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- /*
- * CGarrisonInt.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 "../windows/CWindowObject.h"
- class CGarrisonInt;
- class CButton;
- class CArmedInstance;
- class CAnimImage;
- class CCreatureSet;
- class CGarrisonSlot;
- class CStackInstance;
- class CLabel;
- /// A single garrison slot which holds one creature of a specific amount
- class CGarrisonSlot : public CIntObject
- {
- SlotID ID; //for identification
- CGarrisonInt *owner;
- const CStackInstance * myStack; //nullptr if slot is empty
- const CCreature * creature;
- /// Type of Garrison for slot (up or down)
- enum EGarrisonType
- {
- UP=0, ///< 0 - up garrison (Garrisoned)
- DOWN, ///< 1 - down garrison (Visiting)
- } upg; ///< Flag indicating if it is the up or down garrison
- std::shared_ptr<CAnimImage> creatureImage;
- std::shared_ptr<CAnimImage> selectionImage; // image for selection, not always visible
- std::shared_ptr<CLabel> stackCount;
- bool viewInfo();
- bool highlightOrDropArtifact();
- bool split();
- bool mustForceReselection() const;
- void setHighlight(bool on);
- public:
- virtual void hover (bool on) override; //call-in
- const CArmedInstance * getObj() const;
- bool our() const;
- bool ally() const;
- void clickRight(tribool down, bool previousState) override;
- void clickLeft(tribool down, bool previousState) override;
- void update();
- CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, EGarrisonType Upg=EGarrisonType::UP, const CStackInstance * creature_ = nullptr);
- void splitIntoParts(EGarrisonType type, int amount, int maxOfSplittedSlots);
- void handleSplittingShortcuts();
- friend class CGarrisonInt;
- };
- /// Class which manages slots of upper and lower garrison, splitting of units
- class CGarrisonInt :public CIntObject
- {
- /// Chosen slot. Should be changed only via selectSlot.
- CGarrisonSlot * highlighted;
- bool inSplittingMode;
- std::vector<std::shared_ptr<CGarrisonSlot>> availableSlots; ///< Slots of upper and lower garrison
- void createSlots();
- public:
- int interx; ///< Space between slots
- Point garOffset; ///< Offset between garrisons (not used if only one hero)
- std::vector<std::shared_ptr<CButton>> splitButtons; ///< May be empty if no buttons
- SlotID p2; ///< TODO: comment me
- bool pb,
- smallIcons, ///< true - 32x32 imgs, false - 58x64
- removableUnits, ///< player Can remove units from up
- twoRows, ///< slots Will be placed in 2 rows
- owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
- void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
- const CGarrisonSlot * getSelection();
- void setSplittingMode(bool on);
- bool getSplittingMode();
- std::vector<CGarrisonSlot *> getEmptySlots(CGarrisonSlot::EGarrisonType type);
- const CArmedInstance * armedObjs[2]; ///< [0] is upper, [1] is down
- void setArmy(const CArmedInstance * army, bool bottomGarrison);
- void addSplitBtn(std::shared_ptr<CButton> button);
- void recreateSlots();
- void splitClick(); ///< handles click on split button
- void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
- /// Constructor
- /// @param x, y Position
- /// @param inx Distance between slots;
- /// @param garsOffset
- /// @param s1, s2 Top and bottom armies
- /// @param _removableUnits You can take units from top
- /// @param smallImgs Units images size 64x58 or 32x32
- /// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
- CGarrisonInt(int x, int y, int inx,
- const Point & garsOffset,
- const CArmedInstance * s1, const CArmedInstance * s2 = nullptr,
- bool _removableUnits = true,
- bool smallImgs = false,
- bool _twoRows = false);
- };
- class CGarrisonHolder
- {
- public:
- virtual void updateGarrisons() = 0;
- };
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