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# pragma once
# include "CIntObject.h"
# include "SDL_Extensions.h"
# include "../FunctionList.h"
struct SDL_Surface ;
struct Rect ;
class CAnimImage ;
class CLabel ;
class CAnimation ;
class CDefHandler ;
/*
* CPicture . 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
*
*/
// Window GUI class
class CSimpleWindow : public CIntObject
{
public :
SDL_Surface * bitmap ; //background
virtual void show ( SDL_Surface * to ) ;
CSimpleWindow ( ) : bitmap ( NULL ) { } ; //c-tor
virtual ~ CSimpleWindow ( ) ; //d-tor
} ;
// Image class
class CPicture : public CIntObject
{
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void setSurface ( SDL_Surface * to ) ;
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public :
SDL_Surface * bg ;
Rect * srcRect ; //if NULL then whole surface will be used
bool freeSurf ; //whether surface will be freed upon CPicture destruction
bool needRefresh ; //Surface needs to be displayed each frame
operator SDL_Surface * ( )
{
return bg ;
}
CPicture ( const Rect & r , const SDL_Color & color , bool screenFormat = false ) ; //rect filled with given color
CPicture ( const Rect & r , ui32 color , bool screenFormat = false ) ; //rect filled with given color
CPicture ( SDL_Surface * BG , int x = 0 , int y = 0 , bool Free = true ) ; //wrap existing SDL_Surface
CPicture ( const std : : string & bmpname , int x = 0 , int y = 0 ) ;
CPicture ( SDL_Surface * BG , const Rect & SrcRext , int x = 0 , int y = 0 , bool free = false ) ; //wrap subrect of given surface
~ CPicture ( ) ;
void init ( ) ;
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//set alpha value for whole surface. Note: may be messed up if surface is shared
// 0=transparent, 255=opaque
void setAlpha ( int value ) ;
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void scaleTo ( Point size ) ;
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void createSimpleRect ( const Rect & r , bool screenFormat , ui32 color ) ;
void show ( SDL_Surface * to ) ;
void showAll ( SDL_Surface * to ) ;
void convertToScreenBPP ( ) ;
void colorizeAndConvert ( int player ) ;
void colorize ( int player ) ;
} ;
namespace config { struct ButtonInfo ; }
/// Base class for buttons.
class CButtonBase : public CKeyShortcut
{
public :
enum ButtonState
{
NORMAL = 0 ,
PRESSED = 1 ,
BLOCKED = 2 ,
HIGHLIGHTED = 3
} ;
private :
int bitmapOffset ; // base offset of visible bitmap from animation
ButtonState state ; //current state of button from enum
public :
bool swappedImages , //fix for some buttons: normal and pressed image are swapped
keepFrame ; // don't change visual representation
void addTextOverlay ( const std : : string & Text , EFonts font , SDL_Color color = Colors : : Cornsilk ) ;
void update ( ) ; //to refresh button after image or text change
void setOffset ( int newOffset ) ;
void setState ( ButtonState newState ) ;
ButtonState getState ( ) ;
//just to make code clearer
void block ( bool on ) ;
bool isBlocked ( ) ;
bool isHighlighted ( ) ;
CAnimImage * image ; //image for this button
CLabel * text ; //text overlay
CButtonBase ( ) ; //c-tor
virtual ~ CButtonBase ( ) ; //d-tor
} ;
/// Typical Heroes 3 button which can be inactive or active and can
/// hold further information if you right-click it
class CAdventureMapButton : public CButtonBase
{
std : : vector < std : : string > imageNames ; //store list of images that can be used by this button
size_t currentImage ;
public :
std : : map < int , std : : string > hoverTexts ; //text for statusbar
std : : string helpBox ; //for right-click help
CFunctionList < void ( ) > callback ;
bool actOnDown , //runs when mouse is pressed down over it, not when up
hoverable , //if true, button will be highlighted when hovered
borderEnabled ,
soundDisabled ;
SDL_Color borderColor ;
void clickRight ( tribool down , bool previousState ) ;
virtual void clickLeft ( tribool down , bool previousState ) ;
void hover ( bool on ) ;
CAdventureMapButton ( ) ; //c-tor
CAdventureMapButton ( const std : : string & Name , const std : : string & HelpBox , const CFunctionList < void ( ) > & Callback , int x , int y , const std : : string & defName , int key = 0 , std : : vector < std : : string > * add = NULL , bool playerColoredButton = false ) ; //c-tor
CAdventureMapButton ( const std : : pair < std : : string , std : : string > & help , const CFunctionList < void ( ) > & Callback , int x , int y , const std : : string & defName , int key = 0 , std : : vector < std : : string > * add = NULL , bool playerColoredButton = false ) ; //c-tor
CAdventureMapButton ( const std : : string & Name , const std : : string & HelpBox , const CFunctionList < void ( ) > & Callback , config : : ButtonInfo * info , int key = 0 ) ; //c-tor
void init ( const CFunctionList < void ( ) > & Callback , const std : : map < int , std : : string > & Name , const std : : string & HelpBox , bool playerColoredButton , const std : : string & defName , std : : vector < std : : string > * add , int x , int y , int key ) ;
void setIndex ( size_t index , bool playerColoredButton = false ) ;
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void setImage ( CAnimation * anim , bool playerColoredButton = false , int animFlags = 0 ) ;
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void setPlayerColor ( int player ) ;
void showAll ( SDL_Surface * to ) ;
} ;
/// A button which can be selected/deselected
class CHighlightableButton
: public CAdventureMapButton
{
public :
CHighlightableButton ( const CFunctionList < void ( ) > & onSelect , const CFunctionList < void ( ) > & onDeselect , const std : : map < int , std : : string > & Name , const std : : string & HelpBox , bool playerColoredButton , const std : : string & defName , std : : vector < std : : string > * add , int x , int y , int key = 0 ) ;
CHighlightableButton ( const std : : pair < std : : string , std : : string > & help , const CFunctionList < void ( ) > & onSelect , int x , int y , const std : : string & defName , int myid , int key = 0 , std : : vector < std : : string > * add = NULL , bool playerColoredButton = false ) ; //c-tor
CHighlightableButton ( const std : : string & Name , const std : : string & HelpBox , const CFunctionList < void ( ) > & onSelect , int x , int y , const std : : string & defName , int myid , int key = 0 , std : : vector < std : : string > * add = NULL , bool playerColoredButton = false ) ; //c-tor
bool onlyOn ; //button can not be de-selected
bool selected ; //state of highlightable button
int ID ; //for identification
CFunctionList < void ( ) > callback2 ; //when de-selecting
void select ( bool on ) ;
void clickLeft ( tribool down , bool previousState ) ;
} ;
/// A group of buttons where one button can be selected
class CHighlightableButtonsGroup : public CIntObject
{
public :
CFunctionList2 < void ( int ) > onChange ; //called when changing selected button with new button's id
std : : vector < CHighlightableButton * > buttons ;
bool musicLike ; //determines the behaviour of this group
//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
void addButton ( CHighlightableButton * bt ) ; //add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
void addButton ( const std : : map < int , std : : string > & tooltip , const std : : string & HelpBox , const std : : string & defName , int x , int y , int uid , const CFunctionList < void ( ) > & OnSelect = 0 , int key = 0 ) ; //creates new button
CHighlightableButtonsGroup ( const CFunctionList2 < void ( int ) > & OnChange , bool musicLikeButtons = false ) ;
~ CHighlightableButtonsGroup ( ) ;
void select ( int id , bool mode ) ; //mode==0: id is serial; mode==1: id is unique button id
void selectionChanged ( int to ) ;
void show ( SDL_Surface * to ) ;
void showAll ( SDL_Surface * to ) ;
void block ( ui8 on ) ;
} ;
/// A typical slider which can be orientated horizontally/vertically.
class CSlider : public CIntObject
{
public :
CAdventureMapButton * left , * right , * slider ; //if vertical then left=up
int capacity , //how many elements can be active at same time
amount , //how many elements
positions , //number of highest position (0 if there is only one)
value ; //first active element
bool horizontal ;
bool wheelScrolling ;
bool keyScrolling ;
boost : : function < void ( int ) > moved ;
void redrawSlider ( ) ;
void sliderClicked ( ) ;
void moveLeft ( ) ;
void moveRight ( ) ;
void moveTo ( int to ) ;
void block ( bool on ) ;
void setAmount ( int to ) ;
void keyPressed ( const SDL_KeyboardEvent & key ) ;
void wheelScrolled ( bool down , bool in ) ;
void clickLeft ( tribool down , bool previousState ) ;
void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) ;
void showAll ( SDL_Surface * to ) ;
CSlider ( int x , int y , int totalw , boost : : function < void ( int ) > Moved , int Capacity , int Amount ,
int Value = 0 , bool Horizontal = true , int style = 0 ) ; //style 0 - brown, 1 - blue
~ CSlider ( ) ;
void moveToMax ( ) ;
} ;
/// Used as base for Tabs and List classes
class CObjectList : public CIntObject
{
public :
typedef boost : : function < CIntObject * ( size_t ) > CreateFunc ;
typedef boost : : function < void ( CIntObject * ) > DestroyFunc ;
private :
CreateFunc createObject ;
DestroyFunc destroyObject ;
protected :
//Internal methods for safe creation of items (Children capturing and activation/deactivation if needed)
void deleteItem ( CIntObject * item ) ;
CIntObject * createItem ( size_t index ) ;
CObjectList ( CreateFunc create , DestroyFunc destroy = DestroyFunc ( ) ) ; //Protected constructor
} ;
/// Window element with multiple tabs
class CTabbedInt : public CObjectList
{
private :
CIntObject * activeTab ;
size_t activeID ;
public :
//CreateFunc, DestroyFunc - see CObjectList
//Pos - position of object, all tabs will be moved to this position
//ActiveID - ID of initially active tab
CTabbedInt ( CreateFunc create , DestroyFunc destroy = DestroyFunc ( ) , Point position = Point ( ) , size_t ActiveID = 0 ) ;
void setActive ( size_t which ) ;
//recreate active tab
void reset ( ) ;
//return currently active item
CIntObject * getItem ( ) ;
} ;
/// List of IntObjects with optional slider
class CListBox : public CObjectList
{
private :
std : : list < CIntObject * > items ;
size_t first ;
size_t totalSize ;
Point itemOffset ;
CSlider * slider ;
void updatePositions ( ) ;
public :
//CreateFunc, DestroyFunc - see CObjectList
//Pos - position of first item
//ItemOffset - distance between items in the list
//VisibleSize - maximal number of displayable at once items
//TotalSize
//Slider - slider style, bit field: 1 = present(disabled), 2=horisontal(vertical), 4=blue(brown)
//SliderPos - position of slider, if present
CListBox ( CreateFunc create , DestroyFunc destroy , Point Pos , Point ItemOffset , size_t VisibleSize ,
size_t TotalSize , size_t InitialPos = 0 , int Slider = 0 , Rect SliderPos = Rect ( ) ) ;
//recreate all visible items
void reset ( ) ;
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//change or get total amount of items in the list
void resize ( size_t newSize ) ;
size_t size ( ) ;
//return item with index which or null if not present
CIntObject * getItem ( size_t which ) ;
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//return currently active items
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const std : : list < CIntObject * > & getItems ( ) ;
//get index of this item. -1 if not found
size_t getIndexOf ( CIntObject * item ) ;
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//scroll list to make item which visible
void scrollTo ( size_t which ) ;
//scroll list to specified position
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void moveToPos ( size_t which ) ;
void moveToNext ( ) ;
void moveToPrev ( ) ;
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size_t getPos ( ) ;
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} ;
/// Status bar which is shown at the bottom of the in-game screens
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class CStatusBar : public CIntObject , public IStatusBar
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{
public :
SDL_Surface * bg ; //background
int middlex , middley ; //middle of statusbar
std : : string current ; //text currently printed
CStatusBar ( int x , int y , std : : string name = " ADROLLVR.bmp " , int maxw = - 1 ) ; //c-tor
~ CStatusBar ( ) ; //d-tor
void print ( const std : : string & text ) ; //prints text and refreshes statusbar
void clear ( ) ; //clears statusbar and refreshes
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void showAll ( SDL_Surface * to ) ; //shows statusbar (with current text)
void show ( SDL_Surface * to ) ;
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std : : string getCurrent ( ) ; //getter for current
} ;
/// Label which shows text
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class CLabel : public virtual CIntObject
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{
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protected :
virtual std : : string visibleText ( ) ;
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public :
EAlignment alignment ;
EFonts font ;
SDL_Color color ;
std : : string text ;
CPicture * bg ;
bool autoRedraw ; //whether control will redraw itself on setTxt
Point textOffset ; //text will be blitted at pos + textOffset with appropriate alignment
bool ignoreLeadingWhitespace ;
virtual void setTxt ( const std : : string & Txt ) ;
void showAll ( SDL_Surface * to ) ; //shows statusbar (with current text)
CLabel ( int x = 0 , int y = 0 , EFonts Font = FONT_SMALL , EAlignment Align = TOPLEFT , const SDL_Color & Color = Colors : : Cornsilk , const std : : string & Text = " " ) ;
} ;
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//Small helper class to manage group of similar labels
class CLabelGroup : public CIntObject
{
std : : list < CLabel * > labels ;
EFonts font ;
EAlignment align ;
const SDL_Color & color ;
public :
CLabelGroup ( EFonts Font = FONT_SMALL , EAlignment Align = TOPLEFT , const SDL_Color & Color = Colors : : Cornsilk ) ;
void add ( int x = 0 , int y = 0 , const std : : string & text = " " ) ;
} ;
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/// a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
class CTextBox
: public CLabel
{
public :
int maxW ; //longest line of text in px
int maxH ; //total height needed to print all lines
int sliderStyle ;
std : : vector < std : : string > lines ;
std : : vector < CAnimImage * > effects ;
CSlider * slider ;
//CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::Cornsilk);
CTextBox ( std : : string Text , const Rect & rect , int SliderStyle , EFonts Font = FONT_SMALL , EAlignment Align = TOPLEFT , const SDL_Color & Color = Colors : : Cornsilk ) ;
void showAll ( SDL_Surface * to ) ; //shows statusbar (with current text)
void setTxt ( const std : : string & Txt ) ;
void setBounds ( int limitW , int limitH ) ;
void recalculateLines ( const std : : string & Txt ) ;
void sliderMoved ( int to ) ;
} ;
/// Status bar which is shown at the bottom of the in-game screens
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class CGStatusBar : public CLabel , public IStatusBar
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{
void init ( ) ;
public :
IStatusBar * oldStatusBar ;
//statusbar interface overloads
void print ( const std : : string & Text ) ; //prints text and refreshes statusbar
void clear ( ) ; //clears statusbar and refreshes
std : : string getCurrent ( ) ; //returns currently displayed text
void show ( SDL_Surface * to ) ; //shows statusbar (with current text)
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//CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = Colors::Cornsilk, const std::string &Text = "");
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CGStatusBar ( CPicture * BG , EFonts Font = FONT_SMALL , EAlignment Align = CENTER , const SDL_Color & Color = Colors : : Cornsilk ) ; //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
CGStatusBar ( int x , int y , std : : string name , int maxw = - 1 ) ;
~ CGStatusBar ( ) ;
void calcOffset ( ) ;
} ;
/// UIElement which can get input focus
class CFocusable
: public virtual CIntObject
{
public :
bool focus ; //only one focusable control can have focus at one moment
void giveFocus ( ) ; //captures focus
void moveFocus ( ) ; //moves focus to next active control (may be used for tab switching)
static std : : list < CFocusable * > focusables ; //all existing objs
static CFocusable * inputWithFocus ; //who has focus now
CFocusable ( ) ;
~ CFocusable ( ) ;
} ;
/// Text input box where players can enter text
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class CTextInput : public CLabel , public CFocusable
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{
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protected :
std : : string visibleText ( ) ;
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public :
CFunctionList < void ( const std : : string & ) > cb ;
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CFunctionList < void ( std : : string & , const std : : string & ) > filters ;
void setTxt ( const std : : string & nText , bool callCb = false ) ;
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CTextInput ( const Rect & Pos , EFonts font , const CFunctionList < void ( const std : : string & ) > & CB ) ;
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CTextInput ( const Rect & Pos , const Point & bgOffset , const std : : string & bgName , const CFunctionList < void ( const std : : string & ) > & CB ) ;
CTextInput ( const Rect & Pos , SDL_Surface * srf = NULL ) ;
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void clickLeft ( tribool down , bool previousState ) override ;
void keyPressed ( const SDL_KeyboardEvent & key ) override ;
bool captureThisEvent ( const SDL_KeyboardEvent & key ) override ;
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//Filter that will block all characters not allowed in filenames
static void filenameFilter ( std : : string & text , const std : : string & oldText ) ;
//Filter that will allow only input of numbers in range min-max (min-max are allowed)
//min-max should be set via something like boost::bind
static void numberFilter ( std : : string & text , const std : : string & oldText , int minValue , int maxValue ) ;
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} ;
/// Shows a text by moving the mouse cursor over the object
class CHoverableArea : public virtual CIntObject
{
public :
std : : string hoverText ;
virtual void hover ( bool on ) ;
CHoverableArea ( ) ;
virtual ~ CHoverableArea ( ) ;
} ;
/// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
class LRClickableAreaWText : public CHoverableArea
{
public :
std : : string text ;
LRClickableAreaWText ( ) ;
LRClickableAreaWText ( const Rect & Pos , const std : : string & HoverText = " " , const std : : string & ClickText = " " ) ;
virtual ~ LRClickableAreaWText ( ) ;
void init ( ) ;
virtual void clickLeft ( tribool down , bool previousState ) ;
virtual void clickRight ( tribool down , bool previousState ) ;
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} ;
/// Basic class for windows
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class CWindowObject : public CIntObject
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{
CPicture * createBg ( std : : string imageName , bool playerColored ) ;
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int getUsedEvents ( int options ) ;
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CIntObject * shadow ;
void setShadow ( bool on ) ;
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int options ;
protected :
CPicture * background ;
//Simple function with call to GH.popInt
void close ( ) ;
//Used only if RCLICK_POPUP was set
void clickRight ( tribool down , bool previousState ) ;
//To display border
void showAll ( SDL_Surface * to ) ;
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//change or set background image
void setBackground ( std : : string filename ) ;
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void updateShadow ( ) ;
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public :
enum EOptions
{
PLAYER_COLORED = 1 , //background will be player-colored
RCLICK_POPUP = 2 , // window will behave as right-click popup
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BORDERED = 4 , // window will have border if current resolution is bigger than size of window
SHADOW_DISABLED = 8 //this window won't display any shadow
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} ;
/*
* options - EOpions enum
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* imageName - name for background image , can be empty
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* centerAt - position of window center . Default - center of the screen
*/
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CWindowObject ( int options , std : : string imageName , Point centerAt ) ;
CWindowObject ( int options , std : : string imageName = " " ) ;
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~ CWindowObject ( ) ;
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} ;