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vcmi/client/adventureMap/CInfoBar.cpp

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/*
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* CInfoBar.cpp, 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
*
*/
#include "StdInc.h"
#include "CInfoBar.h"
#include "AdventureMapInterface.h"
#include "../widgets/CComponent.h"
#include "../widgets/Images.h"
#include "../windows/CMessage.h"
#include "../widgets/TextControls.h"
#include "../widgets/MiscWidgets.h"
#include "../windows/InfoWindows.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../PlayerLocalState.h"
#include "../gui/CGuiHandler.h"
#include "../gui/WindowHandler.h"
#include "../media/ISoundPlayer.h"
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#include "../render/IScreenHandler.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
CInfoBar::CVisibleInfo::CVisibleInfo()
: CIntObject(0, Point(offset_x, offset_y))
{
}
void CInfoBar::CVisibleInfo::show(Canvas & to)
{
CIntObject::show(to);
for(auto object : forceRefresh)
object->showAll(to);
}
CInfoBar::EmptyVisibleInfo::EmptyVisibleInfo()
{
}
CInfoBar::VisibleHeroInfo::VisibleHeroInfo(const CGHeroInstance * hero)
{
OBJECT_CONSTRUCTION;
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATHR"));
if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool())
heroTooltip = std::make_shared<CInteractableHeroTooltip>(Point(0,0), hero);
else
heroTooltip = std::make_shared<CHeroTooltip>(Point(0,0), hero);
}
CInfoBar::VisibleTownInfo::VisibleTownInfo(const CGTownInstance * town)
{
OBJECT_CONSTRUCTION;
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATCS"));
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if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool())
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townTooltip = std::make_shared<CInteractableTownTooltip>(Point(0,0), town);
else
townTooltip = std::make_shared<CTownTooltip>(Point(0,0), town);
}
CInfoBar::VisibleDateInfo::VisibleDateInfo()
{
OBJECT_CONSTRUCTION;
animation = std::make_shared<CShowableAnim>(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE, 180);// H3 uses around 175-180 ms per frame
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animation->setDuration(1500);
std::string labelText;
if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info
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labelText = CGI->generaltexth->allTexts[63] + " " + std::to_string(LOCPLINT->cb->getDate(Date::WEEK));
else
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labelText = CGI->generaltexth->allTexts[64] + " " + std::to_string(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));
label = std::make_shared<CLabel>(95, 31, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, labelText);
forceRefresh.push_back(label);
}
AnimationPath CInfoBar::VisibleDateInfo::getNewDayName()
{
if(LOCPLINT->cb->getDate(Date::DAY) == 1)
return AnimationPath::builtin("NEWDAY");
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if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1)
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return AnimationPath::builtin("NEWDAY");
switch(LOCPLINT->cb->getDate(Date::WEEK))
{
case 1:
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return AnimationPath::builtin("NEWWEEK1");
case 2:
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return AnimationPath::builtin("NEWWEEK2");
case 3:
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return AnimationPath::builtin("NEWWEEK3");
case 4:
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return AnimationPath::builtin("NEWWEEK4");
default:
return AnimationPath();
}
}
CInfoBar::VisibleEnemyTurnInfo::VisibleEnemyTurnInfo(PlayerColor player)
{
OBJECT_CONSTRUCTION;
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATNX"));
banner = std::make_shared<CAnimImage>(AnimationPath::builtin("CREST58"), player.getNum(), 0, 20, 51);
sand = std::make_shared<CShowableAnim>(99, 51, AnimationPath::builtin("HOURSAND"), 0, 100); // H3 uses around 100 ms per frame
glass = std::make_shared<CShowableAnim>(99, 51, AnimationPath::builtin("HOURGLAS"), CShowableAnim::PLAY_ONCE, 1000); // H3 scales this nicely for AI turn duration, don't have anything like that in vcmi
}
CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo()
{
OBJECT_CONSTRUCTION;
//get amount of halls of each level
std::vector<int> halls(4, 0);
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for(auto town : LOCPLINT->localState->getOwnedTowns())
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{
int hallLevel = town->hallLevel();
//negative value means no village hall, unlikely but possible
if(hallLevel >= 0)
halls.at(hallLevel)++;
}
std::vector<PlayerColor> allies;
std::vector<PlayerColor> enemies;
//generate list of allies and enemies
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for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
{
if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)
{
if(LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)
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allies.push_back(PlayerColor(i));
else
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enemies.push_back(PlayerColor(i));
}
}
//generate widgets
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATIN"));
allyLabel = std::make_shared<CLabel>(10, 106, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");
enemyLabel = std::make_shared<CLabel>(10, 136, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");
int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;
for(PlayerColor & player : allies)
{
auto image = std::make_shared<CAnimImage>(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 102);
posx += image->pos.w;
flags.push_back(image);
}
posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;
for(PlayerColor & player : enemies)
{
auto image = std::make_shared<CAnimImage>(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 132);
posx += image->pos.w;
flags.push_back(image);
}
for(size_t i=0; i<halls.size(); i++)
{
hallIcons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("itmtl"), i, 0, 6 + 42 * (int)i , 11));
if(halls[i])
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hallLabels.push_back(std::make_shared<CLabel>( 26 + 42 * (int)i, 64, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(halls[i])));
}
}
CInfoBar::VisibleComponentInfo::VisibleComponentInfo(const std::vector<Component> & compsToDisplay, std::string message, int textH, bool tiny)
{
OBJECT_CONSTRUCTION;
background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATOT"), 1, 0);
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auto fullRect = Rect(CInfoBar::offset, CInfoBar::offset, data_width - 2 * CInfoBar::offset, data_height - 2 * CInfoBar::offset);
auto textRect = fullRect;
auto imageRect = fullRect;
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auto font = tiny ? FONT_TINY : FONT_SMALL;
auto maxComponents = 2;
if(!compsToDisplay.empty())
{
auto size = CComponent::large;
if(compsToDisplay.size() > 2)
{
size = CComponent::medium;
font = FONT_TINY;
}
if(!message.empty())
{
textRect = Rect(CInfoBar::offset,
CInfoBar::offset,
data_width - 2 * CInfoBar::offset,
textH);
imageRect = Rect(CInfoBar::offset,
textH,
data_width - 2 * CInfoBar::offset,
CInfoBar::data_height - 2* CInfoBar::offset - textH);
}
if(compsToDisplay.size() > 4) {
maxComponents = 3;
size = CComponent::small;
}
if(compsToDisplay.size() > 6)
maxComponents = 4;
std::vector<std::shared_ptr<CComponent>> vect;
for(const auto & c : compsToDisplay)
vect.emplace_back(std::make_shared<CComponent>(c, size, font));
comps = std::make_shared<CComponentBox>(vect, imageRect, 4, 4, 1, maxComponents);
}
if(!message.empty())
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text = std::make_shared<CMultiLineLabel>(textRect, font, ETextAlignment::CENTER, Colors::WHITE, message);
}
void CInfoBar::playNewDaySound()
{
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int volume = CCS->soundh->getVolume();
int handle = -1;
if(volume == 0)
CCS->soundh->setVolume(settings["general"]["sound"].Integer());
if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week
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handle = CCS->soundh->playSound(soundBase::newDay);
else if(LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month
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handle = CCS->soundh->playSound(soundBase::newWeek);
else if(LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month
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handle = CCS->soundh->playSound(soundBase::newMonth);
else
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handle = CCS->soundh->playSound(soundBase::newDay);
if(volume == 0)
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CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); });
}
void CInfoBar::reset()
{
OBJECT_CONSTRUCTION;
state = EMPTY;
visibleInfo = std::make_shared<EmptyVisibleInfo>();
}
void CInfoBar::showSelection()
{
OBJECT_CONSTRUCTION;
if(LOCPLINT->localState->getCurrentHero())
{
showHeroSelection(LOCPLINT->localState->getCurrentHero());
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return;
}
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if(LOCPLINT->localState->getCurrentTown())
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{
showTownSelection(LOCPLINT->localState->getCurrentTown());
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return;
}
showGameStatus();//FIXME: may be incorrect but shouldn't happen in general
}
void CInfoBar::tick(uint32_t msPassed)
{
assert(timerCounter > 0);
if (msPassed >= timerCounter)
{
timerCounter = 0;
removeUsedEvents(TIME);
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if(GH.windows().isTopWindow(adventureInt))
popComponents(true);
}
else
{
timerCounter -= msPassed;
}
}
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void CInfoBar::clickReleased(const Point & cursorPosition, bool lastActivated)
{
timerCounter = 0;
removeUsedEvents(TIME); //expiration trigger from just clicked element is not valid anymore
if(state == HERO || state == TOWN)
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{
if(lastActivated)
showGameStatus();
}
else if(state == GAME)
showDate();
else
popComponents(true);
}
void CInfoBar::showPopupWindow(const Point & cursorPosition)
{
CRClickPopup::createAndPush(CGI->generaltexth->allTexts[109]);
}
void CInfoBar::hover(bool on)
{
if(on)
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GH.statusbar()->write(CGI->generaltexth->zelp[292].first);
else
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GH.statusbar()->clear();
}
CInfoBar::CInfoBar(const Rect & position)
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: CIntObject(LCLICK | SHOW_POPUP | HOVER, position.topLeft()),
timerCounter(0),
state(EMPTY),
listener(settings.listen["gameTweaks"]["infoBarCreatureManagement"])
{
OBJECT_CONSTRUCTION;
pos.w = position.w;
pos.h = position.h;
listener(std::bind(&CInfoBar::OnInfoBarCreatureManagementChanged, this));
reset();
}
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CInfoBar::CInfoBar(const Point & position): CInfoBar(Rect(position.x, position.y, width, height))
{
}
void CInfoBar::OnInfoBarCreatureManagementChanged()
{
showSelection();
}
void CInfoBar::setTimer(uint32_t msToTrigger)
{
addUsedEvents(TIME);
timerCounter = msToTrigger;
}
void CInfoBar::showDate()
{
OBJECT_CONSTRUCTION;
playNewDaySound();
state = DATE;
visibleInfo = std::make_shared<VisibleDateInfo>();
setTimer(3000); // confirmed to match H3
redraw();
}
void CInfoBar::pushComponents(const std::vector<Component> & components, std::string message, int timer)
{
auto actualPush = [&](const std::vector<Component> & components, std::string message, int timer, size_t max){
std::vector<Component> vect = components; //I do not know currently how to avoid copy here
while(!vect.empty())
{
std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), max)};
prepareComponents(sender, message, timer);
vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), max));
};
};
if(shouldPopAll)
popAll();
if(components.empty())
prepareComponents(components, message, timer);
else
{
std::array<std::pair<std::vector<Component>, int>, 10> reward_map;
for(const auto & c : components)
{
switch(c.type)
{
case ComponentType::PRIM_SKILL:
case ComponentType::EXPERIENCE:
case ComponentType::LEVEL:
case ComponentType::MANA:
reward_map.at(0).first.push_back(c);
reward_map.at(0).second = 8; //At most 8, cannot be more
break;
case ComponentType::NONE:
case ComponentType::SEC_SKILL:
reward_map.at(1).first.push_back(c);
reward_map.at(1).second = 4; //At most 4
break;
case ComponentType::SPELL:
reward_map.at(2).first.push_back(c);
reward_map.at(2).second = 4; //At most 4
break;
case ComponentType::ARTIFACT:
case ComponentType::SPELL_SCROLL:
reward_map.at(3).first.push_back(c);
reward_map.at(3).second = 4; //At most 4, too long names
break;
case ComponentType::CREATURE:
reward_map.at(4).first.push_back(c);
reward_map.at(4).second = 4; //At most 4, too long names
break;
case ComponentType::RESOURCE:
case ComponentType::RESOURCE_PER_DAY:
reward_map.at(5).first.push_back(c);
reward_map.at(5).second = 7; //At most 7
break;
case ComponentType::MORALE:
case ComponentType::LUCK:
reward_map.at(6).first.push_back(c);
reward_map.at(6).second = 2; //At most 2 - 1 for morale + 1 for luck
break;
case ComponentType::BUILDING:
reward_map.at(7).first.push_back(c);
reward_map.at(7).second = 1; //At most 1 - only large icons available AFAIK
break;
case ComponentType::HERO_PORTRAIT:
reward_map.at(8).first.push_back(c);
reward_map.at(8).second = 1; //I do not think than we even can get more than 1 hero
break;
case ComponentType::FLAG:
reward_map.at(9).first.push_back(c);
reward_map.at(9).second = 1; //I do not think than we even can get more than 1 player in notification
break;
default:
logGlobal->warn("Invalid component received!");
}
}
for(const auto & kv : reward_map)
if(!kv.first.empty())
actualPush(kv.first, message, timer, kv.second);
}
popComponents();
}
void CInfoBar::prepareComponents(const std::vector<Component> & components, std::string message, int timer)
{
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auto imageH = CMessage::getEstimatedComponentHeight(components.size()) + (components.empty() ? 0 : 2 * CInfoBar::offset);
auto textH = CMessage::guessHeight(message,CInfoBar::data_width - 2 * CInfoBar::offset, FONT_SMALL);
auto tinyH = CMessage::guessHeight(message,CInfoBar::data_width - 2 * CInfoBar::offset, FONT_TINY);
auto header = CMessage::guessHeader(message);
auto headerH = CMessage::guessHeight(header, CInfoBar::data_width - 2 * CInfoBar::offset, FONT_SMALL);
auto headerTinyH = CMessage::guessHeight(header, CInfoBar::data_width - 2 * CInfoBar::offset, FONT_TINY);
// Order matters - priority form should be chosen first
if(imageH + textH < CInfoBar::data_height)
pushComponents(components, message, textH, false, timer);
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else if(imageH + tinyH < CInfoBar::data_height)
pushComponents(components, message, tinyH, true, timer);
else if(imageH + headerH < CInfoBar::data_height)
pushComponents(components, header, headerH, false, timer);
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else if(imageH + headerTinyH < CInfoBar::data_height)
pushComponents(components, header, headerTinyH, true, timer);
else
pushComponents(components, "", 0, false, timer);
return;
}
void CInfoBar::requestPopAll()
{
shouldPopAll = true;
}
void CInfoBar::popAll()
{
componentsQueue = {};
shouldPopAll = false;
}
void CInfoBar::popComponents(bool remove)
{
OBJECT_CONSTRUCTION;
if(remove && !componentsQueue.empty())
componentsQueue.pop();
if(!componentsQueue.empty())
{
state = COMPONENT;
const auto & extracted = componentsQueue.front();
visibleInfo = std::make_shared<VisibleComponentInfo>(extracted.first);
setTimer(extracted.second);
redraw();
return;
}
showSelection();
}
void CInfoBar::pushComponents(const std::vector<Component> & comps, std::string message, int textH, bool tiny, int timer)
{
OBJECT_CONSTRUCTION;
componentsQueue.emplace(VisibleComponentInfo::Cache(comps, message, textH, tiny), timer);
}
bool CInfoBar::showingComponents()
{
return state == COMPONENT;
}
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void CInfoBar::startEnemyTurn(PlayerColor color)
{
OBJECT_CONSTRUCTION;
state = AITURN;
visibleInfo = std::make_shared<VisibleEnemyTurnInfo>(color);
redraw();
}
void CInfoBar::showHeroSelection(const CGHeroInstance * hero)
{
OBJECT_CONSTRUCTION;
if(!hero)
{
reset();
}
else
{
state = HERO;
visibleInfo = std::make_shared<VisibleHeroInfo>(hero);
}
redraw();
}
void CInfoBar::showTownSelection(const CGTownInstance * town)
{
OBJECT_CONSTRUCTION;
if(!town)
{
reset();
}
else
{
state = TOWN;
visibleInfo = std::make_shared<VisibleTownInfo>(town);
}
redraw();
}
void CInfoBar::showGameStatus()
{
OBJECT_CONSTRUCTION;
state = GAME;
visibleInfo = std::make_shared<VisibleGameStatusInfo>();
setTimer(3000);
redraw();
}