#include "StdInc.h" #include "CQuestLog.h" #include "CAdvmapInterface.h" #include "../CBitmapHandler.h" #include "../CDefHandler.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../Graphics.h" #include "../gui/CGuiHandler.h" #include "../gui/SDL_Extensions.h" #include "../widgets/CComponent.h" #include "../../CCallback.h" #include "../../lib/CArtHandler.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGameState.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/NetPacksBase.h" /* * CQuestLog.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 * */ struct QuestInfo; class CAdvmapInterface; void CQuestLabel::clickLeft(tribool down, bool previousState) { if (down) callback(); } void CQuestLabel::showAll(SDL_Surface * to) { if (active) CMultiLineLabel::showAll (to); } CQuestIcon::CQuestIcon (const std::string &defname, int index, int x, int y) : CAnimImage(defname, index, 0, x, y) { addUsedEvents(LCLICK); } void CQuestIcon::clickLeft(tribool down, bool previousState) { if (down) callback(); } void CQuestIcon::showAll(SDL_Surface * to) { CSDL_Ext::CClipRectGuard guard(to, parent->pos); CAnimImage::showAll(to); } CQuestMinimap::CQuestMinimap (const Rect & position) : CMinimap (position), currentQuest (nullptr) { } void CQuestMinimap::addQuestMarks (const QuestInfo * q) { OBJ_CONSTRUCTION_CAPTURING_ALL; icons.clear(); int3 tile; if (q->obj) tile = q->obj->pos; else tile = q->tile; int x,y; minimap->tileToPixels (tile, x, y); if (level != tile.z) setLevel(tile.z); auto pic = make_shared("VwSymbol.def", 3, x, y); pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2)); pic->callback = std::bind (&CQuestMinimap::iconClicked, this); icons.push_back(pic); } void CQuestMinimap::update() { CMinimap::update(); if (currentQuest) addQuestMarks (currentQuest); } void CQuestMinimap::iconClicked() { if (currentQuest->obj) adventureInt->centerOn (currentQuest->obj->pos); //moveAdvMapSelection(); } void CQuestMinimap::showAll(SDL_Surface * to) { CIntObject::showAll(to); // blitting IntObject directly to hide radar for (auto pic : icons) pic->showAll(to); } CQuestLog::CQuestLog (const std::vector & Quests) : CWindowObject(PLAYER_COLORED | BORDERED, "questDialog"), questIndex(0), currentQuest(nullptr), componentsBox(nullptr), quests (Quests), hideComplete(false), slider(nullptr) { OBJ_CONSTRUCTION_CAPTURING_ALL; init(); } void CQuestLog::init() { const JsonNode & texts = CGI->generaltexth->localizedTexts["questLog"]; minimap = new CQuestMinimap (Rect (12, 12, 169, 169)); // TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin description = new CTextBox ("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, TOPLEFT, Colors::WHITE); ok = new CButton(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], boost::bind(&CQuestLog::close,this), SDLK_RETURN); // Both button and lable are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button hideCompleteButton = new CToggleButton(Point(10, 396), "sysopchk.def", CButton::tooltip(texts["hideComplete"]), std::bind(&CQuestLog::toggleComplete, this, _1)); hideCompleteLabel = new CLabel(46, 398, FONT_MEDIUM, TOPLEFT, Colors::WHITE, texts["hideComplete"]["label"].String()); slider = new CSlider(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN); recreateLabelList(); recreateQuestList (0); } void CQuestLog::recreateLabelList() { if (labels.size()) labels.clear(); bool completeMissing = true; int currentLabel = 0; for (int i = 0; i < quests.size(); ++i) { // Quests with MISSION_NONE type don't have text for them and can't be displayed if (quests[i].quest->missionType == CQuest::MISSION_NONE) continue; if (quests[i].quest->progress == CQuest::COMPLETE) { completeMissing = false; if (hideComplete) continue; } MetaString text; quests[i].quest->getRolloverText (text, false); if (quests[i].obj) { if (auto seersHut = dynamic_cast(quests[i].obj)) { MetaString toSeer; toSeer << VLC->generaltexth->allTexts[347]; toSeer.addReplacement(seersHut->seerName); text.addReplacement(toSeer.toString()); } else text.addReplacement(quests[i].obj->getObjectName()); //get name of the object } auto label = make_shared(Rect(13, 195, 149,31), FONT_SMALL, TOPLEFT, Colors::WHITE, text.toString()); label->disable(); label->callback = boost::bind(&CQuestLog::selectQuest, this, i, currentLabel); labels.push_back(label); // Select latest active quest if (quests[i].quest->progress != CQuest::COMPLETE) selectQuest(i, currentLabel); currentLabel = labels.size(); } if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL hideCompleteButton->block(true); slider->setAmount(currentLabel); if (currentLabel > QUEST_COUNT) { slider->block(false); slider->moveToMax(); } else { slider->block(true); slider->moveToMin(); } } void CQuestLog::showAll(SDL_Surface * to) { CWindowObject::showAll (to); if (labels.size() && labels[questIndex]->active) { Rect rect = Rect::around(labels[questIndex]->pos); rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics rect.w += 2; CSDL_Ext::drawBorder(to, rect, int3(Colors::METALLIC_GOLD.r, Colors::METALLIC_GOLD.g, Colors::METALLIC_GOLD.b)); } } void CQuestLog::recreateQuestList (int newpos) { for (int i = 0; i < labels.size(); ++i) { labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31); if (i >= newpos && i < newpos + QUEST_COUNT) labels[i]->enable(); else labels[i]->disable(); } minimap->update(); } void CQuestLog::selectQuest (int which, int labelId) { questIndex = labelId; currentQuest = &quests[which]; minimap->currentQuest = currentQuest; MetaString text; std::vector components; currentQuest->quest->getVisitText (text, components, currentQuest->quest->isCustomFirst, true); if (description->slider) description->slider->moveToMin(); // scroll text to start position description->setText (text.toString()); //TODO: use special log entry text vstd::clear_pointer(componentsBox); int componentsSize = components.size(); int descriptionHeight = DESCRIPTION_HEIGHT_MAX; if (componentsSize) { descriptionHeight -= 15; CComponent::ESize imageSize = CComponent::large; switch (currentQuest->quest->missionType) { case CQuest::MISSION_ARMY: { if (componentsSize > 4) descriptionHeight -= 195; else descriptionHeight -= 100; break; } case CQuest::MISSION_ART: { if (componentsSize > 4) descriptionHeight -= 190; else descriptionHeight -= 90; break; } case CQuest::MISSION_PRIMARY_STAT: case CQuest::MISSION_RESOURCES: { if (componentsSize > 4) { imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space descriptionHeight -= 140; } else descriptionHeight -= 125; break; } default: descriptionHeight -= 115; break; } OBJ_CONSTRUCTION_CAPTURING_ALL; std::vector comps; for (auto & component : components) comps.push_back(new CComponent(component, imageSize)); componentsBox = new CComponentBox(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight))); } description->resize(Point(385, descriptionHeight)); minimap->update(); redraw(); } void CQuestLog::sliderMoved (int newpos) { recreateQuestList (newpos); //move components redraw(); } void CQuestLog::toggleComplete(bool on) { OBJ_CONSTRUCTION_CAPTURING_ALL; hideComplete = on; recreateLabelList(); recreateQuestList(0); redraw(); }