#pragma once #include "../gui/CIntObject.h" #include "../gui/SDL_Extensions.h" #include "../../lib/FunctionList.h" /* * 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 * */ 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(SDL_Surface * to, Rect where, std::string what); CTextContainer(EAlignment alignment, EFonts font, SDL_Color color); public: EAlignment 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(); CPicture *bg; public: std::string text; bool autoRedraw; //whether control will redraw itself on setTxt std::string getText(); virtual void setText(const std::string &Txt); CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text = ""); void showAll(SDL_Surface * to) override; //shows statusbar (with current text) }; /// Small helper class to manage group of similar labels class CLabelGroup : public CIntObject { std::list labels; EFonts font; EAlignment align; SDL_Color color; public: CLabelGroup(EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE); void add(int x=0, int y=0, const std::string &text = ""); }; /// 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); 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, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text = ""); void setText(const std::string &Txt) override; void showAll(SDL_Surface * to) override; void setVisibleSize(Rect visibleSize); // scrolls text visible in widget. Positive value will move text up void scrollTextTo(int distance); 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: CMultiLineLabel * label; CSlider *slider; CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = 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 { bool textLock; //Used for blocking changes to the text void init(); CGStatusBar *oldStatusBar; protected: Point getBorderSize() override; public: void clear();//clears statusbar and refreshes void setText(const std::string & Text) override; //prints text and refreshes statusbar void show(SDL_Surface * to) override; //shows statusbar (with current text) CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = Colors::WHITE); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar CGStatusBar(int x, int y, std::string name, int maxw=-1); ~CGStatusBar(); void lock(bool shouldLock); //If true, current text cannot be changed until lock(false) is called }; /// UIElement which can get input focus class CFocusable : public virtual CIntObject { protected: virtual void focusGot(){}; virtual void focusLost(){}; 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) static std::list focusables; //all existing objs static CFocusable *inputWithFocus; //who has focus now CFocusable(); ~CFocusable(); }; /// Text input box where players can enter text class CTextInput : public CLabel, public CFocusable { std::string newText; protected: std::string visibleText() override; void focusGot() override; void focusLost() override; public: CFunctionList cb; CFunctionList filters; void setText(const std::string &nText, bool callCb = false); 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, SDL_Surface *srf = nullptr); void clickLeft(tribool down, bool previousState) override; void keyPressed(const SDL_KeyboardEvent & key) override; bool captureThisEvent(const SDL_KeyboardEvent & key) override; void textInputed(const SDL_TextInputEvent & event) override; void textEdited(const SDL_TextEditingEvent & event) 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); };