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

Moved all non-window GUI elements out from GUI classes file. TODO: reorganize source tree

This commit is contained in:
Ivan Savenko 2014-07-13 18:39:45 +03:00
parent 55ff933b7f
commit 83099fdb78
26 changed files with 519 additions and 1447 deletions

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@ -20,8 +20,14 @@
#include "CMusicHandler.h"
#include "Graphics.h"
#include "GUIClasses.h"
#include "StartInfo.h"
#include "CPreGame.h"
#include "gui/CGuiHandler.h"
#include "gui/SDL_Pixels.h"
#include "gui/MiscWidgets.h"
#include "battle/CBattleInterface.h"
#include "battle/CBattleInterfaceClasses.h"
#include "gui/MiscWidgets.h"
/*
* CAdventureMapClasses.h, part of VCMI engine
@ -950,3 +956,283 @@ void CInfoBar::showGameStatus()
setTimer(3000);
redraw();
}
void CInGameConsole::show(SDL_Surface * to)
{
int number = 0;
std::vector<std::list< std::pair< std::string, int > >::iterator> toDel;
boost::unique_lock<boost::mutex> lock(texts_mx);
for(auto it = texts.begin(); it != texts.end(); ++it, ++number)
{
Point leftBottomCorner(0, screen->h);
if(LOCPLINT->battleInt)
{
leftBottomCorner = LOCPLINT->battleInt->pos.bottomLeft();
}
graphics->fonts[FONT_MEDIUM]->renderTextLeft(to, it->first, Colors::GREEN,
Point(leftBottomCorner.x + 50, leftBottomCorner.y - texts.size() * 20 - 80 + number*20));
if(SDL_GetTicks() - it->second > defaultTimeout)
{
toDel.push_back(it);
}
}
for(auto & elem : toDel)
{
texts.erase(elem);
}
}
void CInGameConsole::print(const std::string &txt)
{
boost::unique_lock<boost::mutex> lock(texts_mx);
int lineLen = conf.go()->ac.outputLineLength;
if(txt.size() < lineLen)
{
texts.push_back(std::make_pair(txt, SDL_GetTicks()));
if(texts.size() > maxDisplayedTexts)
{
texts.pop_front();
}
}
else
{
assert(lineLen);
for(int g=0; g<txt.size() / lineLen + 1; ++g)
{
std::string part = txt.substr(g * lineLen, lineLen);
if(part.size() == 0)
break;
texts.push_back(std::make_pair(part, SDL_GetTicks()));
if(texts.size() > maxDisplayedTexts)
{
texts.pop_front();
}
}
}
}
void CInGameConsole::keyPressed (const SDL_KeyboardEvent & key)
{
if(key.type != SDL_KEYDOWN) return;
if(!captureAllKeys && key.keysym.sym != SDLK_TAB) return; //because user is not entering any text
switch(key.keysym.sym)
{
case SDLK_TAB:
case SDLK_ESCAPE:
{
if(captureAllKeys)
{
captureAllKeys = false;
endEnteringText(false);
}
else if(SDLK_TAB)
{
captureAllKeys = true;
startEnteringText();
}
break;
}
case SDLK_RETURN: //enter key
{
if(enteredText.size() > 0 && captureAllKeys)
{
captureAllKeys = false;
endEnteringText(true);
CCS->soundh->playSound("CHAT");
}
break;
}
case SDLK_BACKSPACE:
{
if(enteredText.size() > 1)
{
Unicode::trimRight(enteredText,2);
enteredText += '_';
refreshEnteredText();
}
break;
}
case SDLK_UP: //up arrow
{
if(previouslyEntered.size() == 0)
break;
if(prevEntDisp == -1)
{
prevEntDisp = previouslyEntered.size() - 1;
enteredText = previouslyEntered[prevEntDisp] + "_";
refreshEnteredText();
}
else if( prevEntDisp > 0)
{
--prevEntDisp;
enteredText = previouslyEntered[prevEntDisp] + "_";
refreshEnteredText();
}
break;
}
case SDLK_DOWN: //down arrow
{
if(prevEntDisp != -1 && prevEntDisp+1 < previouslyEntered.size())
{
++prevEntDisp;
enteredText = previouslyEntered[prevEntDisp] + "_";
refreshEnteredText();
}
else if(prevEntDisp+1 == previouslyEntered.size()) //useful feature
{
prevEntDisp = -1;
enteredText = "_";
refreshEnteredText();
}
break;
}
default:
{
#ifdef VCMI_SDL1
if(enteredText.size() > 0 && enteredText.size() < conf.go()->ac.inputLineLength)
{
if( key.keysym.unicode < 0x80 && key.keysym.unicode > 0 )
{
enteredText[enteredText.size()-1] = (char)key.keysym.unicode;
enteredText += "_";
refreshEnteredText();
}
}
#endif // VCMI_SDL1
break;
}
}
}
#ifndef VCMI_SDL1
void CInGameConsole::textInputed(const SDL_TextInputEvent & event)
{
if(!captureAllKeys || enteredText.size() == 0)
return;
enteredText.resize(enteredText.size()-1);
enteredText += event.text;
enteredText += "_";
refreshEnteredText();
}
void CInGameConsole::textEdited(const SDL_TextEditingEvent & event)
{
//do nothing here
}
#endif // VCMI_SDL1
void CInGameConsole::startEnteringText()
{
CSDL_Ext::startTextInput(&pos);
enteredText = "_";
if(GH.topInt() == adventureInt)
{
GH.statusbar->alignment = TOPLEFT;
GH.statusbar->setText(enteredText);
//Prevent changes to the text from mouse interaction with the adventure map
GH.statusbar->lock(true);
}
else if(LOCPLINT->battleInt)
{
LOCPLINT->battleInt->console->ingcAlter = enteredText;
}
}
void CInGameConsole::endEnteringText(bool printEnteredText)
{
CSDL_Ext::stopTextInput();
prevEntDisp = -1;
if(printEnteredText)
{
std::string txt = enteredText.substr(0, enteredText.size()-1);
LOCPLINT->cb->sendMessage(txt);
previouslyEntered.push_back(txt);
//print(txt);
}
enteredText = "";
if(GH.topInt() == adventureInt)
{
GH.statusbar->alignment = CENTER;
GH.statusbar->lock(false);
GH.statusbar->clear();
}
else if(LOCPLINT->battleInt)
{
LOCPLINT->battleInt->console->ingcAlter = "";
}
}
void CInGameConsole::refreshEnteredText()
{
if(GH.topInt() == adventureInt)
{
GH.statusbar->lock(false);
GH.statusbar->clear();
GH.statusbar->setText(enteredText);
GH.statusbar->lock(true);
}
else if(LOCPLINT->battleInt)
{
LOCPLINT->battleInt->console->ingcAlter = enteredText;
}
}
CInGameConsole::CInGameConsole() : prevEntDisp(-1), defaultTimeout(10000), maxDisplayedTexts(10)
{
#ifdef VCMI_SDL1
addUsedEvents(KEYBOARD);
#else
addUsedEvents(KEYBOARD | TEXTINPUT);
#endif
}
CAdventureOptions::CAdventureOptions():
CWindowObject(PLAYER_COLORED, "ADVOPTS")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
exit = new CAdventureMapButton("","",boost::bind(&CAdventureOptions::close, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
scenInfo = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 198, "ADVINFO.DEF",SDLK_i);
scenInfo->callback += CAdventureOptions::showScenarioInfo;
//viewWorld = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
puzzle = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 81, "ADVPUZ.DEF");
puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
dig = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 139, "ADVDIG.DEF");
if(const CGHeroInstance *h = adventureInt->curHero())
dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
else
dig->block(true);
}
void CAdventureOptions::showScenarioInfo()
{
auto campState = LOCPLINT->cb->getStartInfo()->campState;
if(campState)
{
GH.pushInt(new CBonusSelection(campState));
}
else
{
GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
}
}

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@ -1,6 +1,5 @@
#pragma once
#include "gui/CIntObject.h"
#include "gui/CIntObjectClasses.h"
class CArmedInstance;
@ -313,3 +312,40 @@ public:
/// for 3 seconds shows amount of town halls and players status
void showGameStatus();
};
class CInGameConsole : public CIntObject
{
private:
std::list< std::pair< std::string, int > > texts; //list<text to show, time of add>
boost::mutex texts_mx; // protects texts
std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
int defaultTimeout; //timeout for new texts (in ms)
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
public:
std::string enteredText;
void show(SDL_Surface * to);
void print(const std::string &txt);
void keyPressed (const SDL_KeyboardEvent & key); //call-in
#ifndef VCMI_SDL1
void textInputed(const SDL_TextInputEvent & event) override;
void textEdited(const SDL_TextEditingEvent & event) override;
#endif // VCMI_SDL1
void startEnteringText();
void endEnteringText(bool printEnteredText);
void refreshEnteredText();
CInGameConsole(); //c-tor
};
/// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
class CAdventureOptions : public CWindowObject
{
public:
CAdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
CAdventureOptions();
static void showScenarioInfo();
};

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@ -14,6 +14,7 @@
#include "../lib/CConfigHandler.h"
#include "CSpellWindow.h"
#include "Graphics.h"
#include "GUIClasses.h"
#include "CDefHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
@ -31,6 +32,7 @@
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/CTradeWindow.h"
#include "gui/MiscWidgets.h"
#include "../lib/UnlockGuard.h"
#ifdef _MSC_VER
@ -1524,38 +1526,3 @@ void CAdvMapInt::adjustActiveness(bool aiTurnStart)
if(wasActive)
activate();
}
CAdventureOptions::CAdventureOptions():
CWindowObject(PLAYER_COLORED, "ADVOPTS")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
exit = new CAdventureMapButton("","",boost::bind(&CAdventureOptions::close, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
scenInfo = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 198, "ADVINFO.DEF",SDLK_i);
scenInfo->callback += CAdventureOptions::showScenarioInfo;
//viewWorld = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
puzzle = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 81, "ADVPUZ.DEF");
puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
dig = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 139, "ADVDIG.DEF");
if(const CGHeroInstance *h = adventureInt->curHero())
dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
else
dig->block(true);
}
void CAdventureOptions::showScenarioInfo()
{
auto campState = LOCPLINT->cb->getStartInfo()->campState;
if(campState)
{
GH.pushInt(new CBonusSelection(campState));
}
else
{
GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
}
}

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@ -1,10 +1,6 @@
#pragma once
#include <typeinfo>
#include "SDL.h"
#include "gui/CIntObjectClasses.h"
#include "GUIClasses.h"
#include "gui/CIntObject.h"
#include "AdventureMapClasses.h"
class CDefHandler;
@ -29,16 +25,6 @@ class IShipyard;
*
*/
/// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
class CAdventureOptions : public CWindowObject
{
public:
CAdventureMapButton *exit, *viewWorld, *puzzle, *dig, *scenInfo, *replay;
CAdventureOptions();
static void showScenarioInfo();
};
/// Holds information about which tiles of the terrain are shown/not shown at the screen
class CTerrainRect
: public CIntObject

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@ -25,6 +25,8 @@
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/CTradeWindow.h"
#include "gui/MiscWidgets.h"
#include "GUIClasses.h"
using namespace boost::assign;

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@ -1,8 +1,7 @@
#pragma once
#include "CAnimation.h"
#include "GUIClasses.h"
#include "gui/CGarrisonInt.h"
class CAdventureMapButton;
class CBuilding;

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@ -26,6 +26,7 @@
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/MiscWidgets.h"
using namespace CSDL_Ext;

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@ -2,7 +2,7 @@
#include "gui/CIntObject.h"
#include "../lib/HeroBonus.h"
#include "GUIClasses.h"
#include "gui/CArtifactHolder.h"
/*
* CCreatureWindow.h, part of VCMI engine

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@ -25,6 +25,8 @@
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/MiscWidgets.h"
#include "GUIClasses.h"
#include "CMT.h"
#undef min

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@ -2,7 +2,8 @@
#include "../lib/HeroBonus.h"
#include "gui/CIntObjectClasses.h"
#include "GUIClasses.h"
#include "gui/CArtifactHolder.h"
#include "gui/CGarrisonInt.h"
/*
* CHeroWindow.h, part of VCMI engine
@ -24,6 +25,7 @@ class LClickableAreaHero;
class LRClickableAreaWText;
class LRClickableAreaWTextComp;
class CArtifactsOfHero;
class MoraleLuckBox;
/// Button which switches hero selection
class CHeroSwitcher : public CIntObject

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@ -16,6 +16,7 @@
#include "CPlayerInterface.h" //LOCPLINT
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/MiscWidgets.h"
#include "CMT.h"
/*

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@ -1,7 +1,7 @@
#pragma once
#include "GUIClasses.h"
#include "gui/CArtifactHolder.h"
#include "gui/CGarrisonInt.h"
class CAdventureMapButton;
class CAnimImage;
@ -11,6 +11,10 @@ class CSlider;
class CTownInfo;
class CCreaInfo;
class HeroSlots;
class LRClickableAreaOpenTown;
class CComponent;
class CHeroArea;
class MoraleLuckBox;
/*
* CKingdomInterface.h, part of VCMI engine

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@ -23,6 +23,7 @@ set(client_SRCS
gui/CTradeWindow.cpp
gui/Fonts.cpp
gui/Geometries.cpp
gui/MiscWidgets.cpp
gui/CCursorHandler.cpp
gui/SDL_Extensions.cpp

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@ -22,6 +22,7 @@
#include "../lib/CConfigHandler.h"
#include "CBitmapHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/MiscWidgets.h"
const int BETWEEN_COMPS_ROWS = 10;
const int BEFORE_COMPONENTS = 30;

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@ -2,7 +2,6 @@
#include "../lib/CConfigHandler.h"
#include "../lib/CSoundBase.h"
#include "../lib/CCreatureHandler.h"
/*
* CMusicHandler.h, part of VCMI engine

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@ -17,6 +17,7 @@
#include "../lib/CConfigHandler.h"
#include "battle/CCreatureAnimation.h"
#include "Graphics.h"
#include "GUIClasses.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
@ -36,6 +37,7 @@
#include "../lib/CGameState.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "gui/MiscWidgets.h"
#include "../lib/UnlockGuard.h"
#ifdef min

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@ -39,6 +39,7 @@
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/MiscWidgets.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"
#include "../lib/CRandomGenerator.h"

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@ -1,12 +1,11 @@
#pragma once
#include "../lib/filesystem/Filesystem.h"
#include <SDL.h>
#include "../lib/StartInfo.h"
#include "GUIClasses.h"
#include "../lib/FunctionList.h"
#include "../lib/mapping/CMapInfo.h"
#include "../lib/rmg/CMapGenerator.h"
#include "gui/CIntObjectClasses.h"
/*
* CPreGame.h, part of VCMI engine

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@ -5,20 +5,20 @@
#include "../lib/CGeneralTextHandler.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 "CAdvmapInterface.h"
#include "../lib/CGameState.h"
#include "../lib/CArtHandler.h"
#include "../lib/NetPacksBase.h"
#include "../lib/CConfigHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "gui/SDL_Extensions.h"
/*
* CQuestLog.cpp, part of VCMI engine

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@ -1,9 +1,12 @@
#include "gui/CIntObject.h"
#include "AdventureMapClasses.h"
#include "CAdvmapInterface.h"
#include "GUIClasses.h"
#pragma once
#include "../lib/CGameState.h"
#include "gui/CIntObjectClasses.h"
#include "CAnimation.h"
#include "AdventureMapClasses.h"
//#include "CAdvmapInterface.h"
//
//#include "../lib/CGameState.h"
/*
* CQuestLog.h, part of VCMI engine
@ -29,8 +32,6 @@ class CSlider;
class CLabel;
struct QuestInfo;
extern CAdvMapInt *adventureInt;
const int QUEST_COUNT = 9;
class CQuestLabel : public LRClickableAreaWText, public CMultiLineLabel
@ -101,4 +102,4 @@ public:
void sliderMoved (int newpos);
void recreateQuestList (int pos);
void showAll (SDL_Surface * to);
};
};

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@ -3,6 +3,7 @@
#include "Graphics.h"
#include "CDefHandler.h"
#include "../lib/CConfigHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "CVideoHandler.h"
@ -18,7 +19,9 @@
#include "../lib/BattleState.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "gui/MiscWidgets.h"
#include "CMT.h"
#include "GUIClasses.h"
/*
* CSpellWindow.cpp, part of VCMI engine

File diff suppressed because it is too large Load Diff

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@ -1,23 +1,11 @@
#pragma once
#include "CAnimation.h"
#include "../lib/FunctionList.h"
#include "../lib/GameConstants.h"
#include "../lib/ResourceSet.h"
#include "../lib/CConfigHandler.h"
#include "../lib/GameConstants.h"
#include "gui/CIntObject.h"
#include "gui/CIntObjectClasses.h"
#include "../lib/GameConstants.h"
#include "gui/CArtifactHolder.h"
#include "gui/CComponent.h"
#include "gui/CGarrisonInt.h"
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
#include "CAnimation.h"
/*
* GUIClasses.h, part of VCMI engine
@ -82,150 +70,12 @@ struct InfoAboutArmy;
struct InfoAboutHero;
struct InfoAboutTown;
/// text + comp. + ok button
class CInfoWindow : public CSimpleWindow
{ //window able to delete its components when closed
bool delComps; //whether comps will be deleted
class CCreaturePic;
class MoraleLuckBox;
class CHeroArea;
class CMinorResDataBar;
public:
typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
typedef std::vector<CComponent*> TCompsInfo;
QueryID ID; //for identification
CTextBox *text;
std::vector<CAdventureMapButton *> buttons;
std::vector<CComponent*> components;
CSlider *slider;
void setDelComps(bool DelComps);
virtual void close();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void sliderMoved(int to);
CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
CInfoWindow(); //c-tor
~CInfoWindow(); //d-tor
//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
static void showInfoDialog( const std::string & text, const std::vector<CComponent*> *components, bool DelComps = true, PlayerColor player = PlayerColor(1));
static void showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const boost::function<void()> & onOk, bool delComps = true, PlayerColor player = PlayerColor(1));
static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, PlayerColor player = PlayerColor(1));
static CInfoWindow *create(const std::string &text, PlayerColor playerID = PlayerColor(1), const std::vector<CComponent*> *components = nullptr, bool DelComps = false);
/// create text from title and description: {title}\n\n description
static std::string genText(std::string title, std::string description);
};
/// popup displayed on R-click
class CRClickPopup : public CIntObject
{
public:
virtual void close();
void clickRight(tribool down, bool previousState);
CRClickPopup();
virtual ~CRClickPopup(); //d-tor
static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific);
static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
static void createAndPush(const std::string &txt, CComponent * component);
static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
};
/// popup displayed on R-click
class CRClickPopupInt : public CRClickPopup
{
public:
IShowActivatable *inner;
bool delInner;
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
CRClickPopupInt(IShowActivatable *our, bool deleteInt); //c-tor
virtual ~CRClickPopupInt(); //d-tor
};
class CInfoPopup : public CRClickPopup
{
public:
bool free; //TODO: comment me
SDL_Surface * bitmap; //popup background
void close();
void show(SDL_Surface * to);
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
CInfoPopup(SDL_Surface * Bitmap = nullptr, bool Free = false); //default c-tor
void init(int x, int y);
~CInfoPopup(); //d-tor
};
/// popup on adventure map for town\hero objects
class CInfoBoxPopup : public CWindowObject
{
Point toScreen(Point pos);
public:
CInfoBoxPopup(Point position, const CGTownInstance * town);
CInfoBoxPopup(Point position, const CGHeroInstance * hero);
CInfoBoxPopup(Point position, const CGGarrison * garr);
};
/// component selection window
class CSelWindow : public CInfoWindow
{ //warning - this window deletes its components by closing!
public:
void selectionChange(unsigned to);
void madeChoice(); //looks for selected component and calls callback
CSelWindow(const std::string& text, PlayerColor player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID); //c-tor
CSelWindow(){}; //c-tor
//notification - this class inherits important destructor from CInfoWindow
};
////////////////////////////////////////////////////////////////////////////////
/// base class for hero/town/garrison tooltips
class CArmyTooltip : public CIntObject
{
void init(const InfoAboutArmy &army);
public:
CArmyTooltip(Point pos, const InfoAboutArmy &army);
CArmyTooltip(Point pos, const CArmedInstance * army);
};
/// Class for hero tooltip. Does not have any background!
/// background for infoBox: ADSTATHR
/// background for tooltip: HEROQVBK
class CHeroTooltip : public CArmyTooltip
{
void init(const InfoAboutHero &hero);
public:
CHeroTooltip(Point pos, const InfoAboutHero &hero);
CHeroTooltip(Point pos, const CGHeroInstance * hero);
};
/// Class for town tooltip. Does not have any background!
/// background for infoBox: ADSTATCS
/// background for tooltip: TOWNQVBK
class CTownTooltip : public CArmyTooltip
{
void init(const InfoAboutTown &town);
public:
CTownTooltip(Point pos, const InfoAboutTown &town);
CTownTooltip(Point pos, const CGTownInstance * town);
};
/// draws picture with creature on background, use Animated=true to get animation
class CCreaturePic : public CIntObject
{
private:
CPicture *bg;
CCreatureAnim *anim; //displayed animation
public:
CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
};
class CComponentBox;
/// Recruitment window where you can recruit creatures
class CRecruitmentWindow : public CWindowObject
@ -333,17 +183,6 @@ public:
};
/// Resource bar like that at the bottom of the adventure map screen
class CMinorResDataBar : public CIntObject
{
public:
SDL_Surface *bg; //background bitmap
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
CMinorResDataBar(); //c-tor
~CMinorResDataBar(); //d-tor
};
/// Town portal, castle gate window
class CObjectListWindow : public CWindowObject
{
@ -474,68 +313,6 @@ public:
void show(SDL_Surface * to);
};
class CInGameConsole : public CIntObject
{
private:
std::list< std::pair< std::string, int > > texts; //list<text to show, time of add>
boost::mutex texts_mx; // protects texts
std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
int defaultTimeout; //timeout for new texts (in ms)
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
public:
std::string enteredText;
void show(SDL_Surface * to);
void print(const std::string &txt);
void keyPressed (const SDL_KeyboardEvent & key); //call-in
#ifndef VCMI_SDL1
void textInputed(const SDL_TextInputEvent & event) override;
void textEdited(const SDL_TextEditingEvent & event) override;
#endif // VCMI_SDL1
void startEnteringText();
void endEnteringText(bool printEnteredText);
void refreshEnteredText();
CInGameConsole(); //c-tor
};
class MoraleLuckBox : public LRClickableAreaWTextComp
{
CAnimImage *image;
public:
bool morale; //true if morale, false if luck
bool small;
void set(const IBonusBearer *node);
MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
};
/// Opens hero window by left-clicking on it
class CHeroArea: public CIntObject
{
const CGHeroInstance * hero;
public:
CHeroArea(int x, int y, const CGHeroInstance * _hero);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void hover(bool on);
};
/// Opens town screen by left-clicking on it
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
{
public:
const CGTownInstance * town;
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
LRClickableAreaOpenTown();
};
class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
{
CGStatusBar * ourBar; //internal statusbar

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@ -26,6 +26,8 @@
#include "../lib/BattleState.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "gui/MiscWidgets.h"
#include "AdventureMapClasses.h"
#include "CMT.h"
//macros to avoid code duplication - calls given method with given arguments if interface for specific player is present

View File

@ -7,6 +7,7 @@
#include "../CCreatureWindow.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../GUIClasses.h"
#include "../../CCallback.h"

View File

@ -1,23 +1,27 @@
#include "StdInc.h"
#include "CIntObjectClasses.h"
#include "../CBitmapHandler.h"
#include "SDL_Pixels.h"
#include "SDL_Extensions.h"
#include "../Graphics.h"
#include "../CAnimation.h"
#include "CGuiHandler.h"
#include "CCursorHandler.h"
#include "../CGameInfo.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "MiscWidgets.h"
#include "../battle/CBattleInterface.h"
#include "../battle/CBattleInterfaceClasses.h"
#include "../CBitmapHandler.h"
#include "../Graphics.h"
#include "../CAnimation.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CMessage.h"
#include "../CMusicHandler.h"
#include "../GUIClasses.h"
#include "CGuiHandler.h"
#include "../CAdvmapInterface.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h" //for Unicode related stuff
CPicture::CPicture( SDL_Surface *BG, int x, int y, bool Free )