated with this structure
  49. const CBuilding * getBuilding();
  50. CCastleBuildings * parent;
  51. const CGTownInstance * town;
  52. const CStructure* str;
  53. std::shared_ptr<IImage> border;
  54. std::shared_ptr<IImage> area;
  55. ui32 stateTimeCounter;//For building construction - current stage in animation
  56. CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str);
  57. bool operator<(const CBuildingRect & p2) const;
  58. void hover(bool on) override;
  59. void clickPressed(const Point & cursorPosition) override;
  60. void showPopupWindow(const Point & cursorPosition) override;
  61. void mouseMoved (const Point & cursorPosition, const Point & lastUpdateDistance) override;
  62. bool receiveEvent(const Point & position, int eventType) const override;
  63. void tick(uint32_t msPassed) override;
  64. void show(Canvas & to) override;
  65. void showAll(Canvas & to) override;
  66. };
  67. /// Dwelling info box - right-click screen for dwellings
  68. class CDwellingInfoBox : public CWindowObject
  69. {
  70. std::shared_ptr<CLabel> title;
  71. std::shared_ptr<CCreaturePic> animation;
  72. std::shared_ptr<CLabel> available;
  73. std::shared_ptr<CLabel> costPerTroop;
  74. std::vector<std::shared_ptr<CAnimImage>> resPicture;
  75. std::vector<std::shared_ptr<CLabel>> resAmount;
  76. public:
  77. CDwellingInfoBox(int centerX, int centerY, const CGTownInstance * Town, int level);
  78. ~CDwellingInfoBox();
  79. };
  80. class HeroSlots;
  81. /// Hero icon slot
  82. class CHeroGSlot : public CIntObject
  83. {
  84. std::shared_ptr<CAnimImage> portrait;
  85. std::shared_ptr<CAnimImage> flag;
  86. std::shared_ptr<CAnimImage> selection; //selection border. nullptr if not selected
  87. HeroSlots * owner;
  88. const CGHeroInstance * hero;
  89. int upg; //0 - up garrison, 1 - down garrison
  90. public:
  91. CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h, HeroSlots * Owner);
  92. ~CHeroGSlot();
  93. bool isSelected() const;
  94. void setHighlight(bool on);
  95. void set(const CGHeroInstance * newHero);
  96. void hover (bool on) override;
  97. void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
  98. void clickPressed(const Point & cursorPosition) override;
  99. void showPopupWindow(const Point & cursorPosition) override;
  100. void deactivate() override;
  101. };
  102. /// Two hero slots that can interact with each other
  103. class HeroSlots : public CIntObject
  104. {
  105. public:
  106. bool showEmpty;
  107. const CGTownInstance * town;
  108. std::shared_ptr<CGarrisonInt> garr;
  109. std::shared_ptr<CHeroGSlot> garrisonedHero;
  110. std::shared_ptr<CHeroGSlot> visitingHero;
  111. HeroSlots(const CGTownInstance * town, Point garrPos, Point visitPos, std::shared_ptr<CGarrisonInt> Garrison, bool ShowEmpty);
  112. ~HeroSlots();
  113. void splitClicked(); //for hero meeting only (splitting stacks is handled by garrison int)
  114. void update();
  115. void swapArmies(); //exchange garrisoned and visiting heroes or move hero to\from garrison
  116. };
  117. /// Class for town screen management (town background and structures)
  118. class CCastleBuildings : public CIntObject
  119. {
  120. std::shared_ptr<CPicture> background;
  121. //List of buildings and structures that can represent them
  122. std::map<BuildingID, std::vector<const CStructure *> > groups;
  123. // actual IntObject's visible on screen
  124. std::vector<std::shared_ptr<CBuildingRect>> buildings;
  125. const CGTownInstance * town;
  126. const CGHeroInstance* getHero();//Select hero for buildings usage
  127. void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
  128. void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
  129. void enterCastleGate();
  130. void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades);//Rampart's fountains
  131. void enterMagesGuild();
  132. void openMagesGuild();
  133. void openTownHall();
  134. void recreate();
  135. public:
  136. CBuildingRect * selectedBuilding;
  137. CCastleBuildings(const CGTownInstance * town);
  138. ~CCastleBuildings();
  139. void enterDwelling(int level);
  140. void enterTownHall();
  141. void enterToTheQuickRecruitmentWindow();
  142. void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID upgrades = BuildingID::NONE);
  143. void addBuilding(BuildingID building);
  144. void removeBuilding(BuildingID building);//FIXME: not tested!!!
  145. };
  146. /// Creature info window
  147. class CCreaInfo : public CIntObject
  148. {
  149. const CGTownInstance * town;
  150. const CCreature * creature;
  151. int level;
  152. bool showAvailable;
  153. std::shared_ptr<CAnimImage> picture;
  154. std::shared_ptr<CLabel> label;
  155. std::string genGrowthText();
  156. public:
  157. CCreaInfo(Point position, const CGTownInstance * Town, int Level, bool compact=false, bool _showAvailable=false);
  158. void update();
  159. void hover(bool on) override;
  160. void clickPressed(const Point & cursorPosition) override;
  161. void showPopupWindow(const Point & cursorPosition) override;
  162. bool getShowAvailable();
  163. };
  164. /// Town hall and fort icons for town screen
  165. class CTownInfo : public CIntObject
  166. {
  167. const CGTownInstance * town;
  168. const CBuilding * building;
  169. public:
  170. std::shared_ptr<CAnimImage> picture;
  171. //if (townHall) hall-capital else fort - castle
  172. CTownInfo(int posX, int posY, const CGTownInstance * town, bool townHall);
  173. void hover(bool on) override;
  174. void showPopupWindow(const Point & cursorPosition) override;
  175. };
  176. /// Class which manages the castle window
  177. class CCastleInterface : public CStatusbarWindow, public IGarrisonHolder
  178. {
  179. std::shared_ptr<CLabel> title;
  180. std::shared_ptr<CLabel> income;
  181. std::shared_ptr<CAnimImage> icon;
  182. std::shared_ptr<CPicture> panel;
  183. std::shared_ptr<CResDataBar> resdatabar;
  184. std::shared_ptr<CTownInfo> hall;
  185. std::shared_ptr<CTownInfo> fort;
  186. std::shared_ptr<CButton> exit;
  187. std::shared_ptr<CButton> split;
  188. std::shared_ptr<CButton> fastTownHall;
  189. std::shared_ptr<CButton> fastArmyPurchase;
  190. std::shared_ptr<LRClickableArea> fastMarket;
  191. std::shared_ptr<LRClickableArea> fastTavern;
  192. std::vector<std::shared_ptr<CCreaInfo>> creainfo;//small icons of creatures (bottom-left corner);
  193. public:
  194. std::shared_ptr<CTownList> townlist;
  195. //TODO: move to private
  196. const CGTownInstance * town;
  197. std::shared_ptr<HeroSlots> heroes;
  198. std::shared_ptr<CCastleBuildings> builds;
  199. std::shared_ptr<CGarrisonInt> garr;
  200. //from - previously selected castle (if any)
  201. CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from = nullptr);
  202. ~CCastleInterface();
  203. void updateGarrisons() override;
  204. bool holdsGarrison(const CArmedInstance * army) override;
  205. void castleTeleport(int where);
  206. void townChange();
  207. void keyPressed(EShortcut key) override;
  208. void close() override;
  209. void addBuilding(BuildingID bid);
  210. void removeBuilding(BuildingID bid);
  211. void recreateIcons();
  212. void creaturesChangedEventHandler();
  213. };
  214. /// Hall window where you can build things
  215. class CHallInterface : public CStatusbarWindow
  216. {
  217. class CBuildingBox : public CIntObject
  218. {
  219. const CGTownInstance * town;
  220. const CBuilding * building;
  221. EBuildingState state;
  222. std::shared_ptr<CAnimImage> header;
  223. std::shared_ptr<CAnimImage> icon;
  224. std::shared_ptr<CAnimImage> mark;
  225. std::shared_ptr<CLabel> name;
  226. public:
  227. CBuildingBox(int x, int y, const CGTownInstance * Town, const CBuilding * Building);
  228. void hover(bool on) override;
  229. void clickPressed(const Point & cursorPosition) override;
  230. void showPopupWindow(const Point & cursorPosition) override;
  231. };
  232. const CGTownInstance * town;
  233. std::vector<std::vector<std::shared_ptr<CBuildingBox>>> boxes;
  234. std::shared_ptr<CLabel> title;
  235. std::shared_ptr<CMinorResDataBar> resdatabar;
  236. std::shared_ptr<CButton> exit;
  237. public:
  238. CHallInterface(const CGTownInstance * Town);
  239. };
  240. /// Window where you can decide to buy a building or not
  241. class CBuildWindow: public CStatusbarWindow
  242. {
  243. const CGTownInstance * town;
  244. const CBuilding * building;
  245. std::shared_ptr<CAnimImage> icon;
  246. std::shared_ptr<CLabel> name;
  247. std::shared_ptr<CTextBox> description;
  248. std::shared_ptr<CTextBox> stateText;
  249. std::shared_ptr<CComponentBox> cost;
  250. std::shared_ptr<CButton> buy;
  251. std::shared_ptr<CButton> cancel;
  252. std::string getTextForState(EBuildingState state);
  253. void buyFunc();
  254. public:
  255. CBuildWindow(const CGTownInstance *Town, const CBuilding * building, EBuildingState State, bool rightClick);
  256. };
  257. //Small class to display
  258. class LabeledValue : public CIntObject
  259. {
  260. std::string hoverText;
  261. std::shared_ptr<CLabel> name;
  262. std::shared_ptr<CLabel> value;
  263. void init(std::string name, std::string descr, int min, int max);
  264. public:
  265. LabeledValue(Rect size, std::string name, std::string descr, int min, int max);
  266. LabeledValue(Rect size, std::string name, std::string descr, int val);
  267. void hover(bool on) override;
  268. };
  269. /// The fort screen where you can afford units
  270. class CFortScreen : public CStatusbarWindow
  271. {
  272. class RecruitArea : public CIntObject
  273. {
  274. const CGTownInstance * town;
  275. int level;
  276. std::string hoverText;
  277. std::shared_ptr<CLabel> availableCount;
  278. std::vector<std::shared_ptr<LabeledValue>> values;
  279. std::shared_ptr<CPicture> icons;
  280. std::shared_ptr<CAnimImage> buildingIcon;
  281. std::shared_ptr<CLabel> buildingName;
  282. const CCreature * getMyCreature();
  283. const CBuilding * getMyBuilding();
  284. public:
  285. RecruitArea(int posX, int posY, const CGTownInstance *town, int level);
  286. void creaturesChangedEventHandler();
  287. void hover(bool on) override;
  288. void clickPressed(const Point & cursorPosition) override;
  289. void showPopupWindow(const Point & cursorPosition) override;
  290. };
  291. std::shared_ptr<CLabel> title;
  292. std::vector<std::shared_ptr<RecruitArea>> recAreas;
  293. std::shared_ptr<CMinorResDataBar> resdatabar;
  294. std::shared_ptr<CButton> exit;
  295. ImagePath getBgName(const CGTownInstance * town);
  296. public:
  297. CFortScreen(const CGTownInstance * town);
  298. void creaturesChangedEventHandler();
  299. };
  300. /// The mage guild screen where you can see which spells you have
  301. class CMageGuildScreen : public CStatusbarWindow
  302. {
  303. class Scroll : public CIntObject
  304. {
  305. const CSpell * spell;
  306. std::shared_ptr<CAnimImage> image;
  307. public:
  308. Scroll(Point position, const CSpell *Spell);
  309. void clickPressed(const Point & cursorPosition) override;
  310. void showPopupWindow(const Point & cursorPosition) override;
  311. void hover(bool on) override;
  312. };
  313. std::shared_ptr<CPicture> window;
  314. std::shared_ptr<CButton> exit;
  315. std::vector<std::shared_ptr<Scroll>> spells;
  316. std::vector<std::shared_ptr<CAnimImage>> emptyScrolls;
  317. std::shared_ptr<CMinorResDataBar> resdatabar;
  318. public:
  319. CMageGuildScreen(CCastleInterface * owner, const ImagePath & image);
  320. };
  321. /// The blacksmith window where you can buy available in town war machine
  322. class CBlacksmithDialog : public CStatusbarWindow
  323. {
  324. std::shared_ptr<CButton> buy;
  325. std::shared_ptr<CButton> cancel;
  326. std::shared_ptr<CPicture> animBG;
  327. std::shared_ptr<CCreatureAnim> anim;
  328. std::shared_ptr<CLabel> title;
  329. std::shared_ptr<CAnimImage> costIcon;
  330. std::shared_ptr<CLabel> costText;
  331. std::shared_ptr<CLabel> costValue;
  332. public:
  333. CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
  334. };