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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

New creature window made without use of H3 graphics

This is import of ancient unfinished branch from svn. As of now window is largely finished but commander-related elements are still TODO.

Note that I also uploading graphical content - this is intended and necessary for final goal - to make VCMI functional without any additional graphical pack.
This commit is contained in:
Ivan Savenko 2014-06-26 22:07:33 +03:00
parent 150933d1a1
commit 7a9547bb44
34 changed files with 752 additions and 169 deletions

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@ -0,0 +1,17 @@
{
"basepath" : "stackWindow/",
"images" :
[
{ "frame" : 0, "file" : "level-0.png"},
{ "frame" : 1, "file" : "level-1.png"},
{ "frame" : 2, "file" : "level-2.png"},
{ "frame" : 3, "file" : "level-3.png"},
{ "frame" : 4, "file" : "level-4.png"},
{ "frame" : 5, "file" : "level-5.png"},
{ "frame" : 6, "file" : "level-6.png"},
{ "frame" : 7, "file" : "level-7.png"},
{ "frame" : 8, "file" : "level-8.png"},
{ "frame" : 9, "file" : "level-9.png"},
{ "frame" : 10,"file" : "level-10.png"}
]
}

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{
"basepath" : "stackWindow/",
"images" :
[
{ "frame" : 0, "file" : "switch-mode-normal.png"},
{ "frame" : 0, "file" : "switch-mode-pressed.png"}
]
}

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{
"images" :
[
{ "frame" : 0, "file" : "SECSK32:69"},
{ "frame" : 1, "file" : "SECSK32:28"},
{ "frame" : 2, "file" : "SECSK32:78"}
]
}

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{
"basepath" : "stackWindow/",
"images" :
[
{ "frame" : 0, "file" : "stackWindow/upgrade-normal.png"},
{ "frame" : 1, "file" : "stackWindow/upgrade-pressed.png"}
]
}

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@ -1,28 +1,16 @@
#include "StdInc.h"
#include "CCreatureWindow.h"
#include "../lib/CCreatureSet.h"
#include "CGameInfo.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/BattleState.h"
#include "../CCallback.h"
#include <SDL.h>
#include "gui/SDL_Extensions.h"
#include "CBitmapHandler.h"
#include "CDefHandler.h"
#include "Graphics.h"
#include "CPlayerInterface.h"
#include "../lib/CConfigHandler.h"
#include "CAnimation.h"
#include "GUIClasses.h"
#include "../lib/CGameState.h"
#include "../CCallback.h"
#include "../lib/BattleState.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/NetPacksBase.h" //ArtifactLocation
#include "../lib/CBonusTypeHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CModHandler.h"
#include "../lib/IBonusTypeHandler.h"
#include "../lib/CSpellHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
@ -42,6 +30,595 @@ class CSelectableSkill;
*
*/
namespace
{
namespace EStat
{
enum EStat
{
ATTACK,
DEFENCE,
SHOTS,
DAMAGE,
HEALTH,
HEALTH_LEFT,
SPEED,
MANA
};
}
}
StackWindowInfo::StackWindowInfo():
creature(nullptr),
commander(nullptr),
stackNode(nullptr),
owner(nullptr),
creatureCount(0),
popupWindow(false)
{
}
void CStackWindow::CWindowSection::createBackground(std::string path)
{
background = new CPicture("stackWindow/" + path);
pos = background->pos;
}
void CStackWindow::CWindowSection::printStatString(int index, std::string name, std::string value)
{
new CLabel(145, 32 + index*19, FONT_SMALL, TOPLEFT, Colors::WHITE, name);
new CLabel(307, 48 + index*19, FONT_SMALL, BOTTOMRIGHT, Colors::WHITE, value);
}
void CStackWindow::CWindowSection::printStatRange(int index, std::string name, int min, int max)
{
if(min != max)
printStatString(index, name, boost::str(boost::format("%d - %d") % min % max));
else
printStatString(index, name, boost::str(boost::format("%d") % min));
}
void CStackWindow::CWindowSection::printStatBase(int index, std::string name, int base, int current)
{
if(base != current)
printStatString(index, name, boost::str(boost::format("%d (%d)") % base % current));
else
printStatString(index, name, boost::str(boost::format("%d") % base));
}
void CStackWindow::CWindowSection::printStat(int index, std::string name, int value)
{
printStatBase(index, name, value, value);
}
void CStackWindow::CWindowSection::createStackInfo(bool showExp, bool showArt)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
if (showExp && showArt)
createBackground("info-panel-2");
else if (showExp || showArt)
createBackground("info-panel-1");
else
createBackground("info-panel-0");
new CCreaturePic(5, 41, parent->info.creature);
std::string visibleName;
if (parent->info.commander != nullptr)
visibleName = parent->info.commander->type->nameSing;
else
visibleName = parent->info.creature->namePl;
new CLabel(215, 12, FONT_SMALL, CENTER, Colors::YELLOW, visibleName);
//TODO
int dmgMultiply = 1;
if(parent->info.owner && parent->info.stackNode->hasBonusOfType(Bonus::SIEGE_WEAPON))
dmgMultiply += parent->info.owner->Attack();
new CPicture("stackWindow/icons", 117, 32);
printStatBase(EStat::ATTACK, CGI->generaltexth->primarySkillNames[0], parent->info.creature->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), parent->info.stackNode->Attack());
printStatBase(EStat::DEFENCE, CGI->generaltexth->primarySkillNames[1], parent->info.creature->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), parent->info.stackNode->Defense());
printStatRange(EStat::DAMAGE, CGI->generaltexth->allTexts[199], parent->info.stackNode->getMinDamage() * dmgMultiply, parent->info.stackNode->getMaxDamage() * dmgMultiply);
printStatBase(EStat::HEALTH, CGI->generaltexth->allTexts[388], parent->info.creature->valOfBonuses(Bonus::STACK_HEALTH), parent->info.stackNode->valOfBonuses(Bonus::STACK_HEALTH));
printStatBase(EStat::SPEED, CGI->generaltexth->zelp[441].first, parent->info.creature->Speed(), parent->info.stackNode->Speed());
const CStack * battleStack = dynamic_cast<const CStack*>(parent->info.stackNode);
bool shooter = parent->info.stackNode->hasBonusOfType(Bonus::SHOOTER) && parent->info.stackNode->valOfBonuses(Bonus::SHOTS);
bool caster = parent->info.stackNode->valOfBonuses(Bonus::CASTS);
if (battleStack != nullptr) // in battle
{
if (shooter)
printStatBase(EStat::SHOTS, CGI->generaltexth->allTexts[198], battleStack->valOfBonuses(Bonus::SHOTS), battleStack->shots);
if (caster)
printStatBase(EStat::MANA, CGI->generaltexth->allTexts[399], battleStack->valOfBonuses(Bonus::CASTS), battleStack->casts);
printStat(EStat::HEALTH_LEFT, CGI->generaltexth->allTexts[200], battleStack->firstHPleft);
}
else
{
if (shooter)
printStat(EStat::SHOTS, CGI->generaltexth->allTexts[198], parent->info.stackNode->valOfBonuses(Bonus::SHOTS));
if (caster)
printStat(EStat::MANA, CGI->generaltexth->allTexts[399], parent->info.stackNode->valOfBonuses(Bonus::CASTS));
}
auto morale = new MoraleLuckBox(true, genRect(42, 42, 321, 110));
morale->set(parent->info.stackNode);
auto luck = new MoraleLuckBox(false, genRect(42, 42, 375, 110));
luck->set(parent->info.stackNode);
}
void CStackWindow::CWindowSection::createActiveSpells()
{
static const Point firstPos(7 ,4); // position of 1st spell box
static const Point offset(54, 0); // offset of each spell box from previous
OBJ_CONSTRUCTION_CAPTURING_ALL;
createBackground("spell-effects");
const CStack * battleStack = dynamic_cast<const CStack*>(parent->info.stackNode);
assert(battleStack); // Section should be created only for battles
//spell effects
int printed=0; //how many effect pics have been printed
std::vector<si32> spells = battleStack->activeSpells();
for(si32 effect : spells)
{
std::string spellText;
if (effect < 77) //not all effects have graphics (for eg. Acid Breath)
{
spellText = CGI->generaltexth->allTexts[610]; //"%s, duration: %d rounds."
boost::replace_first (spellText, "%s", CGI->spellh->objects[effect]->name);
int duration = battleStack->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT,effect))->turnsRemain;
boost::replace_first (spellText, "%d", boost::lexical_cast<std::string>(duration));
new CAnimImage("SpellInt", effect + 1, 0, firstPos.x + offset.x * printed, firstPos.x + offset.y * printed);
new LRClickableAreaWText(Rect(firstPos + offset * printed, Point(50, 38)), spellText, spellText);
if (++printed >= 8) // interface limit reached
break;
}
}
}
void CStackWindow::CWindowSection::createCommanderSection()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
auto onCreate = [=](size_t index) -> CIntObject *
{
return parent->switchTab(index);
};
auto onDestroy = [=](CIntObject * obj)
{
delete obj;
};
new CTabbedInt(onCreate, onDestroy, Point(0,0), 0);
pos.w = parent->pos.w;
pos.h = 177; //fixed height
}
static std::string skillToFile (int skill, int level, bool canUpgrade, bool selected)
{
std::string file = "zvs/Lib1.res/_";
switch (skill)
{
case ECommander::ATTACK:
file += "AT";
break;
case ECommander::DEFENSE:
file += "DF";
break;
case ECommander::HEALTH:
file += "HP";
break;
case ECommander::DAMAGE:
file += "DM";
break;
case ECommander::SPEED:
file += "SP";
break;
case ECommander::SPELL_POWER:
file += "MP";
break;
}
std::string sufix = boost::lexical_cast<std::string>((int)level);
if (selected)
sufix += "="; //level-up highlight
else if (canUpgrade && level == 0)
sufix = "no"; //not avaliable - no number
file += sufix + ".bmp";
return file;
}
void CStackWindow::CWindowSection::createCommander()
{/*
OBJ_CONSTRUCTION_CAPTURING_ALL;
createBackground("commander-bg");
auto getSkillPos = [&](int index)
{
return Point(10 + 80 * (index%3), 20 + 80 * (index/3));
};
for (int i = ECommander::ATTACK; i <= ECommander::SPELL_POWER; ++i)
{
bool haveSkill = parent->info.commander->secondarySkills[i] != 0;
bool canLevel = parent->info.levelupInfo && vstd::contains(parent->info.levelupInfo->skills, i);
Point skillPos = getSkillPos(i);
if (canLevel)
new CPicture(skillToFile(i, parent->info.commander->secondarySkills[i], true, false), skillPos.x, skillPos.y);
if (haveSkill && !canLevel)
new CPicture(skillToFile(i, parent->info.commander->secondarySkills[i], false, false), skillPos.x, skillPos.y);
}
bool createAbilities = false;
if (parent->info.levelupInfo)
{
for (auto option : parent->info.levelupInfo->skills)
{
if (option < 100)
{
auto selectableSkill = new CStackWindow::CSelectableSkill();
if (option == parent->selectedSkill)
selectedIcon = selectableSkill;
selectableSkill->callback = std::bind(parent->info.levelupInfo->callback, option);
selectableSkill->pos = Rect(getSkillPos(option), Point(70, 70)); //resize
}
else
createAbilities = true;
}
}*/
}
void CStackWindow::CWindowSection::createCommanderAbilities()
{/*
for (auto option : parent->info.levelupInfo->skills)
{
}
selectableSkill->pos = Rect (95, 256, 55, 55); //TODO: scroll
const Bonus *b = CGI->creh->skillRequirements[option-100].first;
bonusItems.push_back (new CBonusItem (genRect(0, 0, 251, 57), stack->bonusToString(b, false), stack->bonusToString(b, true), stack->bonusToGraphics(b)));
selectableBonuses.push_back (selectableSkill); //insert these before other bonuses
*/
}
void CStackWindow::CWindowSection::createBonuses(boost::optional<size_t> preferredSize)
{
// size of single image for an item
static const int itemHeight = 59;
OBJ_CONSTRUCTION_CAPTURING_ALL;
size_t totalSize = (parent->activeBonuses.size() + 1) / 2;
size_t visibleSize = preferredSize ? preferredSize.get() : std::min<size_t>(3, totalSize);
pos.w = parent->pos.w;
pos.h = itemHeight * visibleSize;
auto onCreate = [=](size_t index) -> CIntObject *
{
return parent->createBonusEntry(index);
};
auto onDestroy = [=](CIntObject * obj)
{
delete obj;
};
new CListBox(onCreate, onDestroy, Point(0, 0), Point(0, itemHeight), visibleSize, totalSize, 0, 1, Rect(pos.w - 15, 0, pos.h, pos.h));
}
void CStackWindow::CWindowSection::createButtonPanel()
{
//TODO: localization, place creature icon on button, proper path to animation-button
OBJ_CONSTRUCTION_CAPTURING_ALL;
createBackground("button-panel");
if (parent->info.dismissInfo)
{
auto onDismiss = [=]()
{
parent->info.dismissInfo->callback();
parent->close();
};
auto onClick = [=] ()
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], onDismiss, 0, false, std::vector<CComponent*>());
};
new CAdventureMapButton(CGI->generaltexth->zelp[445], onClick, 5, 5,"IVIEWCR2.DEF",SDLK_d);
}
if (parent->info.upgradeInfo)
{
// used space overlaps with commander switch button
// besides - should commander really be upgradeable?
assert(!parent->info.commander);
StackWindowInfo::StackUpgradeInfo & upgradeInfo = parent->info.upgradeInfo.get();
size_t buttonsToCreate = std::min<size_t>(upgradeInfo.info.newID.size(), 3); // no more than 3 windows on UI - space limit
for (size_t i=0; i<buttonsToCreate; i++)
{
TResources totalCost = upgradeInfo.info.cost[i] * parent->info.creatureCount;
auto onUpgrade = [=]()
{
upgradeInfo.callback(upgradeInfo.info.newID[i]);
parent->close();
};
auto onClick = [=]()
{
std::vector<CComponent*> resComps;
for(TResources::nziterator i(totalCost); i.valid(); i++)
{
resComps.push_back(new CComponent(CComponent::resource, i->resType, i->resVal));
}
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[207], onUpgrade, nullptr, true, resComps);
};
auto upgradeBtn = new CAdventureMapButton(CGI->generaltexth->zelp[446], onClick, 221 + i * 40, 5, "stackWindow/upgradeButton", SDLK_1);
if (!LOCPLINT->cb->getResourceAmount().canAfford(totalCost))
upgradeBtn->block(true);
// else
// upgradeBtn->addOverlay(new CPicture());
}
}
if (parent->info.commander)
{
//TODO: replace with 3 buttons, using upgrade button as base + sec skill image:
// 0) Switch to commander skills: Basic Offence
// 1) Switch to upgradable skills: Advanced mysticism (level-up only)
// 2) Switch to bonuses view: Basic Sorcery
auto onSwitch = [=]()
{
parent->commanderTab->setActive(parent->activeTab == 0 ? 1 : 0);
};
new CAdventureMapButton(std::make_pair("switch to commander", "help box"), onSwitch, 280, 5, "stackWindow/commanderToggle", SDLK_TAB);
}
auto exitBtn = new CAdventureMapButton(CGI->generaltexth->zelp[445], [=]{ parent->close(); }, 382, 5, "hsbtns.def", SDLK_RETURN);
exitBtn->assignedKeys.insert(SDLK_ESCAPE);
}
CStackWindow::CWindowSection::CWindowSection(CStackWindow * parent):
parent(parent)
{
}
void CStackWindow::CSelectableSkill::clickLeft(tribool down, bool previousState)
{
if (down)
callback();
}
CIntObject * CStackWindow::createBonusEntry(size_t index)
{
auto section = new CWindowSection(this);
section->createBonusEntry(index);
return section;
}
void CStackWindow::CWindowSection::createBonusEntry(size_t index)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
createBackground("bonus-effects");
createBonusItem(index * 2, Point(6, 4));
createBonusItem(index * 2 + 1, Point(214, 4));
}
void CStackWindow::CWindowSection::createBonusItem(size_t index, Point position)
{
if (parent->activeBonuses.size() > index)
{
BonusInfo & bi = parent->activeBonuses[index];
new CPicture(bi.imagePath, position.x, position.y);
new CLabel(position.x + 60, position.y + 2, FONT_SMALL, TOPLEFT, Colors::WHITE, bi.name);
new CLabel(position.x + 60, position.y + 25, FONT_SMALL, TOPLEFT, Colors::WHITE, bi.description);
}
}
CIntObject * CStackWindow::switchTab(size_t index)
{
switch (index)
{
case 0:
{
activeTab = 0;
auto ret = new CWindowSection(this);
ret->createCommanderSection();
return ret;
}
case 1:
{
activeTab = 1;
auto ret = new CWindowSection(this);
ret->createBonuses(3);
return ret;
}
case 2:
{
activeTab = 2;
auto ret = new CWindowSection(this);
ret->createCommanderAbilities();
return ret;
}
default:
{
return nullptr;
}
}
}
void CStackWindow::initSections()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
CWindowSection * currentSection;
bool showArt = CGI->modh->modules.STACK_ARTIFACT && info.commander == nullptr;
bool showExp = CGI->modh->modules.STACK_EXP || info.commander != nullptr;
currentSection = new CWindowSection(this);
currentSection->createStackInfo(showExp, showArt);
pos.w = currentSection->pos.w;
pos.h += currentSection->pos.h;
if (dynamic_cast<const CStack*>(info.stackNode)) // in battle
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createActiveSpells();
pos.h += currentSection->pos.h;
}
if (info.commander)
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createCommanderSection();
pos.h += currentSection->pos.h;
}
if (!info.commander && !activeBonuses.empty())
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createBonuses();
pos.h += currentSection->pos.h;
}
if (!info.popupWindow)
{
currentSection = new CWindowSection(this);
currentSection->pos.y += pos.h;
currentSection->createButtonPanel();
pos.h += currentSection->pos.h;
}
updateShadow();
pos = center(pos);
}
void CStackWindow::initBonusesList()
{
BonusList output, input;
input = *(info.stackNode->getBonuses(Selector::durationType(Bonus::PERMANENT).And(Selector::anyRange())));
while (!input.empty())
{
Bonus * b = input.front();
output.push_back(new Bonus(*b));
output.back()->val = input.valOfBonuses(Selector::typeSubtype(b->type, b->subtype)); //merge multiple bonuses into one
input.remove_if (Selector::typeSubtype(b->type, b->subtype)); //remove used bonuses
}
BonusInfo bonusInfo;
for(Bonus* b : output)
{
bonusInfo.name = info.stackNode->bonusToString(b, false);
bonusInfo.imagePath = info.stackNode->bonusToGraphics(b);
//if it's possible to give any description or image for this kind of bonus
//TODO: figure out why half of bonuses don't have proper description
if (!bonusInfo.name.empty() || !bonusInfo.imagePath.empty())
activeBonuses.push_back(bonusInfo);
}
//handle Magic resistance separately :/
int magicResistance = info.stackNode->magicResistance();
if (magicResistance)
{
BonusInfo bonusInfo;
Bonus b;
b.type = Bonus::MAGIC_RESISTANCE;
bonusInfo.name = VLC->getBth()->bonusToString(&b, info.stackNode, false);
bonusInfo.description = VLC->getBth()->bonusToString(&b, info.stackNode, true);
bonusInfo.imagePath = info.stackNode->bonusToGraphics(&b);
activeBonuses.push_back(bonusInfo);
}
}
void CStackWindow::init()
{
selectedIcon = nullptr;
selectedSkill = 0;
if (info.levelupInfo)
selectedSkill = info.levelupInfo->skills.front();
commanderTab = nullptr;
activeTab = 0;
initBonusesList();
initSections();
}
CStackWindow::CStackWindow(const CStack * stack, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0))
{
info.stackNode = stack->base;
info.creature = stack->type;
info.creatureCount = stack->count;
info.popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CCreature * creature, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0))
{
info.stackNode = new CStackInstance(creature, 1); // FIXME: free data
info.creature = creature;
info.popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CStackInstance * stack, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0))
{
info.stackNode = stack;
info.creature = stack->type;
info.creatureCount = stack->count;
info.popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & upgradeInfo, std::function<void(CreatureID)> callback):
CWindowObject(BORDERED)
{
info.stackNode = stack;
info.creature = stack->type;
info.creatureCount = stack->count;
info.upgradeInfo = StackWindowInfo::StackUpgradeInfo();
info.dismissInfo = StackWindowInfo::StackDismissInfo();
info.upgradeInfo->info = upgradeInfo;
info.upgradeInfo->callback = callback;
info.dismissInfo->callback = dismiss;
init();
}
CStackWindow::CStackWindow(const CCommanderInstance * commander, bool popup):
CWindowObject(BORDERED | (popup ? RCLICK_POPUP : 0))
{
info.stackNode = commander;
info.creature = commander->type;
info.commander = commander;
info.creatureCount = 1;
info.popupWindow = popup;
init();
}
CStackWindow::CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback):
CWindowObject(BORDERED)
{
info.stackNode = commander;
info.creature = commander->type;
info.commander = commander;
info.creatureCount = 1;
init();
}
/*
CCreatureWindow::CCreatureWindow (const CStack &stack, CreWinType Type):
CWindowObject(PLAYER_COLORED | (Type == OTHER ? RCLICK_POPUP : 0 ) ),
type(Type)
@ -458,7 +1035,7 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
//AUIDAT.DEF
}
void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
void CCreatureWindow::printLine(int nr, const std::string &text, int baseVal, int val, bool range)
{
new CLabel(162, 48 + nr*19, FONT_SMALL, TOPLEFT, Colors::WHITE, text);
@ -821,7 +1398,7 @@ CCreInfoWindow::~CCreInfoWindow()
delete object;
}
void CCreInfoWindow::printLine(int position, const std::string &text, int baseVal, int val/*=-1*/, bool range/*=false*/)
void CCreInfoWindow::printLine(int position, const std::string &text, int baseVal, int val, bool range)
{
infoTexts[position].first = new CLabel(155, 48 + position*19, FONT_SMALL, TOPLEFT, Colors::WHITE, text);
std::string valueStr;
@ -901,8 +1478,7 @@ void CCreInfoWindow::init(const CCreature *creature, const CBonusSystemNode *sta
}
}
CIntObject * createCreWindow(
const CStack *s, bool lclick/* = false*/)
CIntObject * createCreWindow(const CStack *s, bool lclick)
{
auto c = dynamic_cast<const CCommanderInstance *>(s->base);
if (c)
@ -933,3 +1509,4 @@ CIntObject * createCreWindow(const CStackInstance *s, CCreatureWindow::CreWinTyp
else
return new CCreatureWindow(*s, type, Upg, Dsm, ui);
}
*/

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@ -1,8 +1,8 @@
#pragma once
#include "gui/CIntObject.h"
#include "gui/CIntObjectClasses.h"
#include "../lib/HeroBonus.h"
#include "GUIClasses.h"
#include "../lib/CGameState.h"
/*
* CCreatureWindow.h, part of VCMI engine
@ -14,150 +14,114 @@
*
*/
struct Bonus;
class CCreature;
class CStackInstance;
class CCommanderInstance;
class CStack;
struct ArtifactLocation;
class CCreatureArtifactInstance;
class CAdventureMapButton;
class CBonusItem;
class CGHeroInstance;
class CComponent;
class LRClickableAreaWText;
class MoraleLuckBox;
class CAdventureMapButton;
struct UpgradeInfo;
class CPicture;
class CCreaturePic;
class LRClickableAreaWTextComp;
class CSlider;
class CLabel;
class CAnimImage;
class CSelectableSkill;
// New creature window
class CCreatureWindow : public CWindowObject, public CArtifactHolder
struct StackWindowInfo
{
public:
enum CreWinType {OTHER = 0, BATTLE = 1, ARMY = 2, HERO = 3, COMMANDER = 4, COMMANDER_LEVEL_UP = 5, COMMANDER_BATTLE = 6}; // > 3 are opened permanently
//bool active; //TODO: comment me
CreWinType type;
int bonusRows; //height of skill window
ArtifactPosition displayedArtifact;
// helper structs
struct CommanderLevelInfo
{
std::vector<ui32> skills;
std::function<void(ui32)> callback;
};
struct StackDismissInfo
{
std::function<void()> callback;
};
struct StackUpgradeInfo
{
UpgradeInfo info;
std::function<void(CreatureID)> callback;
};
std::string count; //creature count in text format
const CCreature *c; //related creature
const CStackInstance *stack;
const CBonusSystemNode *stackNode;
// pointers to permament objects in game state
const CCreature * creature;
const CCommanderInstance * commander;
const CGHeroInstance *heroOwner;
const CArtifactInstance *creatureArtifact; //currently worn artifact
std::vector<CComponent*> upgResCost; //cost of upgrade (if not possible then empty)
std::vector<CBonusItem*> bonusItems;
std::vector<LRClickableAreaWText*> spellEffects;
const CStackInstance * stackNode;
const CGHeroInstance * owner;
CCreaturePic *anim; //related creature's animation
MoraleLuckBox *luck, *morale;
LRClickableAreaWTextComp * expArea; //displays exp details
CSlider * slider; //Abilities
CAdventureMapButton *dismiss, *upgrade, *ok;
CAdventureMapButton * leftArtRoll, * rightArtRoll; //artifact selection
CAdventureMapButton * passArtToHero;
CAnimImage * artifactImage;
CAnimation * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
// temporary objects which should be kept as copy if needed
boost::optional<CommanderLevelInfo> levelupInfo;
boost::optional<StackDismissInfo> dismissInfo;
boost::optional<StackUpgradeInfo> upgradeInfo;
//commander level-up
int selectedOption; //index for upgradeOptions
std::vector<ui32> upgradeOptions; //value 0-5 - secondary skills, 100+ - special skills
std::vector<CSelectableSkill *> selectableSkills, selectableBonuses;
std::vector<CPicture *> skillPictures; //secondary skills
// misc fields
unsigned int creatureCount;
bool popupWindow;
std::string skillToFile(int skill); //return bitmap for secondary skill depending on selection / avaliability
void selectSkill (ui32 which);
void setArt(const CArtifactInstance *creatureArtifact);
void artifactRemoved (const ArtifactLocation &artLoc);
void artifactMoved (const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
void artifactDisassembled (const ArtifactLocation &artLoc) {return;};
void artifactAssembled (const ArtifactLocation &artLoc) {return;};
std::function<void()> dsm; //dismiss button callback
std::function<void()> Upg; //upgrade button callback
std::function<void(ui32)> levelUp; //choose commander skill to level up
CCreatureWindow(const CStack & stack, CreWinType type); //battle c-tor
CCreatureWindow (const CStackInstance &stack, CreWinType Type); //pop-up c-tor
CCreatureWindow(const CStackInstance &st, CreWinType Type, std::function<void()> Upg, std::function<void()> Dsm, UpgradeInfo *ui); //full garrison window
CCreatureWindow(const CCommanderInstance * commander, const CStack * stack = nullptr); //commander window
CCreatureWindow(std::vector<ui32> &skills, const CCommanderInstance * commander, std::function<void(ui32)> callback);
CCreatureWindow(CreatureID Cid, CreWinType Type, int creatureCount); //c-tor
void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner);
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false);
void sliderMoved(int newpos);
void close();
~CCreatureWindow(); //d-tor
void recreateSkillList(int pos);
void scrollArt(int dir);
void passArtifactToHero();
StackWindowInfo();
};
class CBonusItem : public LRClickableAreaWTextComp //responsible for displaying creature skill, active or not
class CStackWindow : public CWindowObject
{
struct BonusInfo
{
std::string name;
std::string description;
std::string imagePath;
};
class CSelectableSkill : public LRClickableAreaWText
{
public:
std::function<void()> callback; //TODO: create more generic clickable class than AdvMapButton?
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState){};
};
class CWindowSection : public CIntObject
{
CStackWindow * parent;
CPicture * background;
void createBackground(std::string path);
void createBonusItem(size_t index, Point position);
void printStatString(int index, std::string name, std::string value);
void printStatRange(int index, std::string name, int min, int max);
void printStatBase(int index, std::string name, int base, int current);
void printStat(int index, std::string name, int value);
public:
void createStackInfo(bool showExp, bool showArt);
void createActiveSpells();
void createCommanderSection();
void createCommander();
void createCommanderAbilities();
void createBonuses(boost::optional<size_t> size = boost::optional<size_t>());
void createBonusEntry(size_t index);
void createButtonPanel();
CWindowSection(CStackWindow * parent);
};
StackWindowInfo info;
std::vector<BonusInfo> activeBonuses;
size_t activeTab;
CTabbedInt * commanderTab;
CSelectableSkill * selectedIcon;
si32 selectedSkill;
CIntObject * createBonusEntry(size_t index);
CIntObject * switchTab(size_t index);
void initSections();
void initBonusesList();
void init();
public:
std::string name, description;
CPicture * bonusGraphics;
bool visible;
// for battles
CStackWindow(const CStack * stack, bool popup);
CBonusItem();
CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName);
~CBonusItem();
// for non-existing stacks, e.g. recruit screen
CStackWindow(const CCreature * creature, bool popup);
void showAll (SDL_Surface * to);
// for normal stacks in armies
CStackWindow(const CStackInstance * stack, bool popup);
CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
// for commanders & commander level-up dialog
CStackWindow(const CCommanderInstance * commander, bool popup);
CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback);
};
class CSelectableSkill : public LRClickableAreaWText
{
public:
std::function<void()> callback; //TODO: create more generic clickable class than AdvMapButton?
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState){};
};
/// original creature info window
class CCreInfoWindow : public CWindowObject
{
public:
CLabel * creatureCount;
CLabel * creatureName;
CLabel * abilityText;
CCreaturePic * animation;
std::vector<CComponent *> upgResCost; //cost of upgrade (if not possible then empty)
std::vector<CAnimImage *> effects;
std::map<size_t, std::pair<CLabel *, CLabel * > > infoTexts;
MoraleLuckBox * luck, * morale;
CAdventureMapButton * dismiss, * upgrade, * ok;
CCreInfoWindow(const CStackInstance & st, bool LClicked, std::function<void()> Upg = nullptr, std::function<void()> Dsm = nullptr, UpgradeInfo * ui = nullptr);
CCreInfoWindow(const CStack & st, bool LClicked = 0);
CCreInfoWindow(int Cid, bool LClicked, int creatureCount);
~CCreInfoWindow();
void init(const CCreature * cre, const CBonusSystemNode * stackNode, const CGHeroInstance * heroOwner, int creatureCount, bool LClicked);
void printLine(int nr, const std::string & text, int baseVal, int val = -1, bool range = false);
void show(SDL_Surface * to);
};
CIntObject *createCreWindow(const CStack *s, bool lclick = false);
CIntObject *createCreWindow(CreatureID Cid, CCreatureWindow::CreWinType Type, int creatureCount);
CIntObject *createCreWindow(const CStackInstance *s, CCreatureWindow::CreWinType type, std::function<void()> Upg = nullptr, std::function<void()> Dsm = nullptr, UpgradeInfo *ui = nullptr);

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@ -328,7 +328,7 @@ void CHeroWindow::commanderWindow()
}
}
else
GH.pushInt(new CCreatureWindow (curHero->commander));
GH.pushInt(new CStackWindow(curHero->commander, true));
}

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@ -482,10 +482,12 @@ void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander,
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
CCreatureWindow * cw = new CCreatureWindow(skills, commander,
[=](ui32 selection){ cb->selectionMade(selection, queryID); });
GH.pushInt(cw);
GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
}));
}
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;

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@ -303,7 +303,7 @@ void CGarrisonSlot::clickRight(tribool down, bool previousState)
{
if(down && creature)
{
GH.pushInt(createCreWindow(myStack, CCreatureWindow::ARMY));
GH.pushInt(new CStackWindow(creature, true));
}
}
void CGarrisonSlot::clickLeft(tribool down, bool previousState)
@ -320,9 +320,9 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
std::function<void()> upgr = nullptr;
std::function<void(CreatureID)> upgr = nullptr;
std::function<void()> dism = nullptr;
if(canUpgrade) upgr = [=] { LOCPLINT->cb->upgradeCreature(getObj(), ID, pom.newID[0]); };
if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
owner->selectSlot(nullptr);
@ -333,8 +333,7 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
redraw();
refr = true;
CIntObject *creWindow = createCreWindow(myStack, CCreatureWindow::HERO, upgr, dism, &pom);
GH.pushInt(creWindow);
GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
}
else
{
@ -1386,7 +1385,7 @@ void CRecruitmentWindow::CCreatureCard::clickLeft(tribool down, bool previousSta
void CRecruitmentWindow::CCreatureCard::clickRight(tribool down, bool previousState)
{
if (down)
GH.pushInt(createCreWindow(creature->idNumber, CCreatureWindow::OTHER, 0));
GH.pushInt(new CStackWindow(creature, true));
}
void CRecruitmentWindow::CCreatureCard::showAll(SDL_Surface * to)

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@ -2432,7 +2432,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
{
cursorFrame = ECursor::COMBAT_QUERY;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
realizeAction = [=]{ GH.pushInt(createCreWindow(shere, true)); };
realizeAction = [=]{ GH.pushInt(new CStackWindow(shere, false)); };
break;
}
}

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@ -606,7 +606,7 @@ void CClickableHex::clickRight(tribool down, bool previousState)
if(!myst->alive()) return;
if(down)
{
GH.pushInt(createCreWindow(myst));
GH.pushInt(new CStackWindow(myst, true));
}
}
}