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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Added missing files

This commit is contained in:
Ivan Savenko 2014-07-13 18:40:13 +03:00
parent 83099fdb78
commit cec9161f8f
2 changed files with 997 additions and 0 deletions

787
client/gui/MiscWidgets.cpp Normal file
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#include "StdInc.h"
#include "MiscWidgets.h"
#include "CGuiHandler.h"
#include "CCursorHandler.h"
#include "../CBitmapHandler.h"
#include "../CPlayerInterface.h"
#include "../CMessage.h"
#include "../CGameInfo.h"
#include "../CAdvmapInterface.h"
#include "../CCastleInterface.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CModHandler.h"
/*
* MiscWidgets.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
*
*/
void CSelWindow::selectionChange(unsigned to)
{
for (unsigned i=0;i<components.size();i++)
{
CSelectableComponent * pom = dynamic_cast<CSelectableComponent*>(components[i]);
if (!pom)
continue;
pom->select(i==to);
}
redraw();
}
CSelWindow::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)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
ID = askID;
for(int i=0;i<Buttons.size();i++)
{
buttons.push_back(new CAdventureMapButton("","",Buttons[i].second,0,0,Buttons[i].first));
if(!i && askID.getNum() >= 0)
buttons.back()->callback += boost::bind(&CSelWindow::madeChoice,this);
buttons[i]->callback += boost::bind(&CInfoWindow::close,this); //each button will close the window apart from call-defined actions
}
text = new CTextBox(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, CENTER, Colors::WHITE);
buttons.front()->assignedKeys.insert(SDLK_RETURN); //first button - reacts on enter
buttons.back()->assignedKeys.insert(SDLK_ESCAPE); //last button - reacts on escape
if(buttons.size() > 1 && askID.getNum() >= 0) //cancel button functionality
buttons.back()->callback += boost::bind(&CCallback::selectionMade,LOCPLINT->cb.get(),0,askID);
for(int i=0;i<comps.size();i++)
{
comps[i]->recActions = 255;
addChild(comps[i]);
components.push_back(comps[i]);
comps[i]->onSelect = boost::bind(&CSelWindow::selectionChange,this,i);
if(i<9)
comps[i]->assignedKeys.insert(SDLK_1+i);
}
CMessage::drawIWindow(this, Text, player);
}
void CSelWindow::madeChoice()
{
if(ID.getNum() < 0)
return;
int ret = -1;
for (int i=0;i<components.size();i++)
{
if(dynamic_cast<CSelectableComponent*>(components[i])->selected)
{
ret = i;
}
}
LOCPLINT->cb->selectionMade(ret+1,ID);
}
CInfoWindow::CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps, const TButtonsInfo &Buttons, bool delComps)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
type |= BLOCK_ADV_HOTKEYS;
ID = QueryID(-1);
for(auto & Button : Buttons)
{
CAdventureMapButton *button = new CAdventureMapButton("","",boost::bind(&CInfoWindow::close,this),0,0,Button.first);
button->borderColor = Colors::METALLIC_GOLD;
button->borderEnabled = true;
button->callback.add(Button.second); //each button will close the window apart from call-defined actions
buttons.push_back(button);
}
text = new CTextBox(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, CENTER, Colors::WHITE);
if(!text->slider)
{
text->resize(text->label->textSize);
}
if(buttons.size())
{
buttons.front()->assignedKeys.insert(SDLK_RETURN); //first button - reacts on enter
buttons.back()->assignedKeys.insert(SDLK_ESCAPE); //last button - reacts on escape
}
for(auto & comp : comps)
{
comp->recActions = 0xff;
addChild(comp);
comp->recActions &= ~(SHOWALL | UPDATE);
components.push_back(comp);
}
setDelComps(delComps);
CMessage::drawIWindow(this,Text,player);
}
CInfoWindow::CInfoWindow()
{
ID = QueryID(-1);
setDelComps(false);
text = nullptr;
}
void CInfoWindow::close()
{
GH.popIntTotally(this);
if(LOCPLINT)
LOCPLINT->showingDialog->setn(false);
}
void CInfoWindow::show(SDL_Surface * to)
{
CIntObject::show(to);
}
CInfoWindow::~CInfoWindow()
{
if(!delComps)
{
for (auto & elem : components)
removeChild(elem);
}
}
void CInfoWindow::showAll(SDL_Surface * to)
{
CSimpleWindow::show(to);
CIntObject::showAll(to);
}
void CInfoWindow::showInfoDialog(const std::string &text, const std::vector<CComponent *> *components, bool DelComps, PlayerColor player)
{
CInfoWindow * window = CInfoWindow::create(text, player, components, DelComps);
GH.pushInt(window);
}
void CInfoWindow::showYesNoDialog(const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps, PlayerColor player)
{
assert(!LOCPLINT || LOCPLINT->showingDialog->get());
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
CInfoWindow * temp = new CInfoWindow(text, player, components ? *components : std::vector<CComponent*>(), pom, DelComps);
for(auto & elem : onYes.funcs)
temp->buttons[0]->callback += elem;
for(auto & elem : onNo.funcs)
temp->buttons[1]->callback += elem;
GH.pushInt(temp);
}
void CInfoWindow::showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const boost::function<void()> & onOk, bool delComps, PlayerColor player)
{
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
CInfoWindow * temp = new CInfoWindow(text, player, *components, pom, delComps);
temp->buttons[0]->callback += onOk;
GH.pushInt(temp);
}
CInfoWindow * CInfoWindow::create(const std::string &text, PlayerColor playerID /*= 1*/, const std::vector<CComponent*> *components /*= nullptr*/, bool DelComps)
{
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
CInfoWindow * ret = new CInfoWindow(text, playerID, components ? *components : std::vector<CComponent*>(), pom, DelComps);
return ret;
}
std::string CInfoWindow::genText(std::string title, std::string description)
{
return std::string("{") + title + "}" + "\n\n" + description;
}
void CInfoWindow::setDelComps(bool DelComps)
{
delComps = DelComps;
for(CComponent *comp : components)
{
if(delComps)
comp->recActions |= DISPOSE;
else
comp->recActions &= ~DISPOSE;
}
}
CInfoPopup::CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free)
:free(Free),bitmap(Bitmap)
{
init(x, y);
}
CInfoPopup::CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free/*=false*/)
: free(Free),bitmap(Bitmap)
{
switch(alignment)
{
case BOTTOMRIGHT:
init(p.x - Bitmap->w, p.y - Bitmap->h);
break;
case CENTER:
init(p.x - Bitmap->w/2, p.y - Bitmap->h/2);
break;
case TOPLEFT:
init(p.x, p.y);
break;
default:
assert(0); //not implemented
}
}
CInfoPopup::CInfoPopup(SDL_Surface *Bitmap, bool Free)
{
CCS->curh->hide();
free=Free;
bitmap=Bitmap;
if(bitmap)
{
pos.x = screen->w/2 - bitmap->w/2;
pos.y = screen->h/2 - bitmap->h/2;
pos.h = bitmap->h;
pos.w = bitmap->w;
}
}
void CInfoPopup::close()
{
if(free)
SDL_FreeSurface(bitmap);
GH.popIntTotally(this);
}
void CInfoPopup::show(SDL_Surface * to)
{
blitAt(bitmap,pos.x,pos.y,to);
}
CInfoPopup::~CInfoPopup()
{
CCS->curh->show();
}
void CInfoPopup::init(int x, int y)
{
CCS->curh->hide();
pos.x = x;
pos.y = y;
pos.h = bitmap->h;
pos.w = bitmap->w;
// Put the window back on screen if necessary
vstd::amax(pos.x, 0);
vstd::amax(pos.y, 0);
vstd::amin(pos.x, screen->w - bitmap->w);
vstd::amin(pos.y, screen->h - bitmap->h);
}
void CRClickPopup::clickRight(tribool down, bool previousState)
{
if(down)
return;
close();
}
void CRClickPopup::close()
{
GH.popIntTotally(this);
}
void CRClickPopup::createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps)
{
PlayerColor player = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1); //if no player, then use blue
CSimpleWindow * temp = new CInfoWindow(txt, player, comps);
temp->center(Point(GH.current->motion)); //center on mouse
temp->fitToScreen(10);
auto rcpi = new CRClickPopupInt(temp,true);
GH.pushInt(rcpi);
}
void CRClickPopup::createAndPush(const std::string &txt, CComponent * component)
{
CInfoWindow::TCompsInfo intComps;
intComps.push_back(component);
createAndPush(txt, intComps);
}
void CRClickPopup::createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment /*= BOTTOMRIGHT*/)
{
CIntObject *iWin = createInfoWin(p, obj); //try get custom infowindow for this obj
if(iWin)
GH.pushInt(iWin);
else
{
if (adventureInt->curHero())
CRClickPopup::createAndPush(obj->getHoverText(adventureInt->curHero()));
else
CRClickPopup::createAndPush(obj->getHoverText(LOCPLINT->playerID));
}
}
CRClickPopup::CRClickPopup()
{
addUsedEvents(RCLICK);
}
CRClickPopup::~CRClickPopup()
{
}
void CRClickPopupInt::show(SDL_Surface * to)
{
inner->show(to);
}
CRClickPopupInt::CRClickPopupInt( IShowActivatable *our, bool deleteInt )
{
CCS->curh->hide();
inner = our;
delInner = deleteInt;
}
CRClickPopupInt::~CRClickPopupInt()
{
if(delInner)
delete inner;
CCS->curh->show();
}
void CRClickPopupInt::showAll(SDL_Surface * to)
{
inner->showAll(to);
}
Point CInfoBoxPopup::toScreen(Point p)
{
vstd::abetween(p.x, adventureInt->terrain.pos.x + 100, adventureInt->terrain.pos.x + adventureInt->terrain.pos.w - 100);
vstd::abetween(p.y, adventureInt->terrain.pos.y + 100, adventureInt->terrain.pos.y + adventureInt->terrain.pos.h - 100);
return p;
}
CInfoBoxPopup::CInfoBoxPopup(Point position, const CGTownInstance * town):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position))
{
InfoAboutTown iah;
LOCPLINT->cb->getTownInfo(town, iah);
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CTownTooltip(Point(9, 10), iah);
}
CInfoBoxPopup::CInfoBoxPopup(Point position, const CGHeroInstance * hero):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "HEROQVBK", toScreen(position))
{
InfoAboutHero iah;
LOCPLINT->cb->getHeroInfo(hero, iah);
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CHeroTooltip(Point(9, 10), iah);
}
CInfoBoxPopup::CInfoBoxPopup(Point position, const CGGarrison * garr):
CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position))
{
InfoAboutTown iah;
LOCPLINT->cb->getTownInfo(garr, iah);
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CArmyTooltip(Point(9, 10), iah);
}
CIntObject * CRClickPopup::createInfoWin(Point position, const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
{
if(!specific)
specific = adventureInt->selection;
assert(specific);
switch(specific->ID)
{
case Obj::HERO:
return new CInfoBoxPopup(position, dynamic_cast<const CGHeroInstance *>(specific));
case Obj::TOWN:
return new CInfoBoxPopup(position, dynamic_cast<const CGTownInstance *>(specific));
case Obj::GARRISON:
case Obj::GARRISON2:
return new CInfoBoxPopup(position, dynamic_cast<const CGGarrison *>(specific));
default:
return nullptr;
}
}
void LRClickableAreaWTextComp::clickLeft(tribool down, bool previousState)
{
if((!down) && previousState)
{
std::vector<CComponent*> comp(1, createComponent());
LOCPLINT->showInfoDialog(text, comp);
}
}
LRClickableAreaWTextComp::LRClickableAreaWTextComp(const Rect &Pos, int BaseType)
: LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1)
{
}
CComponent * LRClickableAreaWTextComp::createComponent() const
{
if(baseType >= 0)
return new CComponent(CComponent::Etype(baseType), type, bonusValue);
else
return nullptr;
}
void LRClickableAreaWTextComp::clickRight(tribool down, bool previousState)
{
if(down)
{
if(CComponent *comp = createComponent())
{
CRClickPopup::createAndPush(text, CInfoWindow::TCompsInfo(1, comp));
return;
}
}
LRClickableAreaWText::clickRight(down, previousState); //only if with-component variant not occurred
}
CHeroArea::CHeroArea(int x, int y, const CGHeroInstance * _hero):hero(_hero)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
addUsedEvents(LCLICK | RCLICK | HOVER);
pos.x += x; pos.w = 58;
pos.y += y; pos.h = 64;
if (hero)
new CAnimImage("PortraitsLarge", hero->portrait);
}
void CHeroArea::clickLeft(tribool down, bool previousState)
{
if((!down) && previousState && hero)
LOCPLINT->openHeroWindow(hero);
}
void CHeroArea::clickRight(tribool down, bool previousState)
{
if((!down) && previousState && hero)
LOCPLINT->openHeroWindow(hero);
}
void CHeroArea::hover(bool on)
{
if (on && hero)
GH.statusbar->setText(hero->getObjectName());
else
GH.statusbar->clear();
}
void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
{
if((!down) && previousState && town)
{
LOCPLINT->openTownWindow(town);
if ( type == 2 )
LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
else if ( type == 3 && town->fortLevel() )
LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
}
}
void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
{
if((!down) && previousState && town)
LOCPLINT->openTownWindow(town);//TODO: popup?
}
LRClickableAreaOpenTown::LRClickableAreaOpenTown()
: LRClickableAreaWTextComp(Rect(0,0,0,0), -1)
{
}
void CMinorResDataBar::show(SDL_Surface * to)
{
}
void CMinorResDataBar::showAll(SDL_Surface * to)
{
blitAt(bg,pos.x,pos.y,to);
for (Res::ERes i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
{
std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * i, pos.y + pos.h/2));
}
std::vector<std::string> temp;
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
std::string datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
graphics->fonts[FONT_SMALL]->renderTextCenter(to, CSDL_Ext::processStr(datetext,temp), Colors::WHITE, Point(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2));
}
CMinorResDataBar::CMinorResDataBar()
{
bg = BitmapHandler::loadBitmap("KRESBAR.bmp");
CSDL_Ext::setDefaultColorKey(bg);
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
pos.x = 7;
pos.y = 575;
pos.w = bg->w;
pos.h = bg->h;
}
CMinorResDataBar::~CMinorResDataBar()
{
SDL_FreeSurface(bg);
}
void CArmyTooltip::init(const InfoAboutArmy &army)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CLabel(66, 2, FONT_SMALL, TOPLEFT, Colors::WHITE, army.name);
std::vector<Point> slotsPos;
slotsPos.push_back(Point(36,73));
slotsPos.push_back(Point(72,73));
slotsPos.push_back(Point(108,73));
slotsPos.push_back(Point(18,122));
slotsPos.push_back(Point(54,122));
slotsPos.push_back(Point(90,122));
slotsPos.push_back(Point(126,122));
for(auto & slot : army.army)
{
if(slot.first.getNum() >= GameConstants::ARMY_SIZE)
{
logGlobal->warnStream() << "Warning: " << army.name << " has stack in slot " << slot.first;
continue;
}
new CAnimImage("CPRSMALL", slot.second.type->iconIndex, 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y);
std::string subtitle;
if(army.army.isDetailed)
subtitle = boost::lexical_cast<std::string>(slot.second.count);
else
{
//if =0 - we have no information about stack size at all
if (slot.second.count)
subtitle = CGI->generaltexth->arraytxt[171 + 3*(slot.second.count)];
}
new CLabel(slotsPos[slot.first.getNum()].x + 17, slotsPos[slot.first.getNum()].y + 41, FONT_TINY, CENTER, Colors::WHITE, subtitle);
}
}
CArmyTooltip::CArmyTooltip(Point pos, const InfoAboutArmy &army):
CIntObject(0, pos)
{
init(army);
}
CArmyTooltip::CArmyTooltip(Point pos, const CArmedInstance * army):
CIntObject(0, pos)
{
init(InfoAboutArmy(army, true));
}
void CHeroTooltip::init(const InfoAboutHero &hero)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CAnimImage("PortraitsLarge", hero.portrait, 0, 3, 2);
if(hero.details)
{
for (size_t i = 0; i < hero.details->primskills.size(); i++)
new CLabel(75 + 28 * i, 58, FONT_SMALL, CENTER, Colors::WHITE,
boost::lexical_cast<std::string>(hero.details->primskills[i]));
new CLabel(158, 98, FONT_TINY, CENTER, Colors::WHITE,
boost::lexical_cast<std::string>(hero.details->mana));
new CAnimImage("IMRL22", hero.details->morale + 3, 0, 5, 74);
new CAnimImage("ILCK22", hero.details->luck + 3, 0, 5, 91);
}
}
CHeroTooltip::CHeroTooltip(Point pos, const InfoAboutHero &hero):
CArmyTooltip(pos, hero)
{
init(hero);
}
CHeroTooltip::CHeroTooltip(Point pos, const CGHeroInstance * hero):
CArmyTooltip(pos, InfoAboutHero(hero, true))
{
init(InfoAboutHero(hero, true));
}
void CTownTooltip::init(const InfoAboutTown &town)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
//order of icons in def: fort, citadel, castle, no fort
size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
new CAnimImage("ITMCLS", fortIndex, 0, 105, 31);
assert(town.tType);
size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
new CAnimImage("itpt", iconIndex, 0, 3, 2);
if(town.details)
{
new CAnimImage("ITMTLS", town.details->hallLevel, 0, 67, 31);
if (town.details->goldIncome)
new CLabel(157, 58, FONT_TINY, CENTER, Colors::WHITE,
boost::lexical_cast<std::string>(town.details->goldIncome));
if(town.details->garrisonedHero) //garrisoned hero icon
new CPicture("TOWNQKGH", 149, 76);
if(town.details->customRes)//silo is built
{
if (town.tType->primaryRes == Res::WOOD_AND_ORE )// wood & ore
{
new CAnimImage("SMALRES", Res::WOOD, 0, 7, 75);
new CAnimImage("SMALRES", Res::ORE , 0, 7, 88);
}
else
new CAnimImage("SMALRES", town.tType->primaryRes, 0, 7, 81);
}
}
}
CTownTooltip::CTownTooltip(Point pos, const InfoAboutTown &town):
CArmyTooltip(pos, town)
{
init(town);
}
CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town):
CArmyTooltip(pos, InfoAboutTown(town, true))
{
init(InfoAboutTown(town, true));
}
void MoraleLuckBox::set(const IBonusBearer *node)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
const int textId[] = {62, 88}; //eg %s \n\n\n {Current Luck Modifiers:}
const int noneTxtId = 108; //Russian version uses same text for neutral morale\luck
const int neutralDescr[] = {60, 86}; //eg {Neutral Morale} \n\n Neutral morale means your armies will neither be blessed with extra attacks or freeze in combat.
const int componentType[] = {CComponent::luck, CComponent::morale};
const int hoverTextBase[] = {7, 4};
const Bonus::BonusType bonusType[] = {Bonus::LUCK, Bonus::MORALE};
int (IBonusBearer::*getValue[])() const = {&IBonusBearer::LuckVal, &IBonusBearer::MoraleVal};
int mrlt = -9;
TModDescr mrl;
if (node)
{
node->getModifiersWDescr(mrl, bonusType[morale]);
bonusValue = (node->*getValue[morale])();
}
else
bonusValue = 0;
mrlt = (bonusValue>0)-(bonusValue<0); //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
hoverText = CGI->generaltexth->heroscrn[hoverTextBase[morale] - mrlt];
baseType = componentType[morale];
text = CGI->generaltexth->arraytxt[textId[morale]];
boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
if (!mrl.size())
text += CGI->generaltexth->arraytxt[noneTxtId];
else
{
//it's a creature window
if ((morale && node->hasBonusOfType(Bonus::UNDEAD)) ||
node->hasBonusOfType(Bonus::BLOCK_MORALE) || node->hasBonusOfType(Bonus::NON_LIVING))
{
text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
}
else
{
for(auto & elem : mrl)
{
if (elem.first) //no bonuses with value 0
text += "\n" + elem.second;
}
}
}
std::string imageName;
if (small)
imageName = morale ? "IMRL30": "ILCK30";
else
imageName = morale ? "IMRL42" : "ILCK42";
delete image;
image = new CAnimImage(imageName, bonusValue + 3);
image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2));//center icon
}
MoraleLuckBox::MoraleLuckBox(bool Morale, const Rect &r, bool Small):
image(nullptr),
morale(Morale),
small(Small)
{
bonusValue = 0;
pos = r + pos;
}
CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool Animated)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
pos.x+=x;
pos.y+=y;
TFaction faction = cre->faction;
assert(CGI->townh->factions.size() > faction);
if(Big)
bg = new CPicture(CGI->townh->factions[faction]->creatureBg130);
else
bg = new CPicture(CGI->townh->factions[faction]->creatureBg120);
bg->needRefresh = true;
anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
pos.w = bg->pos.w;
pos.h = bg->pos.h;
}

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client/gui/MiscWidgets.h Normal file
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#pragma once
#include "CIntObjectClasses.h"
#include "CComponent.h"
/*
* MiscWidgets.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
*
*/
class CCreatureAnim;
class CComponent;
class CGGarrison;
class CSelectableComponent;
class InfoAboutArmy;
class CArmedInstance;
class IBonusBearer;
/// text + comp. + ok button
class CInfoWindow : public CSimpleWindow
{ //window able to delete its components when closed
bool delComps; //whether comps will be deleted
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
};
/// 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
};
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();
};