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							- #pragma once
 
- #include "../windows/CWindowObject.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- 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
 
- 	CAnimImage * creatureImage;
 
- 	CAnimImage * selectionImage; // image for selection, not always visible
 
- 	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);
 
- 	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;
 
- public:
 
- 	void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
 
- 	const CGarrisonSlot * getSelection();
 
- 	void setSplittingMode(bool on);
 
- 	bool getSplittingMode();
 
- 	int interx;  ///< Space between slots
 
- 	Point garOffset;  ///< Offset between garrisons (not used if only one hero)
 
- 	std::vector<CButton *> splitButtons;  ///< May be empty if no buttons
 
- 	SlotID p2; ///< TODO: comment me
 
- 	int	shiftPos; ///< 1st slot of the second row, set shiftPoint for effect
 
- 	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)
 
- // 	const CCreatureSet *set1;  ///< Top set of creatures
 
- // 	const CCreatureSet *set2;  ///< Bottom set of creatures
 
- 	std::vector<CGarrisonSlot*> slotsUp, slotsDown;  ///< Slots of upper and lower garrison
 
- 	const CArmedInstance *armedObjs[2];  ///< [0] is upper, [1] is down
 
- 	//const CArmedInstance *oup, *odown;  ///< Upper and lower garrisons (heroes or towns)
 
- 	void setArmy(const CArmedInstance *army, bool bottomGarrison);
 
- 	void addSplitBtn(CButton * button);
 
- 	void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, CGarrisonSlot::EGarrisonType Upg );
 
- 	void createSlots();
 
- 	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 pomsur, SurOffset UNUSED
 
- 	/// @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,
 
- 	             SDL_Surface *pomsur, const Point &SurOffset,
 
- 	             const CArmedInstance *s1, const CArmedInstance *s2=nullptr,
 
- 	             bool _removableUnits = true,
 
- 	             bool smallImgs = false,
 
- 	             bool _twoRows=false);
 
- };
 
- class CGarrisonHolder
 
- {
 
- public:
 
- 	CGarrisonHolder();
 
- 	virtual void updateGarrisons()=0;
 
- };
 
- class CWindowWithGarrison : public virtual CGarrisonHolder
 
- {
 
- public:
 
- 	CGarrisonInt *garr;
 
- 	virtual void updateGarrisons() override;
 
- };
 
- /// Garrison window where you can take creatures out of the hero to place it on the garrison
 
- class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
 
- {
 
- public:
 
- 	CButton * quit;
 
- 	CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
 
- };
 
 
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