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