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vcmi/client/mainmenu/CMainMenu.h

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/*
* CMainMenu.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 "../windows/CWindowObject.h"
#include "../../lib/JsonNode.h"
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#include "../../lib/LoadProgress.h"
VCMI_LIB_NAMESPACE_BEGIN
class CampaignState;
VCMI_LIB_NAMESPACE_END
class CTextInput;
class CGStatusBar;
class CTextBox;
class CTabbedInt;
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class CAnimImage;
class CAnimation;
class CButton;
class CFilledTexture;
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class CLabel;
// TODO: Find new location for these enums
enum ESelectionScreen : ui8 {
unknown = 0, newGame, loadGame, saveGame, scenarioInfo, campaignList
};
enum ELoadMode : ui8
{
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NONE = 0, SINGLE, MULTI, CAMPAIGN, TUTORIAL
};
/// The main menu screens listed in the EState enum
class CMenuScreen : public CWindowObject
{
const JsonNode & config;
std::shared_ptr<CTabbedInt> tabs;
std::shared_ptr<CPicture> background;
std::vector<std::shared_ptr<CPicture>> images;
std::shared_ptr<CIntObject> createTab(size_t index);
public:
std::vector<std::string> menuNameToEntry;
CMenuScreen(const JsonNode & configNode);
void show(Canvas & to) override;
void activate() override;
void deactivate() override;
void switchToTab(size_t index);
void switchToTab(std::string name);
size_t getActiveTab() const;
};
class CMenuEntry : public CIntObject
{
std::vector<std::shared_ptr<CPicture>> images;
std::vector<std::shared_ptr<CButton>> buttons;
std::shared_ptr<CButton> createButton(CMenuScreen * parent, const JsonNode & button);
public:
CMenuEntry(CMenuScreen * parent, const JsonNode & config);
};
/// Multiplayer mode
class CMultiMode : public WindowBase
{
public:
ESelectionScreen screenType;
std::shared_ptr<CPicture> background;
std::shared_ptr<CPicture> picture;
std::shared_ptr<CTextInput> playerName;
std::shared_ptr<CButton> buttonHotseat;
std::shared_ptr<CButton> buttonHost;
std::shared_ptr<CButton> buttonJoin;
std::shared_ptr<CButton> buttonCancel;
std::shared_ptr<CGStatusBar> statusBar;
CMultiMode(ESelectionScreen ScreenType);
void hostTCP();
void joinTCP();
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std::string getPlayerName();
void onNameChange(std::string newText);
};
/// Hot seat player window
class CMultiPlayers : public WindowBase
{
bool host;
ELoadMode loadMode;
ESelectionScreen screenType;
std::shared_ptr<CPicture> background;
std::shared_ptr<CTextBox> textTitle;
std::array<std::shared_ptr<CTextInput>, 8> inputNames;
std::shared_ptr<CButton> buttonOk;
std::shared_ptr<CButton> buttonCancel;
std::shared_ptr<CGStatusBar> statusBar;
void onChange(std::string newText);
void enterSelectionScreen();
public:
CMultiPlayers(const std::string & firstPlayer, ESelectionScreen ScreenType, bool Host, ELoadMode LoadMode);
};
/// Manages the configuration of pregame GUI elements like campaign screen, main menu, loading screen,...
class CMainMenuConfig
{
public:
static CMainMenuConfig & get();
const JsonNode & getConfig() const;
const JsonNode & getCampaigns() const;
private:
CMainMenuConfig();
const JsonNode campaignSets;
const JsonNode config;
};
/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
class CMainMenu : public CIntObject, public IUpdateable, public std::enable_shared_from_this<CMainMenu>
{
std::shared_ptr<CFilledTexture> backgroundAroundMenu;
CMainMenu(); //Use CMainMenu::create
public:
std::shared_ptr<CMenuScreen> menu;
~CMainMenu();
void activate() override;
void onScreenResize() override;
void update() override;
static void openLobby(ESelectionScreen screenType, bool host, const std::vector<std::string> * names, ELoadMode loadMode);
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static void openCampaignLobby(const std::string & campaignFileName, std::string campaignSet = "");
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static void openCampaignLobby(std::shared_ptr<CampaignState> campaign);
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static void startTutorial();
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static void openHighScoreScreen();
void openCampaignScreen(std::string name);
static std::shared_ptr<CMainMenu> create();
static std::shared_ptr<CPicture> createPicture(const JsonNode & config);
};
/// Simple window to enter the server's address.
class CSimpleJoinScreen : public WindowBase
{
std::shared_ptr<CPicture> background;
std::shared_ptr<CTextBox> textTitle;
std::shared_ptr<CButton> buttonOk;
std::shared_ptr<CButton> buttonCancel;
std::shared_ptr<CGStatusBar> statusBar;
std::shared_ptr<CTextInput> inputAddress;
std::shared_ptr<CTextInput> inputPort;
void connectToServer();
void leaveScreen();
void onChange(const std::string & newText);
void startConnectThread(const std::string & addr = {}, ui16 port = 0);
void connectThread(const std::string & addr, ui16 port);
public:
CSimpleJoinScreen(bool host = true);
};
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class CLoadingScreen : virtual public CWindowObject, virtual public Load::Progress
{
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std::vector<std::shared_ptr<CAnimImage>> progressBlocks;
ImagePath getBackground();
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public:
CLoadingScreen();
~CLoadingScreen();
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void tick(uint32_t msPassed) override;
};
extern std::shared_ptr<CMainMenu> CMM;