#pragma once #include "../widgets/AdventureMapClasses.h" #include "../widgets/TextControls.h" #include "../widgets/MiscWidgets.h" #include "../widgets/Images.h" #include "CWindowObject.h" /* * CQuestLog.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 CCreature; class CStackInstance; class CButton; class CGHeroInstance; class CComponent; class LRClickableAreaWText; class CButton; class CPicture; class CCreaturePic; class LRClickableAreaWTextComp; class CSlider; class CLabel; struct QuestInfo; const int QUEST_COUNT = 9; class CQuestLabel : public LRClickableAreaWText, public CMultiLineLabel { public: std::function callback; CQuestLabel (Rect position, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text = "") : CMultiLineLabel (position, FONT_SMALL, TOPLEFT, Colors::WHITE, Text){}; void clickLeft(tribool down, bool previousState); void showAll(SDL_Surface * to); }; class CQuestIcon : public CAnimImage { public: std::function callback; //TODO: merge with other similar classes? CQuestIcon (const std::string &defname, int index, int x=0, int y=0); void clickLeft(tribool down, bool previousState); void showAll(SDL_Surface * to); }; class CQuestMinimap : public CMinimap { std::vector icons; void clickLeft(tribool down, bool previousState){}; //minimap ignores clicking on its surface void iconClicked(); void mouseMoved (const SDL_MouseMotionEvent & sEvent){}; public: const QuestInfo * currentQuest; CQuestMinimap (const Rect & position); //should be called to invalidate whole map - different player or level void update(); void setLevel(int level); void addQuestMarks (const QuestInfo * q); void showAll(SDL_Surface * to); }; class CQuestLog : public CWindowObject { int questIndex; const QuestInfo * currentQuest; const std::vector quests; std::vector labels; CTextBox * description; CQuestMinimap * minimap; CSlider * slider; //scrolls quests CButton *ok; void init (); public: CQuestLog (const std::vector & Quests); ~CQuestLog(){}; void selectQuest (int which); void updateMinimap (int which){}; void printDescription (int which){}; void sliderMoved (int newpos); void recreateQuestList (int pos); void showAll (SDL_Surface * to); };