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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name ui.h - The user interface header file. */
//
// (c) Copyright 1999-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
#ifndef __UI_H__
#define __UI_H__
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <vector>
#include <string>
#include <map>
#include "SDL.h"
#include "upgrade_structs.h"
#include "cursor.h"
#include "interface.h"
#include "minimap.h"
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
class CUnit;
class CFile;
class CFont;
class LuaActionListener;
struct lua_State;
/*----------------------------------------------------------------------------
-- Definitions
----------------------------------------------------------------------------*/
enum TextAlignment {
TextAlignUndefined,
TextAlignCenter,
TextAlignLeft,
TextAlignRight,
};
class ButtonStyleProperties {
public:
ButtonStyleProperties() : Sprite(NULL), Frame(0), BorderColor(0),
BorderSize(0), TextAlign(TextAlignUndefined),
TextX(0), TextY(0)
{
BorderColorRGB.r = BorderColorRGB.g = BorderColorRGB.b = 0;
}
CGraphic *Sprite;
int Frame;
SDL_Color BorderColorRGB;
Uint32 BorderColor;
int BorderSize;
TextAlignment TextAlign; /// Text alignment
int TextX; /// Text X location
int TextY; /// Text Y location
std::string TextNormalColor; /// Normal text color
std::string TextReverseColor; /// Reverse text color
} ;
class ButtonStyle {
public:
ButtonStyle() : Width(0), Height(0), Font(0),
TextAlign(TextAlignUndefined), TextX(0), TextY(0) {}
int Width; /// Button width
int Height; /// Button height
CFont *Font; /// Font
std::string TextNormalColor; /// Normal text color
std::string TextReverseColor; /// Reverse text color
TextAlignment TextAlign; /// Text alignment
int TextX; /// Text X location
int TextY; /// Text Y location
ButtonStyleProperties Default; /// Default button properties
ButtonStyleProperties Hover; /// Hover button properties
ButtonStyleProperties Clicked; /// Clicked button properties
};
/// buttons on screen themselves
class CUIButton {
public:
CUIButton() : X(0), Y(0), Style(NULL), Callback(NULL) {}
~CUIButton() {}
int X; /// x coordinate on the screen
int Y; /// y coordinate on the screen
std::string Text; /// button text
ButtonStyle *Style; /// button style
LuaActionListener *Callback; /// callback function
};
#define MAX_NUM_VIEWPORTS 8 /// Number of supported viewports
#define MAX_SAVED_MAP_POSITIONS 3 /// Number of supported saved map positions
/**
** A map viewport.
**
** A part of the map displayed on sceen.
**
** CViewport::X CViewport::Y
** CViewport::EndX CViewport::EndY
**
** upper left corner of this viewport is located at pixel
** coordinates (X, Y) with respect to upper left corner of
** stratagus's window, similarly lower right corner of this
** viewport is (EndX, EndY) pixels away from the UL corner of
** stratagus's window.
**
** CViewport::MapX CViewport::MapY
** CViewport::MapWidth CViewport::MapHeight
**
** Tile coordinates of UL corner of this viewport with respect to
** UL corner of the whole map.
**
** CViewport::Unit
**
** Viewport is bound to a unit. If the unit moves the viewport
** changes the position together with the unit.
** @todo binding to a group.
*/
class CViewport {
public:
CViewport() : X(0), Y(0), EndX(0), EndY(0), MapX(0), MapY(0),
OffsetX(0), OffsetY(0), MapWidth(0), MapHeight(0), Unit(NULL) {};
/// Check if X and Y pixels are within map area
bool IsInsideMapArea(int x, int y) const;
/// Convert screen X pixel to map tile
int Viewport2MapX(int x) const;
/// Convert screen Y pixel to map tile
int Viewport2MapY(int y) const;
/// Convert map tile to screen X pixel
int Map2ViewportX(int x) const;
/// Convert map tile to screen Y pixel
int Map2ViewportY(int y) const;
/// Convert map pixel coordinates into viewport coordinates
void MapPixel2Viewport(int &x, int &y) const;
/// Set the current map view to x,y(upper,left corner)
void Set(int x, int y, int offsetx, int offsety);
/// Center map on point in viewport
void Center(int x, int y, int offsetx, int offsety);
protected:
/// Draw the map background
void DrawMapBackgroundInViewport() const;
/// Draw the map fog of war
void DrawMapFogOfWar() const;
public:
/// Draw the full Viewport.
void Draw() const;
void DrawBorder() const;
/// Check if any part of an area is visible in viewport
bool AnyMapAreaVisibleInViewport(int sx, int sy, int ex, int ey) const;
int X; /// Screen pixel left corner x coordinate
int Y; /// Screen pixel upper corner y coordinate
int EndX; /// Screen pixel right x coordinate
int EndY; /// Screen pixel bottom y coordinate
int MapX; /// Map tile left corner x coordinate
int MapY; /// Map tile upper corner y coordinate
int OffsetX; /// X Offset within MapX
int OffsetY; /// Y Offset within MapY
int MapWidth; /// Width in map tiles
int MapHeight; /// Height in map tiles
CUnit *Unit; /// Bound to this unit
};
/**
** Enumeration of the different predefined viewport configurations.
**
** Add new types of viewports at the end of the enumeration for
** backward compatibility of save games.
*/
enum ViewportModeType {
VIEWPORT_SINGLE, /// Old single viewport
VIEWPORT_SPLIT_HORIZ, /// Two viewports split horizontal
VIEWPORT_SPLIT_HORIZ3, /// Three viewports split horiontal
VIEWPORT_SPLIT_VERT, /// Two viewports split vertical
VIEWPORT_QUAD, /// Four viewports split symmetric
NUM_VIEWPORT_MODES, /// Number of different viewports.
};
class CMapArea
{
public:
CMapArea() : X(0), Y(0), EndX(0), EndY(0),
ScrollPaddingLeft(0), ScrollPaddingRight(0),
ScrollPaddingTop(0), ScrollPaddingBottom(0) {}
int X; /// Screen pixel left corner x coordinate
int Y; /// Screen pixel upper corner y coordinate
int EndX; /// Screen pixel right x coordinate
int EndY; /// Screen pixel bottom y coordinate
int ScrollPaddingLeft; /// Scrollable area past the left of map
int ScrollPaddingRight; /// Scrollable area past the right of map
int ScrollPaddingTop; /// Scrollable area past the top of map
int ScrollPaddingBottom; /// Scrollable area past the bottom of map
};
class CFiller
{
public:
CFiller() : G(NULL), X(0), Y(0) {}
CGraphic *G; /// Graphic
int X; /// X coordinate
int Y; /// Y coordinate
};
class CButtonPanel
{
public:
CButtonPanel() : G(NULL), X(0), Y(0), ShowCommandKey(true)
{
AutoCastBorderColorRGB.r = 0;
AutoCastBorderColorRGB.g = 0;
AutoCastBorderColorRGB.b = 0;
}
void Draw();
void Update();
void DoClicked(int button);
int DoKey(int key);
CGraphic *G;
int X;
int Y;
std::vector<CUIButton> Buttons;
SDL_Color AutoCastBorderColorRGB;
bool ShowCommandKey;
};
class CPieMenu {
public:
CPieMenu() : G(NULL), MouseButton(NoButton)
{
memset(this->X, 0, sizeof(this->X));
memset(this->Y, 0, sizeof(this->Y));
}
CGraphic *G; /// Optional background image
int MouseButton; /// Which mouse button pops up the piemenu, deactivate with NoButton
int X[8]; /// X position of the pies
int Y[8]; /// Y position of the pies
void SetRadius(int radius) {
const int coeffX[] = { 0, 193, 256, 193, 0, -193, -256, -193};
const int coeffY[] = { -256, -193, 0, 193, 256, 193, 0, -193};
for (int i = 0; i < 8; ++i) {
this->X[i] = (coeffX[i] * radius) >> 8;
this->Y[i] = (coeffY[i] * radius) >> 8;
}
}
};
class CResourceInfo {
public:
CResourceInfo() : G(NULL), IconFrame(0), IconX(0), IconY(0),
TextX(-1), TextY(-1) {}
CGraphic *G; /// icon graphic
int IconFrame; /// icon frame
int IconX; /// icon X position
int IconY; /// icon Y position
int TextX; /// text X position
int TextY; /// text Y position
};
class CInfoPanel
{
public:
CInfoPanel() : X(0), Y(0) {}
void Draw();
int X;
int Y;
};
class CStatusLine
{
public:
CStatusLine() : Width(0), TextX(0), TextY(0), Font(0) {}
void Draw();
void Set(const std::string &status);
inline const std::string &Get() { return this->StatusLine; }
void Clear();
int Width;
int TextX;
int TextY;
CFont *Font;
private:
std::string StatusLine;
};
class CUITimer
{
public:
CUITimer() : X(0), Y(0), Font(NULL) {}
int X;
int Y;
CFont *Font;
};
/**
** Defines the user interface.
*/
class CUserInterface
{
public:
CUserInterface();
~CUserInterface();
void Load();
bool MouseScroll; /// Enable mouse scrolling
bool KeyScroll; /// Enable keyboard scrolling
/// Middle-Mouse Scroll Speed (screenpixels per mousepixel)
int MouseScrollSpeedDefault;
/// Middle-Mouse Scroll Speed with Control pressed
int MouseScrollSpeedControl;
int MouseWarpX; /// Cursor warp X position
int MouseWarpY; /// Cursor warp Y position
std::string NormalFontColor; /// Color for normal text displayed
std::string ReverseFontColor; /// Color for reverse text displayed
std::vector<CFiller> Fillers; /// Filler graphics
CResourceInfo Resources[MaxCosts];/// Icon+Text of all resources
CInfoPanel InfoPanel; /// Info panel
CUIButton *SingleSelectedButton; /// Button for single selected unit
std::vector<CUIButton> SelectedButtons;/// Selected buttons
CFont *MaxSelectedFont; /// Font type to use
int MaxSelectedTextX; /// position to place '+#' text
int MaxSelectedTextY; /// if > maximum units selected
CUIButton *SingleTrainingButton; /// Button for single training
std::string SingleTrainingText; /// Text for single training
CFont *SingleTrainingFont; /// Font for single traning
int SingleTrainingTextX; /// X text position single training
int SingleTrainingTextY; /// Y text position single training
std::vector<CUIButton> TrainingButtons;/// Training buttons
std::string TrainingText; /// Multiple Training Text
CFont *TrainingFont; /// Multiple Training Font
int TrainingTextX; /// Multiple Training X Text position
int TrainingTextY; /// Multiple Training Y Text position
std::vector<CUIButton> TransportingButtons;/// Button info for transporting
// Completed bar
SDL_Color CompletedBarColorRGB; /// color for completed bar
Uint32 CompletedBarColor; /// color for completed bar
bool CompletedBarShadow; /// should complete bar have shadow
// Button panel
CButtonPanel ButtonPanel;
// Pie Menu
CPieMenu PieMenu;
// Map area
ViewportModeType ViewportMode; /// Current viewport mode
CViewport *MouseViewport; /// Viewport containing mouse
CViewport *SelectedViewport; /// Current selected active viewport
int NumViewports; /// # Viewports currently used
CViewport Viewports[MAX_NUM_VIEWPORTS]; /// Parameters of all viewports
CMapArea MapArea; /// geometry of the whole map area
CFont *MessageFont; /// Font used for messages
int MessageScrollSpeed; /// Scroll speed in seconds for messages
// Saved map positions
int SavedMapPositionX[MAX_SAVED_MAP_POSITIONS]; /// Saved map position X
int SavedMapPositionY[MAX_SAVED_MAP_POSITIONS]; /// Saved map position Y
// Menu buttons
CUIButton MenuButton; /// menu button
CUIButton NetworkMenuButton; /// network menu button
CUIButton NetworkDiplomacyButton; /// network diplomacy button
// The minimap
CMinimap Minimap; /// minimap
Uint32 ViewportCursorColor; /// minimap cursor color
// The status line
CStatusLine StatusLine; /// status line
// Game timer
CUITimer Timer; /// game timer
// Offsets for 640x480 center used by menus
int Offset640X; /// Offset for 640x480 X position
int Offset480Y; /// Offset for 640x480 Y position
//
// Cursors used.
//
CursorConfig Point; /// General pointing cursor
CursorConfig Glass; /// HourGlass, system is waiting
CursorConfig Cross; /// Multi-select cursor.
CursorConfig YellowHair; /// Yellow action,attack cursor.
CursorConfig GreenHair; /// Green action,attack cursor.
CursorConfig RedHair; /// Red action,attack cursor.
CursorConfig Scroll; /// Cursor for scrolling map around.
CursorConfig ArrowE; /// Cursor pointing east
CursorConfig ArrowNE; /// Cursor pointing north east
CursorConfig ArrowN; /// Cursor pointing north
CursorConfig ArrowNW; /// Cursor pointing north west
CursorConfig ArrowW; /// Cursor pointing west
CursorConfig ArrowSW; /// Cursor pointing south west
CursorConfig ArrowS; /// Cursor pointing south
CursorConfig ArrowSE; /// Cursor pointing south east
/// @todo could use different sounds/speech for the errors
/// Is in gamesounds?
/// SoundConfig PlacementError; /// played on placements errors
/// SoundConfig PlacementSuccess; /// played on placements success
/// SoundConfig Click; /// click noice used often
};
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
extern CUserInterface UI; /// The user interface
/// Hash table of all the button styles
extern std::map<std::string, ButtonStyle *> ButtonStyleHash;
extern bool RightButtonAttacks; /// right button attacks
extern ButtonAction *CurrentButtons; /// Current Selected Buttons
extern std::string UiGroupKeys; /// Up to 11 keys used for group selection
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/// Initialize the ui
extern void InitUserInterface(void);
/// Save the ui state
extern void SaveUserInterface(CFile *file);
/// Clean up the ui module
extern void CleanUserInterface(void);
#ifdef DEBUG
extern void FreeButtonStyles();
#endif
/// Register ccl features
extern void UserInterfaceCclRegister(void);
/// Find a button style
extern ButtonStyle *FindButtonStyle(const std::string &style);
/// Called if the mouse is moved in Normal interface state
extern void UIHandleMouseMove(int x, int y);
/// Called if any mouse button is pressed down
extern void UIHandleButtonDown(unsigned button);
/// Called if any mouse button is released up
extern void UIHandleButtonUp(unsigned button);
/// Restrict mouse cursor to viewport
extern void RestrictCursorToViewport(void);
/// Restrict mouse cursor to minimap
extern void RestrictCursorToMinimap(void);
/// Get viewport for screen pixel position
extern CViewport *GetViewport(int x, int y);
/// Cycle through all available viewport modes
extern void CycleViewportMode(int);
/// Select viewport mode
extern void SetViewportMode(ViewportModeType mode);
/// Use the mouse to scroll the map
extern void MouseScrollMap(int x, int y);
/// Check if mouse scrolling is enabled
extern bool GetMouseScroll(void);
/// Enable/disable scrolling with the mouse
extern void SetMouseScroll(bool enabled);
/// Check if keyboard scrolling is enabled
extern bool GetKeyScroll(void);
/// Enable/disable scrolling with the keyboard
extern void SetKeyScroll(bool enabled);
/// Check if mouse grabbing is enabled
extern bool GetGrabMouse(void);
/// Enable/disable grabbing the mouse
extern void SetGrabMouse(bool enabled);
/// Check if scrolling stops when leaving the window
extern bool GetLeaveStops(void);
/// Enable/disable leaving the window stops scrolling
extern void SetLeaveStops(bool enabled);
/// Set saved map position
extern void SetSavedMapPosition(int index, int x, int y);
/// Recall map position
extern void RecallSavedMapPosition(int index);
extern int AddHandler(lua_State *l);
extern void CallHandler(unsigned int handle, int value);
//@}
#endif // !__UI_H__
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