#pragma once #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 > > TButtonsInfo; typedef std::vector TCompsInfo; QueryID ID; //for identification CTextBox *text; std::vector buttons; std::vector 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 *components, bool DelComps = true, PlayerColor player = PlayerColor(1)); static void showOkDialog(const std::string & text, const std::vector *components, const boost::function & onOk, bool delComps = true, PlayerColor player = PlayerColor(1)); static void showYesNoDialog( const std::string & text, const std::vector *components, const CFunctionList &onYes, const CFunctionList &onNo, bool DelComps = true, PlayerColor player = PlayerColor(1)); static CInfoWindow *create(const std::string &text, PlayerColor playerID = PlayerColor(1), const std::vector *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 &comps, const std::vector > > &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(); };