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vcmi/client/lobby/OptionsTab.h

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/*
* OptionsTab.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 "OptionsTabBase.h"
#include "../windows/CWindowObject.h"
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#include "../widgets/Scrollable.h"
VCMI_LIB_NAMESPACE_BEGIN
struct PlayerSettings;
struct PlayerInfo;
enum class PlayerStartingBonus : int8_t;
VCMI_LIB_NAMESPACE_END
class CLabel;
class CMultiLineLabel;
class CFilledTexture;
class CAnimImage;
class CComponentBox;
class CTextBox;
class CButton;
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class FilledTexturePlayerColored;
/// The options tab which is shown at the map selection phase.
class OptionsTab : public OptionsTabBase
{
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struct PlayerOptionsEntry;
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ui8 humanPlayers;
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std::map<PlayerColor, std::shared_ptr<PlayerOptionsEntry>> entries;
public:
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OptionsTab();
void recreate();
void onSetPlayerClicked(const PlayerSettings & ps) const;
enum SelType
{
TOWN,
HERO,
BONUS
};
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private:
struct CPlayerSettingsHelper
{
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const PlayerSettings & playerSettings;
const SelType selectionType;
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CPlayerSettingsHelper(const PlayerSettings & playerSettings, SelType type)
: playerSettings(playerSettings), selectionType(type)
{}
/// visible image settings
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size_t getImageIndex(bool big = false);
AnimationPath getImageName(bool big = false);
std::string getName(); /// name visible in options dialog
std::string getTitle(); /// title in popup box
std::string getSubtitle(); /// popup box subtitle
std::string getDescription(); /// popup box description, not always present
};
class CPlayerOptionTooltipBox : public CWindowObject, public CPlayerSettingsHelper
{
std::shared_ptr<CFilledTexture> backgroundTexture;
std::shared_ptr<CLabel> labelTitle;
std::shared_ptr<CLabel> labelSubTitle;
std::shared_ptr<CAnimImage> image;
std::shared_ptr<CLabel> labelAssociatedCreatures;
std::shared_ptr<CComponentBox> boxAssociatedCreatures;
std::shared_ptr<CLabel> labelHeroSpeciality;
std::shared_ptr<CAnimImage> imageSpeciality;
std::shared_ptr<CLabel> labelSpecialityName;
std::shared_ptr<CTextBox> textBonusDescription;
void genHeader();
void genTownWindow();
void genHeroWindow();
void genBonusWindow();
public:
CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper);
};
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class SelectionWindow : public CWindowObject
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{
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//const int ICON_SMALL_WIDTH = 48;
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const int ICON_SMALL_HEIGHT = 32;
const int ICON_BIG_WIDTH = 58;
const int ICON_BIG_HEIGHT = 64;
const int TEXT_POS_X = 29;
const int TEXT_POS_Y = 56;
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int elementsPerLine;
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PlayerColor color;
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SelType type;
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std::shared_ptr<FilledTexturePlayerColored> backgroundTexture;
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std::vector<std::shared_ptr<CIntObject>> components;
std::vector<FactionID> factions;
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std::vector<HeroTypeID> heroes;
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std::set<HeroTypeID> unusableHeroes;
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FactionID initialFaction;
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HeroTypeID initialHero;
PlayerStartingBonus initialBonus;
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FactionID selectedFaction;
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HeroTypeID selectedHero;
PlayerStartingBonus selectedBonus;
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std::set<FactionID> allowedFactions;
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std::set<HeroTypeID> allowedHeroes;
std::vector<PlayerStartingBonus> allowedBonus;
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void genContentGrid(int lines);
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void genContentFactions();
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void genContentHeroes();
void genContentBonus();
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void drawOutlinedText(int x, int y, ColorRGBA color, std::string text);
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int calcLines(FactionID faction);
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void apply();
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void recreate();
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void setSelection();
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int getElement(const Point & cursorPosition);
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void setElement(int element, bool doApply);
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bool receiveEvent(const Point & position, int eventType) const override;
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void clickReleased(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
public:
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void reopen();
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SelectionWindow(const PlayerColor & color, SelType _type);
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};
/// Image with current town/hero/bonus
struct SelectedBox : public Scrollable, public CPlayerSettingsHelper
{
std::shared_ptr<CAnimImage> image;
std::shared_ptr<CLabel> subtitle;
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SelectedBox(Point position, PlayerSettings & playerSettings, SelType type);
void showPopupWindow(const Point & cursorPosition) override;
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void clickReleased(const Point & cursorPosition) override;
void scrollBy(int distance) override;
void update();
};
struct PlayerOptionsEntry : public CIntObject
{
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std::string name;
std::unique_ptr<PlayerInfo> pi;
std::unique_ptr<PlayerSettings> s;
std::shared_ptr<CLabel> labelPlayerName;
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std::shared_ptr<CTextInput> labelPlayerNameEdit;
std::shared_ptr<CMultiLineLabel> labelWhoCanPlay;
std::shared_ptr<CPicture> background;
std::shared_ptr<CButton> buttonTownLeft;
std::shared_ptr<CButton> buttonTownRight;
std::shared_ptr<CButton> buttonHeroLeft;
std::shared_ptr<CButton> buttonHeroRight;
std::shared_ptr<CButton> buttonBonusLeft;
std::shared_ptr<CButton> buttonBonusRight;
std::shared_ptr<CButton> flag;
std::shared_ptr<SelectedBox> town;
std::shared_ptr<SelectedBox> hero;
std::shared_ptr<SelectedBox> bonus;
enum {HUMAN_OR_CPU, HUMAN, CPU} whoCanPlay;
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PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parentTab);
void hideUnavailableButtons();
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bool captureThisKey(EShortcut key) override;
void keyPressed(EShortcut key) override;
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void clickReleased(const Point & cursorPosition) override;
bool receiveEvent(const Point & position, int eventType) const override;
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private:
const OptionsTab & parentTab;
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void updateName();
};
};