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vcmi/client/windows/InfoWindows.h

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/*
* InfoWindows.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 "CWindowObject.h"
#include "../gui/TextAlignment.h"
#include "../../lib/FunctionList.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance;
class CGTownInstance;
class CGHeroInstance;
class CGGarrison;
class CGCreature;
VCMI_LIB_NAMESPACE_END
class CComponent;
class CComponentBox;
class CSelectableComponent;
class CTextBox;
class CButton;
class CFilledTexture;
/// text + comp. + ok button
class CInfoWindow : public WindowBase
{
public:
using TButtonsInfo = std::vector<std::pair<AnimationPath, CFunctionList<void()>>>;
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using TCompsInfo = std::vector<std::shared_ptr<CComponent>>;
QueryID ID; //for identification
std::shared_ptr<CFilledTexture> backgroundTexture;
std::shared_ptr<CTextBox> text;
std::shared_ptr<CComponentBox> components;
std::vector<std::shared_ptr<CButton>> buttons;
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void close() override;
void showAll(Canvas & to) override;
void sliderMoved(int to);
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CInfoWindow(const std::string & Text, PlayerColor player, const TCompsInfo & comps = TCompsInfo(), const TButtonsInfo & Buttons = TButtonsInfo());
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CInfoWindow();
~CInfoWindow();
//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static void showInfoDialog(const std::string & text, const TCompsInfo & components, PlayerColor player = PlayerColor(1));
static void showYesNoDialog(const std::string & text, const TCompsInfo & components, const CFunctionList<void()> & onYes, const CFunctionList<void()> & onNo, PlayerColor player = PlayerColor(1));
static std::shared_ptr<CInfoWindow> create(const std::string & text, PlayerColor playerID = PlayerColor(1), const TCompsInfo & components = TCompsInfo());
/// create text from title and description: {title}\n\n description
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static std::string genText(const std::string & title, const std::string & description);
};
/// popup displayed on R-click
class CRClickPopup : public WindowBase
{
public:
bool isPopupWindow() const override;
static std::shared_ptr<WindowBase> createCustomInfoWindow(Point position, const CGObjectInstance * specific);
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static void createAndPush(const std::string & txt, const CInfoWindow::TCompsInfo & comps = CInfoWindow::TCompsInfo());
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static void createAndPush(const std::string & txt, const std::shared_ptr<CComponent> & component);
static void createAndPush(const CGObjectInstance * obj, const Point & p, ETextAlignment alignment = ETextAlignment::BOTTOMRIGHT);
};
/// popup displayed on R-click
class CRClickPopupInt : public CRClickPopup
{
std::shared_ptr<CIntObject> inner;
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Point dragDistance;
public:
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CRClickPopupInt(const std::shared_ptr<CIntObject> & our);
~CRClickPopupInt();
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void mouseDraggedPopup(const Point & cursorPosition, const Point & lastUpdateDistance) override;
};
/// popup on adventure map for town\hero and other objects with customized popup content
class CInfoBoxPopup : public CWindowObject
{
std::shared_ptr<CIntObject> tooltip;
Point toScreen(Point pos);
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Point dragDistance;
public:
CInfoBoxPopup(Point position, const CGTownInstance * town);
CInfoBoxPopup(Point position, const CGHeroInstance * hero);
CInfoBoxPopup(Point position, const CGGarrison * garr);
CInfoBoxPopup(Point position, const CGCreature * creature);
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void mouseDraggedPopup(const Point & cursorPosition, const Point & lastUpdateDistance) override;
};
/// component selection window
class CSelWindow : public CInfoWindow
{
public:
void madeChoice(); //looks for selected component and calls callback
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void madeChoiceAndClose();
CSelWindow(const std::string & text, PlayerColor player, int charperline, const std::vector<std::shared_ptr<CSelectableComponent>> & comps, const std::vector<std::pair<AnimationPath,CFunctionList<void()> > > &Buttons, QueryID askID);
};