123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448 |
- /*
- * GUIClasses.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 "../lib/GameConstants.h"
- #include "../lib/ResourceSet.h"
- #include "../lib/CConfigHandler.h"
- #include "../widgets/CArtifactHolder.h"
- #include "../widgets/CGarrisonInt.h"
- #include "../widgets/Images.h"
- #include "../windows/CWindowObject.h"
- class CGDwelling;
- class IMarket;
- class CCreaturePic;
- class MoraleLuckBox;
- class CHeroArea;
- class CMinorResDataBar;
- class CSlider;
- class CComponentBox;
- class CTextInput;
- class CListBox;
- class CLabelGroup;
- class CToggleButton;
- class CToggleGroup;
- class CVolumeSlider;
- class CGStatusBar;
- /// Recruitment window where you can recruit creatures
- class CRecruitmentWindow : public CWindowObject
- {
- class CCreatureCard : public CIntObject
- {
- CRecruitmentWindow * parent;
- CCreaturePic *pic; //creature's animation
- bool selected;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- void showAll(SDL_Surface *to) override;
- public:
- const CCreature * creature;
- si32 amount;
- void select(bool on);
- CCreatureCard(CRecruitmentWindow * window, const CCreature *crea, int totalAmount);
- };
- /// small class to display creature costs
- class CCostBox : public CIntObject
- {
- std::map<int, std::pair<CLabel *, CAnimImage * > > resources;
- public:
- //res - resources to show
- void set(TResources res);
- //res - visible resources
- CCostBox(Rect position, std::string title);
- void createItems(TResources res);
- };
- std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
- int level;
- const CArmedInstance *dst;
- CCreatureCard * selected;
- std::vector<CCreatureCard *> cards;
- CSlider *slider; //for selecting amount
- CButton *maxButton, *buyButton, *cancelButton;
- //labels for visible values
- CLabel * title;
- CLabel * availableValue;
- CLabel * toRecruitValue;
- CCostBox * costPerTroopValue;
- CCostBox * totalCostValue;
- void select(CCreatureCard * card);
- void buy();
- void sliderMoved(int to);
- void showAll(SDL_Surface *to) override;
- public:
- const CGDwelling * const dwelling;
- CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const std::function<void(CreatureID,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
- void availableCreaturesChanged();
- };
- /// Split window where creatures can be split up into two single unit stacks
- class CSplitWindow : public CWindowObject
- {
- std::function<void(int, int)> callback;
- int leftAmount;
- int rightAmount;
- int leftMin;
- int rightMin;
- CSlider *slider;
- CCreaturePic *animLeft, *animRight; //creature's animation
- CButton *ok, *cancel;
- CTextInput *leftInput, *rightInput;
- void setAmountText(std::string text, bool left);
- void setAmount(int value, bool left);
- void sliderMoved(int value);
- void apply();
- public:
- /**
- * creature - displayed creature
- * callback(leftAmount, rightAmount) - function to call on close
- * leftMin, rightMin - minimal amount of creatures in each stack
- * leftAmount, rightAmount - amount of creatures in each stack
- */
- CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback,
- int leftMin, int rightMin, int leftAmount, int rightAmount);
- };
- /// Raised up level windowe where you can select one out of two skills
- class CLevelWindow : public CWindowObject
- {
- CComponentBox * box; //skills to select
- std::function<void(ui32)> cb;
- void selectionChanged(unsigned to);
- public:
- CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
- ~CLevelWindow();
- };
- /// Town portal, castle gate window
- class CObjectListWindow : public CWindowObject
- {
- class CItem : public CIntObject
- {
- CObjectListWindow *parent;
- CLabel *text;
- CPicture *border;
- public:
- const size_t index;
- CItem(CObjectListWindow *parent, size_t id, std::string text);
- void select(bool on);
- void clickLeft(tribool down, bool previousState) override;
- };
- std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
- CLabel * title;
- CLabel * descr;
- CListBox * list;
- CButton *ok, *exit;
- std::vector< std::pair<int, std::string> > items;//all items present in list
- void init(CIntObject * titlePic, std::string _title, std::string _descr);
- void exitPressed();
- public:
- size_t selected;//index of currently selected item
- std::function<void()> onExit;//optional exit callback
- /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
- /// Image can be nullptr
- ///item names will be taken from map objects
- CObjectListWindow(const std::vector<int> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
- std::function<void(int)> Callback);
- CObjectListWindow(const std::vector<std::string> &_items, CIntObject * titlePic, std::string _title, std::string _descr,
- std::function<void(int)> Callback);
- CIntObject *genItem(size_t index);
- void elementSelected();//call callback and close this window
- void changeSelection(size_t which);
- void keyPressed (const SDL_KeyboardEvent & key) override;
- };
- class CSystemOptionsWindow : public CWindowObject
- {
- private:
- CLabel *title;
- CLabelGroup *leftGroup;
- CLabelGroup *rightGroup;
- CButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
- CToggleGroup * heroMoveSpeed;
- CToggleGroup * enemyMoveSpeed;
- CToggleGroup * mapScrollSpeed;
- CVolumeSlider * musicVolume, * effectsVolume;
- //CHighlightableButton * showPath;
- CToggleButton * showReminder;
- CToggleButton * quickCombat;
- CToggleButton * spellbookAnim;
- CToggleButton * fullscreen;
- CButton *gameResButton;
- CLabel *gameResLabel;
- SettingsListener onFullscreenChanged;
- //functions bound to buttons
- void bloadf(); //load game
- void bsavef(); //save game
- void bquitf(); //quit game
- void breturnf(); //return to game
- void brestartf(); //restart game
- void bmainmenuf(); //return to main menu
- void selectGameRes();
- void setGameRes(int index);
- void closeAndPushEvent(int eventType, int code = 0);
- public:
- CSystemOptionsWindow();
- };
- class CTavernWindow : public CWindowObject
- {
- public:
- class HeroPortrait : public CIntObject
- {
- public:
- std::string hoverName;
- std::string description; // "XXX is a level Y ZZZ with N artifacts"
- const CGHeroInstance *h;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- void hover (bool on) override;
- HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
- private:
- int *_sel;
- const int _id;
- } *h1, *h2; //recruitable heroes
- int selected;//0 (left) or 1 (right)
- int oldSelected;//0 (left) or 1 (right)
- CButton *thiefGuild, *cancel, *recruit;
- const CGObjectInstance *tavernObj;
- CTavernWindow(const CGObjectInstance *TavernObj);
- ~CTavernWindow();
- void recruitb();
- void thievesguildb();
- void show(SDL_Surface * to) override;
- };
- class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
- {
- CGStatusBar * ourBar; //internal statusbar
- CButton * quit, * questlogButton[2];
- std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
- MoraleLuckBox *morale[2], *luck[2];
- LRClickableAreaWText *specialty[2];
- LRClickableAreaWText *experience[2];
- LRClickableAreaWText *spellPoints[2];
- CHeroArea *portrait[2];
- public:
- const CGHeroInstance* heroInst[2];
- CArtifactsOfHero * artifs[2];
- void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
- void prepareBackground(); //prepares or redraws bg
- CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID);
- ~CExchangeWindow();
- };
- /// Here you can buy ships
- class CShipyardWindow : public CWindowObject
- {
- public:
- CGStatusBar *bar;
- CPicture *bgWater;
- CLabel *title;
- CLabel *costLabel;
- CAnimImage *woodPic, *goldPic;
- CLabel *woodCost, *goldCost;
- CAnimImage *bgShip;
- CButton *build, *quit;
- CGStatusBar * statusBar;
- CShipyardWindow(const std::vector<si32> &cost, int state, int boatType, const std::function<void()> &onBuy);
- };
- /// Puzzle screen which gets uncovered when you visit obilisks
- class CPuzzleWindow : public CWindowObject
- {
- private:
- int3 grailPos;
- CButton * quitb;
- std::vector<CPicture * > piecesToRemove;
- ui8 currentAlpha;
- public:
- void showAll(SDL_Surface * to) override;
- void show(SDL_Surface * to) override;
- CPuzzleWindow(const int3 &grailPos, double discoveredRatio);
- };
- /// Creature transformer window
- class CTransformerWindow : public CWindowObject, public CGarrisonHolder
- {
- public:
- class CItem : public CIntObject
- {
- public:
- int id;//position of creature in hero army
- bool left;//position of the item
- int size; //size of creature stack
- CTransformerWindow * parent;
- CAnimImage *icon;
- void move();
- void clickLeft(tribool down, bool previousState) override;
- void update();
- CItem(CTransformerWindow * parent, int size, int id);
- };
- const CArmedInstance *army;//object with army for transforming (hero or town)
- const CGHeroInstance *hero;//only if we have hero in town
- const CGTownInstance *town;//market, town garrison is used if hero == nullptr
- std::vector<CItem*> items;
- CButton *all, *convert, *cancel;
- CGStatusBar *bar;
- void makeDeal();
- void addAll();
- void updateGarrisons() override;
- CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town);
- };
- class CUniversityWindow : public CWindowObject
- {
- class CItem : public CAnimImage
- {
- public:
- int ID;//id of selected skill
- CUniversityWindow * parent;
- void showAll(SDL_Surface * to) override;
- void clickLeft(tribool down, bool previousState) override;
- void clickRight(tribool down, bool previousState) override;
- void hover(bool on) override;
- int state();//0=can't learn, 1=learned, 2=can learn
- CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
- };
- public:
- const CGHeroInstance *hero;
- const IMarket * market;
- CPicture * green, * yellow, * red;//colored bars near skills
- std::vector<CItem*> items;
- CButton *cancel;
- CGStatusBar *bar;
- CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market);
- };
- /// Confirmation window for University
- class CUnivConfirmWindow : public CWindowObject
- {
- public:
- CUniversityWindow * parent;
- CGStatusBar *bar;
- CButton *confirm, *cancel;
- CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available);
- void makeDeal(int skill);
- };
- /// Hill fort is the building where you can upgrade units
- class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
- {
- private:
- static const int slotsCount = 7;
- //todo: mithril support
- static const int resCount = 7;
- const CGObjectInstance * fort;
- const CGHeroInstance * hero;
- CGStatusBar * bar;
- CHeroArea * heroPic;//clickable hero image
- CButton * quit;//closes window
- CButton * upgradeAll;//upgrade all creatures
- std::array<CButton *, slotsCount> upgrade;//upgrade single creature
- std::array<int, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
- //there is a place for only 2 resources per slot
- std::array< std::array<CAnimImage *, 2>, slotsCount> slotIcons;
- std::array< std::array<CLabel *, 2>, slotsCount> slotLabels;
- std::array<CAnimImage *, resCount> totalIcons;
- std::array<CLabel *, resCount> totalLabels;
- std::string getDefForSlot(SlotID slot);//return def name for this slot
- std::string getTextForSlot(SlotID slot);//return hover text for this slot
- void makeDeal(SlotID slot);//-1 for upgrading all creatures
- int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
- public:
- CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
- void updateGarrisons() override;//update buttons after garrison changes
- };
- class CThievesGuildWindow : public CWindowObject
- {
- const CGObjectInstance * owner;
- CGStatusBar * statusBar;
- CButton * exitb;
- CMinorResDataBar * resdatabar;
- public:
- CThievesGuildWindow(const CGObjectInstance * _owner);
- };
|