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vcmi/client/windows/CQuestLog.h

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/*
* CQuestLog.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 "../widgets/AdventureMapClasses.h"
#include "../widgets/TextControls.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/Images.h"
#include "CWindowObject.h"
class CCreature;
class CStackInstance;
class CButton;
class CToggleButton;
class CGHeroInstance;
class CComponentBox;
class LRClickableAreaWText;
class CButton;
class CPicture;
class CCreaturePic;
class LRClickableAreaWTextComp;
class CSlider;
class CLabel;
struct QuestInfo;
const int QUEST_COUNT = 6;
const int DESCRIPTION_HEIGHT_MAX = 355;
class CQuestLabel : public LRClickableAreaWText, public CMultiLineLabel
{
public:
std::function<void()> callback;
CQuestLabel(Rect position, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color & Color = Colors::WHITE, const std::string & Text = "")
: CMultiLineLabel(position, FONT_SMALL, TOPLEFT, Colors::WHITE, Text){};
void clickLeft(tribool down, bool previousState) override;
void showAll(SDL_Surface * to) override;
};
class CQuestIcon : public CAnimImage
{
public:
std::function<void()> callback; //TODO: merge with other similar classes?
CQuestIcon(const std::string & defname, int index, int x = 0, int y = 0);
void clickLeft(tribool down, bool previousState) override;
void showAll(SDL_Surface * to) override;
};
class CQuestMinimap : public CMinimap
{
std::vector<std::shared_ptr<CQuestIcon>> icons;
void clickLeft(tribool down, bool previousState) override {}; //minimap ignores clicking on its surface
void iconClicked();
void mouseMoved(const SDL_MouseMotionEvent & sEvent) override {};
public:
const QuestInfo * currentQuest;
CQuestMinimap(const Rect & position);
//should be called to invalidate whole map - different player or level
void update();
void addQuestMarks(const QuestInfo * q);
void showAll(SDL_Surface * to) override;
};
class CQuestLog : public CWindowObject
{
int questIndex;
const QuestInfo * currentQuest;
CComponentBox * componentsBox;
bool hideComplete;
CToggleButton * hideCompleteButton;
CLabel * hideCompleteLabel;
const std::vector<QuestInfo> quests;
std::vector<std::shared_ptr<CQuestLabel>> labels;
CTextBox * description;
CQuestMinimap * minimap;
CSlider * slider; //scrolls quests
CButton * ok;
void init();
public:
CQuestLog(const std::vector<QuestInfo> & Quests);
~CQuestLog(){};
void selectQuest(int which, int labelId);
void updateMinimap(int which){};
void printDescription(int which){};
void sliderMoved(int newpos);
void recreateLabelList();
void recreateQuestList(int pos);
void toggleComplete(bool on);
void showAll(SDL_Surface * to) override;
};