CBattleInterfaceClasses.h 5.3 KB

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  1. #pragma once
  2. #include "../UIFramework/CIntObject.h"
  3. struct SDL_Surface;
  4. class CDefHandler;
  5. class CGHeroInstance;
  6. class CBattleInterface;
  7. class CPicture;
  8. class CAdventureMapButton;
  9. class CHighlightableButton;
  10. class CHighlightableButtonsGroup;
  11. class CLabel;
  12. struct BattleResult;
  13. class CStack;
  14. /*
  15. * CBattleInterfaceClasses.h, part of VCMI engine
  16. *
  17. * Authors: listed in file AUTHORS in main folder
  18. *
  19. * License: GNU General Public License v2.0 or later
  20. * Full text of license available in license.txt file, in main folder
  21. *
  22. */
  23. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  24. class CBattleConsole : public CIntObject
  25. {
  26. private:
  27. std::vector< std::string > texts; //a place where texts are stored
  28. int lastShown; //last shown line of text
  29. public:
  30. std::string alterTxt; //if it's not empty, this text is displayed
  31. std::string ingcAlter; //alternative text set by in-game console - very important!
  32. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  33. CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0) {}
  34. ~CBattleConsole(); //d-tor
  35. void show(SDL_Surface * to = 0);
  36. bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  37. void alterText(const std::string &text); //place string at alterTxt
  38. void eraseText(ui32 pos); //erases added text at position pos
  39. void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
  40. void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
  41. void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
  42. };
  43. /// Hero battle animation
  44. class CBattleHero : public CIntObject
  45. {
  46. public:
  47. bool flip; //false if it's attacking hero, true otherwise
  48. CDefHandler *dh, *flag; //animation and flag
  49. const CGHeroInstance * myHero; //this animation's hero instance
  50. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  51. int phase; //stage of animation
  52. int nextPhase; //stage of animation to be set after current phase is fully displayed
  53. int image; //frame of animation
  54. ui8 flagAnim, flagAnimCount; //for flag animation
  55. void show(SDL_Surface * to); //prints next frame of animation to to
  56. void activate();
  57. void deactivate();
  58. void setPhase(int newPhase); //sets phase of hero animation
  59. void clickLeft(tribool down, bool previousState); //call-in
  60. CBattleHero(const std::string &defName, int phaseG, int imageG, bool filpG, ui8 player, const CGHeroInstance *hero, const CBattleInterface *owner); //c-tor
  61. ~CBattleHero(); //d-tor
  62. };
  63. /// Class which manages the battle options window
  64. class CBattleOptionsWindow : public CIntObject
  65. {
  66. private:
  67. CBattleInterface * myInt;
  68. CPicture * background;
  69. CAdventureMapButton * setToDefault, * exit;
  70. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  71. CHighlightableButtonsGroup * animSpeeds;
  72. std::vector<CLabel*> labels;
  73. public:
  74. CBattleOptionsWindow(const SDL_Rect &position, CBattleInterface *owner); //c-tor
  75. void bDefaultf(); //default button callback
  76. void bExitf(); //exit button callback
  77. };
  78. /// Class which is responsible for showing the battle result window
  79. class CBattleResultWindow : public CIntObject
  80. {
  81. private:
  82. CAdventureMapButton *exit;
  83. CBattleInterface *owner;
  84. public:
  85. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  86. ~CBattleResultWindow(); //d-tor
  87. void bExitf(); //exit button callback
  88. void activate();
  89. void show(SDL_Surface * to = 0);
  90. };
  91. /// Class which stands for a single hex field on a battlefield
  92. class CClickableHex : public CIntObject
  93. {
  94. private:
  95. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  96. public:
  97. ui32 myNumber; //number of hex in commonly used format
  98. bool accessible; //if true, this hex is accessible for units
  99. //CStack * ourStack;
  100. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  101. CBattleInterface * myInterface; //interface that owns me
  102. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  103. //for user interactions
  104. void hover (bool on);
  105. void activate();
  106. void deactivate();
  107. void mouseMoved (const SDL_MouseMotionEvent &sEvent);
  108. void clickLeft(tribool down, bool previousState);
  109. void clickRight(tribool down, bool previousState);
  110. CClickableHex();
  111. };
  112. /// Shows the stack queue
  113. class CStackQueue : public CIntObject
  114. {
  115. class StackBox : public CIntObject
  116. {
  117. public:
  118. const CStack *my;
  119. SDL_Surface *bg;
  120. void hover (bool on);
  121. void showAll(SDL_Surface * to);
  122. void setStack(const CStack *nStack);
  123. StackBox(SDL_Surface *BG);
  124. ~StackBox();
  125. };
  126. public:
  127. static const int QUEUE_SIZE = 10;
  128. const bool embedded;
  129. std::vector<const CStack *> stacksSorted;
  130. std::vector<StackBox *> stackBoxes;
  131. SDL_Surface *box;
  132. SDL_Surface *bg;
  133. CBattleInterface * owner;
  134. void showAll(SDL_Surface * to);
  135. CStackQueue(bool Embedded, CBattleInterface * _owner);
  136. ~CStackQueue();
  137. void update();
  138. void blitBg( SDL_Surface * to );
  139. //void showAll(SDL_Surface * to);
  140. };