#pragma once #include "../gui/CIntObject.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 CLabel; class CCreatureAnim; class CComponent; class CGGarrison; class CSelectableComponent; class InfoAboutArmy; class CArmedInstance; class IBonusBearer; class CAnimImage; /// Shows a text by moving the mouse cursor over the object class CHoverableArea: public virtual CIntObject { public: std::string hoverText; virtual void hover (bool on) override; CHoverableArea(); virtual ~CHoverableArea(); }; /// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it class LRClickableAreaWText: public CHoverableArea { public: std::string text; LRClickableAreaWText(); LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = ""); virtual ~LRClickableAreaWText(); void init(); virtual void clickLeft(tribool down, bool previousState) override; virtual void clickRight(tribool down, bool previousState) override; }; /// 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 CLabel * amount; void show(SDL_Surface *to) override; public: CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor void setAmount(int newAmount); }; /// 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) override; void showAll(SDL_Surface * to) override; CMinorResDataBar(); //c-tor ~CMinorResDataBar(); //d-tor }; /// 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) override; void clickRight(tribool down, bool previousState) override; void hover(bool on) override; }; /// Can interact on left and right mouse clicks class LRClickableAreaWTextComp: public LRClickableAreaWText { public: int baseType; int bonusValue, type; virtual void clickLeft(tribool down, bool previousState) override; virtual void clickRight(tribool down, bool previousState) override; LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1); CComponent * createComponent() const; }; /// Opens town screen by left-clicking on it class LRClickableAreaOpenTown: public LRClickableAreaWTextComp { public: const CGTownInstance * town; void clickLeft(tribool down, bool previousState) override; void clickRight(tribool down, bool previousState) override; LRClickableAreaOpenTown(); }; 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); };