/* * 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 * */ #include "StdInc.h" #include "CQuestLog.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../gui/CGuiHandler.h" #include "../gui/Shortcut.h" #include "../widgets/CComponent.h" #include "../adventureMap/CAdventureMapInterface.h" #include "../widgets/Buttons.h" #include "../adventureMap/CMinimap.h" #include "../renderSDL/SDL_Extensions.h" #include "../../CCallback.h" #include "../../lib/CArtHandler.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGameState.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/NetPacksBase.h" #include "../../lib/mapObjects/CQuest.h" VCMI_LIB_NAMESPACE_BEGIN struct QuestInfo; VCMI_LIB_NAMESPACE_END class CAdvmapInterface; void CQuestLabel::clickLeft(tribool down, bool previousState) { if (down) callback(); } void CQuestLabel::showAll(SDL_Surface * to) { 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) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); icons.clear(); int3 tile; if (q->obj) tile = q->obj->pos; else tile = q->tile; Point offset = tileToPixels(tile); onMapViewMoved(Rect(), tile.z); auto pic = std::make_shared("VwSymbol.def", 3, offset.x, offset.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->centerOnTile(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), hideComplete(false), quests(Quests) { OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); minimap = std::make_shared(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 = std::make_shared("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE); ok = std::make_shared(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close, this), EShortcut::GLOBAL_ACCEPT); // 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 = std::make_shared(Point(10, 396), "sysopchk.def", CButton::tooltipLocalized("vcmi.questLog.hideComplete"), std::bind(&CQuestLog::toggleComplete, this, _1)); hideCompleteLabel = std::make_shared(46, 398, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->translate("vcmi.questLog.hideComplete.hover")); slider = std::make_shared(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN); recreateLabelList(); recreateQuestList(0); } void CQuestLog::recreateLabelList() { OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); 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 = std::make_shared(Rect(13, 195, 149,31), FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, text.toString()); label->disable(); label->callback = std::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 = static_cast(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(questIndex >= 0 && questIndex < labels.size()) { //TODO: use child object to selection rect Rect rect = Rect::createAround(labels[questIndex]->pos, 1); rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics rect.w += 2; CSDL_Ext::drawBorder(to, rect, Colors::METALLIC_GOLD); } } 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 componentsBox.reset(); int componentsSize = static_cast(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; } OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE); std::vector> comps; for(auto & component : components) { auto c = std::make_shared(component, imageSize); comps.push_back(c); } componentsBox = std::make_shared(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) { hideComplete = on; recreateLabelList(); recreateQuestList(0); redraw(); }