CAdventureMapInterface.h 5.3 KB

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  1. /*
  2. * CAdventureMapInterface.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 "../gui/CIntObject.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. class CGObjectInstance;
  14. class CGHeroInstance;
  15. class CGTownInstance;
  16. class CArmedInstance;
  17. class IShipyard;
  18. struct CGPathNode;
  19. struct ObjectPosInfo;
  20. struct Component;
  21. class int3;
  22. VCMI_LIB_NAMESPACE_END
  23. class CButton;
  24. class IImage;
  25. class CAnimImage;
  26. class CGStatusBar;
  27. class CAdventureMapWidget;
  28. class AdventureMapShortcuts;
  29. class CAnimation;
  30. class MapView;
  31. class CResDataBar;
  32. class CHeroList;
  33. class CTownList;
  34. class CInfoBar;
  35. class CMinimap;
  36. class MapAudioPlayer;
  37. struct MapDrawingInfo;
  38. /// That's a huge class which handles general adventure map actions and
  39. /// shows the right menu(questlog, spellbook, end turn,..) from where you
  40. /// can get to the towns and heroes.
  41. class CAdventureMapInterface : public CIntObject
  42. {
  43. private:
  44. /// currently acting player
  45. PlayerColor currentPlayerID;
  46. /// uses EDirections enum
  47. bool scrollingCursorSet;
  48. const CSpell *spellBeingCasted; //nullptr if none
  49. std::shared_ptr<MapAudioPlayer> mapAudio;
  50. std::shared_ptr<CAdventureMapWidget> widget;
  51. std::shared_ptr<AdventureMapShortcuts> shortcuts;
  52. private:
  53. bool isActive();
  54. void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
  55. const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
  56. // update locked state of buttons
  57. void updateButtons();
  58. void handleMapScrollingUpdate();
  59. void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
  60. const CGObjectInstance *getActiveObject(const int3 &tile);
  61. /// exits currently opened world view mode and returns to normal map
  62. void exitCastingMode();
  63. void performSpellcasting(const int3 & castTarget);
  64. protected:
  65. // CIntObject interface implementation
  66. void activate() override;
  67. void deactivate() override;
  68. void show(SDL_Surface * to) override;
  69. void showAll(SDL_Surface * to) override;
  70. void keyPressed(EShortcut key) override;
  71. public:
  72. CAdventureMapInterface();
  73. void hotkeyMoveHeroDirectional(Point direction);
  74. void hotkeyAbortCastingMode();
  75. void hotkeyExitWorldView();
  76. void hotkeyEndingTurn();
  77. void hotkeyNextTown();
  78. void hotkeySwitchMapLevel();
  79. /// Called by PlayerInterface when specified player is ready to start his turn
  80. void onHotseatWaitStarted(PlayerColor playerID);
  81. /// Called by PlayerInterface when AI or remote human player starts his turn
  82. void onEnemyTurnStarted(PlayerColor playerID);
  83. /// Called by PlayerInterface when local human player starts his turn
  84. void onPlayerTurnStarted(PlayerColor playerID);
  85. /// Called by PlayerInterface when interface should be switched to specified player without starting turn
  86. void onCurrentPlayerChanged(PlayerColor playerID);
  87. /// Called by PlayerInterface when specific map tile changed and must be updated on minimap
  88. void onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions);
  89. /// Called by PlayerInterface when hero starts movement
  90. void onHeroMovementStarted(const CGHeroInstance * hero);
  91. /// Called by PlayerInterface when hero state changed and hero list must be updated
  92. void onHeroChanged(const CGHeroInstance * hero);
  93. /// Called by PlayerInterface when town state changed and town list must be updated
  94. void onTownChanged(const CGTownInstance * town);
  95. /// Called when currently selected object changes
  96. void onSelectionChanged(const CArmedInstance *sel);
  97. /// Called when map audio should be paused, e.g. on combat or town screen access
  98. void onAudioPaused();
  99. /// Called when map audio should be resume, opposite to onPaused
  100. void onAudioResumed();
  101. /// Requests to display provided information inside infobox
  102. void showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer);
  103. /// Changes position on map to center selected location
  104. void centerOnTile(int3 on);
  105. void centerOnObject(const CGObjectInstance *obj);
  106. /// called by MapView whenever currently visible area changes
  107. /// visibleArea describes now visible map section measured in tiles
  108. void onMapViewMoved(const Rect & visibleArea, int mapLevel);
  109. /// called by MapView whenever tile is clicked
  110. void onTileLeftClicked(const int3 & mapPos);
  111. /// called by MapView whenever tile is hovered
  112. void onTileHovered(const int3 & mapPos);
  113. /// called by MapView whenever tile is clicked
  114. void onTileRightClicked(const int3 & mapPos);
  115. /// called by spell window when spell to cast has been selected
  116. void enterCastingMode(const CSpell * sp);
  117. /// returns area of screen covered by terrain (main game area)
  118. Rect terrainAreaPixels() const;
  119. /// opens world view at default scale
  120. void openWorldView();
  121. /// opens world view at specific scale
  122. void openWorldView(int tileSize);
  123. /// opens world view with specific info, e.g. after View Earth/Air is shown
  124. void openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain);
  125. };
  126. extern std::shared_ptr<CAdventureMapInterface> adventureInt;