BattleWindow.h 3.8 KB

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  1. /*
  2. * BattleWindow.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. #include "../gui/InterfaceObjectConfigurable.h"
  13. #include "../../lib/battle/CBattleInfoCallback.h"
  14. #include "../../lib/battle/PossiblePlayerBattleAction.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CStack;
  17. VCMI_LIB_NAMESPACE_END
  18. class CButton;
  19. class BattleInterface;
  20. class BattleConsole;
  21. class BattleRenderer;
  22. class StackQueue;
  23. class TurnTimerWidget;
  24. class HeroInfoBasicPanel;
  25. class StackInfoBasicPanel;
  26. /// GUI object that handles functionality of panel at the bottom of combat screen
  27. class BattleWindow : public InterfaceObjectConfigurable
  28. {
  29. BattleInterface & owner;
  30. std::shared_ptr<StackQueue> queue;
  31. std::shared_ptr<BattleConsole> console;
  32. std::shared_ptr<HeroInfoBasicPanel> attackerHeroWindow;
  33. std::shared_ptr<HeroInfoBasicPanel> defenderHeroWindow;
  34. std::shared_ptr<StackInfoBasicPanel> attackerStackWindow;
  35. std::shared_ptr<StackInfoBasicPanel> defenderStackWindow;
  36. std::shared_ptr<TurnTimerWidget> attackerTimerWidget;
  37. std::shared_ptr<TurnTimerWidget> defenderTimerWidget;
  38. /// button press handling functions
  39. void bOptionsf();
  40. void bSurrenderf();
  41. void bFleef();
  42. void bAutofightf();
  43. void bSpellf();
  44. void bWaitf();
  45. void bSwitchActionf();
  46. void bDefencef();
  47. void bConsoleUpf();
  48. void bConsoleDownf();
  49. void bTacticNextStack();
  50. void bTacticPhaseEnd();
  51. /// functions for handling actions after they were confirmed by popup window
  52. void reallyFlee();
  53. void reallySurrender();
  54. /// management of alternative actions
  55. std::list<PossiblePlayerBattleAction> alternativeActions;
  56. PossiblePlayerBattleAction defaultAction;
  57. void showAlternativeActionIcon(PossiblePlayerBattleAction);
  58. /// flip battle queue visibility to opposite
  59. void toggleQueueVisibility();
  60. void createQueue();
  61. void toggleStickyHeroWindowsVisibility();
  62. void createStickyHeroInfoWindows();
  63. void createTimerInfoWindows();
  64. std::shared_ptr<BattleConsole> buildBattleConsole(const JsonNode &) const;
  65. public:
  66. BattleWindow(BattleInterface & owner );
  67. ~BattleWindow();
  68. /// Closes window once battle finished
  69. void close();
  70. /// Toggle StackQueue visibility
  71. void hideQueue();
  72. void showQueue();
  73. /// Toggle permanent hero info windows visibility (HD mod feature)
  74. void hideStickyHeroWindows();
  75. void showStickyHeroWindows();
  76. /// Event handler for netpack changing hero mana points
  77. void heroManaPointsChanged(const CGHeroInstance * hero);
  78. /// block all UI elements when player is not allowed to act, e.g. during enemy turn
  79. void blockUI(bool on);
  80. /// Refresh queue after turn order changes
  81. void updateQueue();
  82. /// Refresh sticky variant of hero info window after spellcast, side same as in BattleSpellCast::side
  83. void updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero);
  84. /// Refresh sticky variant of hero info window after spellcast, side same as in BattleSpellCast::side
  85. void updateStackInfoWindow(const CStack * stack);
  86. /// Get mouse-hovered battle queue unit ID if any found
  87. std::optional<uint32_t> getQueueHoveredUnitId();
  88. void activate() override;
  89. void deactivate() override;
  90. void keyPressed(EShortcut key) override;
  91. bool captureThisKey(EShortcut key) override;
  92. void clickPressed(const Point & cursorPosition) override;
  93. void show(Canvas & to) override;
  94. void showAll(Canvas & to) override;
  95. /// Toggle UI to displaying tactics phase
  96. void tacticPhaseStarted();
  97. /// Toggle UI to displaying battle log in place of tactics UI
  98. void tacticPhaseEnded();
  99. /// Set possible alternative options. If more than 1 - the last will be considered as default option
  100. void setAlternativeActions(const std::list<PossiblePlayerBattleAction> &);
  101. /// ends battle with autocombat
  102. void endWithAutocombat();
  103. };