/* * TextControls.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../gui/CIntObject.h" #include "../gui/TextAlignment.h" #include "../render/Colors.h" #include "../render/Graphics.h" #include "../../lib/FunctionList.h" #include class IImage; class CSlider; /// Base class for all text-related widgets. /// Controls text blitting-related options class CTextContainer : public virtual CIntObject { protected: /// returns size of border, for left- or right-aligned text virtual Point getBorderSize() = 0; /// do actual blitting of line. Text "what" will be placed at "where" and aligned according to alignment void blitLine(Canvas & to, Rect where, std::string what); CTextContainer(ETextAlignment alignment, EFonts font, SDL_Color color); public: ETextAlignment alignment; EFonts font; SDL_Color color; // default font color. Can be overridden by placing "{}" into the string }; /// Label which shows text class CLabel : public CTextContainer { protected: Point getBorderSize() override; virtual std::string visibleText(); std::shared_ptr background; std::string text; bool autoRedraw; //whether control will redraw itself on setTxt public: std::string getText(); virtual void setAutoRedraw(bool option); virtual void setText(const std::string & Txt); virtual void setColor(const SDL_Color & Color); size_t getWidth(); CLabel(int x = 0, int y = 0, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT, const SDL_Color & Color = Colors::WHITE, const std::string & Text = ""); void showAll(Canvas & to) override; //shows statusbar (with current text) }; /// Small helper class to manage group of similar labels class CLabelGroup : public CIntObject { std::vector> labels; EFonts font; ETextAlignment align; SDL_Color color; public: CLabelGroup(EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT, const SDL_Color & Color = Colors::WHITE); void add(int x = 0, int y = 0, const std::string & text = ""); size_t currentSize() const; }; /// Multi-line label that can display multiple lines of text /// If text is too big to fit into requested area remaining part will not be visible class CMultiLineLabel : public CLabel { // text to blit, split into lines that are no longer than widget width std::vector lines; // area of text that actually will be printed, default is widget size Rect visibleSize; void splitText(const std::string & Txt, bool redrawAfter); Rect getTextLocation(); public: // total size of text, x = longest line of text, y = total height of lines Point textSize; CMultiLineLabel(Rect position, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT, const SDL_Color & Color = Colors::WHITE, const std::string & Text = ""); void setText(const std::string & Txt) override; void showAll(Canvas & to) override; void setVisibleSize(Rect visibleSize, bool redrawElement = true); // scrolls text visible in widget. Positive value will move text up void scrollTextTo(int distance, bool redrawAfterScroll = true); void scrollTextBy(int distance); }; /// a multi-line label that tries to fit text with given available width and height; /// if not possible, it creates a slider for scrolling text class CTextBox : public CIntObject { int sliderStyle; public: std::shared_ptr label; std::shared_ptr slider; CTextBox(std::string Text, const Rect & rect, int SliderStyle, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT, const SDL_Color & Color = Colors::WHITE); void resize(Point newSize); void setText(const std::string & Txt); void sliderMoved(int to); }; /// Status bar which is shown at the bottom of the in-game screens class CGStatusBar : public CLabel, public std::enable_shared_from_this, public IStatusBar { std::string hoverText; std::string consoleText; bool enteringText; CGStatusBar(std::shared_ptr background_, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::CENTER, const SDL_Color & Color = Colors::WHITE); CGStatusBar(int x, int y, std::string name, int maxw = -1); //make CLabel API private using CLabel::getText; using CLabel::setAutoRedraw; using CLabel::setText; using CLabel::setColor; using CLabel::getWidth; protected: Point getBorderSize() override; void clickLeft(tribool down, bool previousState) override; public: ~CGStatusBar(); template static std::shared_ptr create(Args... args) { std::shared_ptr ret{new CGStatusBar{args...}}; return ret; } void show(Canvas & to) override; void activate() override; void deactivate() override; // IStatusBar interface void write(const std::string & Text) override; void clearIfMatching(const std::string & Text) override; void clear() override; void setEnteringMode(bool on) override; void setEnteredText(const std::string & text) override; }; class CFocusable; class IFocusListener { public: virtual void focusGot() {}; virtual void focusLost() {}; virtual ~IFocusListener() = default; }; /// UIElement which can get input focus class CFocusable : public virtual CIntObject { private: std::shared_ptr focusListener; public: bool focus; //only one focusable control can have focus at one moment void giveFocus(); //captures focus void moveFocus(); //moves focus to next active control (may be used for tab switching) bool hasFocus() const; static std::list focusables; //all existing objs static CFocusable * inputWithFocus; //who has focus now CFocusable(); CFocusable(std::shared_ptr focusListener); ~CFocusable(); }; class CTextInput; class CKeyboardFocusListener : public IFocusListener { private: static std::atomic usageIndex; CTextInput * textInput; public: CKeyboardFocusListener(CTextInput * textInput); void focusGot() override; void focusLost() override; }; /// Text input box where players can enter text class CTextInput : public CLabel, public CFocusable { std::string newText; protected: std::string visibleText() override; public: CFunctionList cb; CFunctionList filters; void setText(const std::string & nText) override; void setText(const std::string & nText, bool callCb); CTextInput(const Rect & Pos, EFonts font, const CFunctionList & CB); CTextInput(const Rect & Pos, const Point & bgOffset, const std::string & bgName, const CFunctionList & CB); CTextInput(const Rect & Pos, std::shared_ptr srf); void clickLeft(tribool down, bool previousState) override; void keyPressed(EShortcut key) override; bool captureThisKey(EShortcut key) override; void textInputed(const std::string & enteredText) override; void textEdited(const std::string & enteredText) override; //Filter that will block all characters not allowed in filenames static void filenameFilter(std::string & text, const std::string & oldText); //Filter that will allow only input of numbers in range min-max (min-max are allowed) //min-max should be set via something like std::bind static void numberFilter(std::string & text, const std::string & oldText, int minValue, int maxValue); friend class CKeyboardFocusListener; };