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							- #pragma once
 
- #include "../lib/GameConstants.h"
 
- #include "../lib/ResourceSet.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../widgets/CArtifactHolder.h"
 
- #include "../widgets/CGarrisonInt.h"
 
- #include "../widgets/Images.h"
 
- #include "../windows/CWindowObject.h"
 
- /*
 
-  * GUIClasses.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 CGDwelling;
 
- class IMarket;
 
- class CCreaturePic;
 
- class MoraleLuckBox;
 
- class CHeroArea;
 
- class CMinorResDataBar;
 
- class CSlider;
 
- class CComponentBox;
 
- class CTextInput;
 
- class CListBox;
 
- class CLabelGroup;
 
- class CToggleButton;
 
- class CToggleGroup;
 
- class CGStatusBar;
 
- /// Recruitment window where you can recruit creatures
 
- class CRecruitmentWindow : public CWindowObject
 
- {
 
- 	class CCreatureCard : public CIntObject
 
- 	{
 
- 		CRecruitmentWindow * parent;
 
- 		CCreaturePic *pic; //creature's animation
 
- 		bool selected;
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void clickRight(tribool down, bool previousState);
 
- 		void showAll(SDL_Surface *to);
 
- 	public:
 
- 		const CCreature * creature;
 
- 		si32 amount;
 
- 		void select(bool on);
 
- 		CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount);
 
- 	};
 
- 	/// small class to display creature costs
 
- 	class CCostBox : public CIntObject
 
- 	{
 
- 		std::map<int, std::pair<CLabel *, CAnimImage * > > resources;
 
- 	public:
 
- 		//res - resources to show
 
- 		void set(TResources res);
 
- 		//res - visible resources
 
- 		CCostBox(Rect position, std::string title);
 
- 		void createItems(TResources res);
 
- 	};
 
- 	std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
 
- 	int level;
 
- 	const CArmedInstance *dst;
 
- 	CCreatureCard * selected;
 
- 	std::vector<CCreatureCard *> cards;
 
- 	CSlider *slider; //for selecting amount
 
- 	CButton *maxButton, *buyButton, *cancelButton;
 
- 	//labels for visible values
 
- 	CLabel * title;
 
- 	CLabel * availableValue;
 
- 	CLabel * toRecruitValue;
 
- 	CCostBox * costPerTroopValue;
 
- 	CCostBox * totalCostValue;
 
- 	void select(CCreatureCard * card);
 
- 	void buy();
 
- 	void sliderMoved(int to);
 
- 	void showAll(SDL_Surface *to);
 
- public:
 
- 	const CGDwelling * const dwelling;
 
- 	CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const std::function<void(CreatureID,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
 
- 	void availableCreaturesChanged();
 
- };
 
- /// Split window where creatures can be split up into two single unit stacks
 
- class CSplitWindow : public CWindowObject
 
- {
 
- 	std::function<void(int, int)> callback;
 
- 	int leftAmount;
 
- 	int rightAmount;
 
- 	int leftMin;
 
- 	int rightMin;
 
- 	CSlider *slider;
 
- 	CCreaturePic *animLeft, *animRight; //creature's animation
 
- 	CButton *ok, *cancel;
 
- 	CTextInput *leftInput, *rightInput;
 
- 	void setAmountText(std::string text, bool left);
 
- 	void setAmount(int value, bool left);
 
- 	void sliderMoved(int value);
 
- 	void apply();
 
- public:
 
- 	/**
 
- 	 * creature - displayed creature
 
- 	 * callback(leftAmount, rightAmount) - function to call on close
 
- 	 * leftMin, rightMin - minimal amount of creatures in each stack
 
- 	 * leftAmount, rightAmount - amount of creatures in each stack
 
- 	 */
 
- 	CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback,
 
- 	             int leftMin, int rightMin, int leftAmount, int rightAmount);
 
- };
 
- /// Raised up level windowe where you can select one out of two skills
 
- class CLevelWindow : public CWindowObject
 
- {
 
- 	CComponentBox * box; //skills to select
 
- 	std::function<void(ui32)> cb;
 
- 	void selectionChanged(unsigned to);
 
- public:
 
- 	CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback); //c-tor
 
- 	~CLevelWindow(); //d-tor
 
- };
 
- /// Town portal, castle gate window
 
- class CObjectListWindow : public CWindowObject
 
- {
 
- 	class CItem : public CIntObject
 
- 	{
 
- 		CObjectListWindow *parent;
 
- 		CLabel *text;
 
- 		CPicture *border;
 
- 	public:
 
- 		const size_t index;
 
- 		CItem(CObjectListWindow *parent, size_t id, std::string text);
 
- 		void select(bool on);
 
- 		void clickLeft(tribool down, bool previousState);
 
- 	};
 
- 	std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
 
- 	CLabel * title;
 
- 	CLabel * descr;
 
- 	CListBox * list;
 
- 	CIntObject * titleImage;//title image (castle gate\town portal picture)
 
- 	CButton *ok, *exit;
 
- 	std::vector< std::pair<int, std::string> > items;//all items present in list
 
- 	void init(CIntObject * titlePic, std::string _title, std::string _descr);
 
- public:
 
- 	size_t selected;//index of currently selected item
 
- 	/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
 
- 	/// Image can be nullptr
 
- 	///item names will be taken from map objects
 
- 	CObjectListWindow(const std::vector<int> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
 
-                       std::function<void(int)> Callback);
 
- 	CObjectListWindow(const std::vector<std::string> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
 
-                       std::function<void(int)> Callback);
 
- 	CIntObject *genItem(size_t index);
 
- 	void elementSelected();//call callback and close this window
 
- 	void changeSelection(size_t which);
 
- 	void keyPressed (const SDL_KeyboardEvent & key);
 
- };
 
- class CSystemOptionsWindow : public CWindowObject
 
- {
 
- private:
 
- 	CLabel *title;
 
- 	CLabelGroup *leftGroup;
 
- 	CLabelGroup *rightGroup;
 
- 	CButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
 
- 	CToggleGroup * heroMoveSpeed;
 
- 	CToggleGroup * enemyMoveSpeed;
 
- 	CToggleGroup * mapScrollSpeed;
 
- 	CToggleGroup * musicVolume, * effectsVolume;
 
- 	//CHighlightableButton * showPath;
 
- 	CToggleButton * showReminder;
 
- 	CToggleButton * quickCombat;
 
- 	CToggleButton * spellbookAnim;
 
- 	CToggleButton * fullscreen;
 
- 	CButton *gameResButton;
 
- 	CLabel *gameResLabel;
 
- 	SettingsListener onFullscreenChanged;
 
- 	//functions bound to buttons
 
- 	void bloadf(); //load game
 
- 	void bsavef(); //save game
 
- 	void bquitf(); //quit game
 
- 	void breturnf(); //return to game
 
- 	void brestartf(); //restart game
 
- 	void bmainmenuf(); //return to main menu
 
- 	void selectGameRes();
 
- 	void setGameRes(int index);
 
- 	void closeAndPushEvent(int eventType, int code = 0);
 
- public:
 
- 	CSystemOptionsWindow(); //c-tor
 
- };
 
- class CTavernWindow : public CWindowObject
 
- {
 
- public:
 
- 	class HeroPortrait : public CIntObject
 
- 	{
 
- 	public:
 
- 		std::string hoverName;
 
- 		std::string description; // "XXX is a level Y ZZZ with N artifacts"
 
- 		const CGHeroInstance *h;
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void clickRight(tribool down, bool previousState);
 
- 		void hover (bool on);
 
- 		HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
 
- 	private:
 
- 		int *_sel;
 
- 		const int _id;
 
- 	} *h1, *h2; //recruitable heroes
 
- 	CGStatusBar *bar; //tavern's internal status bar
 
- 	int selected;//0 (left) or 1 (right)
 
- 	int oldSelected;//0 (left) or 1 (right)
 
- 	CButton *thiefGuild, *cancel, *recruit;
 
- 	const CGObjectInstance *tavernObj;
 
- 	CTavernWindow(const CGObjectInstance *TavernObj); //c-tor
 
- 	~CTavernWindow(); //d-tor
 
- 	void recruitb();
 
- 	void thievesguildb();
 
- 	void show(SDL_Surface * to);
 
- };
 
- class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
 
- {
 
- 	CGStatusBar * ourBar; //internal statusbar
 
- 	CButton * quit, * questlogButton[2];
 
- 	std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
 
- 	MoraleLuckBox *morale[2], *luck[2];
 
- 	LRClickableAreaWText *specialty[2];
 
- 	LRClickableAreaWText *experience[2];
 
- 	LRClickableAreaWText *spellPoints[2];
 
- 	CHeroArea *portrait[2];
 
- public:
 
- 	const CGHeroInstance* heroInst[2];
 
- 	CArtifactsOfHero * artifs[2];
 
- 	void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
 
- 	void prepareBackground(); //prepares or redraws bg
 
- 	CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID); //c-tor
 
- 	~CExchangeWindow(); //d-tor
 
- };
 
- /// Here you can buy ships
 
- class CShipyardWindow : public CWindowObject
 
- {
 
- public:
 
- 	CGStatusBar *bar;
 
- 	CPicture *bgWater;
 
- 	CLabel *title;
 
- 	CLabel *costLabel;
 
- 	CAnimImage *woodPic, *goldPic;
 
- 	CLabel *woodCost, *goldCost;
 
- 	CAnimImage *bgShip;
 
- 	CButton *build, *quit;
 
- 	CGStatusBar * statusBar;
 
- 	CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const std::function<void()> &onBuy);
 
- };
 
- /// Puzzle screen which gets uncovered when you visit obilisks
 
- class CPuzzleWindow : public CWindowObject
 
- {
 
- private:
 
- 	int3 grailPos;
 
- 	CButton * quitb;
 
- 	std::vector<CPicture * > piecesToRemove;
 
- 	ui8 currentAlpha;
 
- public:
 
- 	void showAll(SDL_Surface * to);
 
- 	void show(SDL_Surface * to);
 
- 	CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
 
- };
 
- /// Creature transformer window
 
- class CTransformerWindow : public CWindowObject, public CGarrisonHolder
 
- {
 
- public:
 
- 	class CItem : public CIntObject
 
- 	{
 
- 	public:
 
- 		int id;//position of creature in hero army
 
- 		bool left;//position of the item
 
- 		int size; //size of creature stack
 
- 		CTransformerWindow * parent;
 
- 		CAnimImage *icon;
 
- 		void move();
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void update();
 
- 		CItem(CTransformerWindow * parent, int size, int id);
 
- 	};
 
- 	const CArmedInstance *army;//object with army for transforming (hero or town)
 
- 	const CGHeroInstance *hero;//only if we have hero in town
 
- 	const CGTownInstance *town;//market, town garrison is used if hero == nullptr
 
- 	std::vector<CItem*> items;
 
- 	CButton *all, *convert, *cancel;
 
- 	CGStatusBar *bar;
 
- 	void makeDeal();
 
- 	void addAll();
 
- 	void updateGarrisons();
 
- 	CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town); //c-tor
 
- };
 
- class CUniversityWindow : public CWindowObject
 
- {
 
- 	class CItem : public CAnimImage
 
- 	{
 
- 	public:
 
- 		int ID;//id of selected skill
 
- 		CUniversityWindow * parent;
 
- 		void showAll(SDL_Surface * to);
 
- 		void clickLeft(tribool down, bool previousState);
 
- 		void clickRight(tribool down, bool previousState);
 
- 		void hover(bool on);
 
- 		int state();//0=can't learn, 1=learned, 2=can learn
 
- 		CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
 
- 	};
 
- public:
 
- 	const CGHeroInstance *hero;
 
- 	const IMarket * market;
 
- 	CPicture * green, * yellow, * red;//colored bars near skills
 
- 	std::vector<CItem*> items;
 
- 	CButton *cancel;
 
- 	CGStatusBar *bar;
 
- 	CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market); //c-tor
 
- };
 
- /// Confirmation window for University
 
- class CUnivConfirmWindow : public CWindowObject
 
- {
 
- public:
 
- 	CUniversityWindow * parent;
 
- 	CGStatusBar *bar;
 
- 	CButton *confirm, *cancel;
 
- 	CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available); //c-tor
 
- 	void makeDeal(int skill);
 
- };
 
- /// Hill fort is the building where you can upgrade units
 
- class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
 
- {
 
- public:
 
- 	int slotsCount;//=7;
 
- 	CGStatusBar * bar;
 
- 	CDefEssential *resources;
 
- 	CHeroArea *heroPic;//clickable hero image
 
- 	CButton *quit,//closes window
 
- 	                   *upgradeAll,//upgrade all creatures
 
- 	                   *upgrade[7];//upgrade single creature
 
- 	const CGObjectInstance * fort;
 
- 	const CGHeroInstance * hero;
 
- 	std::vector<int> currState;//current state of slot - to avoid calls to getState or updating buttons
 
- 	std::vector<TResources> costs;// costs [slot ID] [resource ID] = resource count for upgrade
 
- 	TResources totalSumm; // totalSum[resource ID] = value
 
- 	CHillFortWindow(const CGHeroInstance *visitor, const CGObjectInstance *object); //c-tor
 
- 	void showAll (SDL_Surface *to);
 
- 	std::string getDefForSlot(SlotID slot);//return def name for this slot
 
- 	std::string getTextForSlot(SlotID slot);//return hover text for this slot
 
- 	void makeDeal(SlotID slot);//-1 for upgrading all creatures
 
- 	int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
 
- 	void updateGarrisons();//update buttons after garrison changes
 
- };
 
- class CThievesGuildWindow : public CWindowObject
 
- {
 
- 	const CGObjectInstance * owner;
 
- 	CGStatusBar * statusBar;
 
- 	CButton * exitb;
 
- 	CMinorResDataBar * resdatabar;
 
- public:
 
- 	CThievesGuildWindow(const CGObjectInstance * _owner);
 
- };
 
 
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