/* * CInfoBar.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 "CInfoBar.h" #include "AdventureMapInterface.h" #include "../widgets/CComponent.h" #include "../widgets/Images.h" #include "../windows/CMessage.h" #include "../widgets/TextControls.h" #include "../widgets/MiscWidgets.h" #include "../windows/InfoWindows.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../PlayerLocalState.h" #include "../gui/CGuiHandler.h" #include "../gui/WindowHandler.h" #include "../media/ISoundPlayer.h" #include "../render/IScreenHandler.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/texts/CGeneralTextHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGTownInstance.h" CInfoBar::CVisibleInfo::CVisibleInfo() : CIntObject(0, Point(offset_x, offset_y)) { } void CInfoBar::CVisibleInfo::show(Canvas & to) { CIntObject::show(to); for(auto object : forceRefresh) object->showAll(to); } CInfoBar::EmptyVisibleInfo::EmptyVisibleInfo() { } CInfoBar::VisibleHeroInfo::VisibleHeroInfo(const CGHeroInstance * hero) { OBJECT_CONSTRUCTION; background = std::make_shared(ImagePath::builtin("ADSTATHR")); if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool()) heroTooltip = std::make_shared(Point(0,0), hero); else heroTooltip = std::make_shared(Point(0,0), hero); } CInfoBar::VisibleTownInfo::VisibleTownInfo(const CGTownInstance * town) { OBJECT_CONSTRUCTION; background = std::make_shared(ImagePath::builtin("ADSTATCS")); if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool()) townTooltip = std::make_shared(Point(0,0), town); else townTooltip = std::make_shared(Point(0,0), town); } CInfoBar::VisibleDateInfo::VisibleDateInfo() { OBJECT_CONSTRUCTION; animation = std::make_shared(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE, 180);// H3 uses around 175-180 ms per frame animation->setDuration(1500); std::string labelText; if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info labelText = CGI->generaltexth->allTexts[63] + " " + std::to_string(LOCPLINT->cb->getDate(Date::WEEK)); else labelText = CGI->generaltexth->allTexts[64] + " " + std::to_string(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)); label = std::make_shared(95, 31, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, labelText); forceRefresh.push_back(label); } AnimationPath CInfoBar::VisibleDateInfo::getNewDayName() { if(LOCPLINT->cb->getDate(Date::DAY) == 1) return AnimationPath::builtin("NEWDAY"); if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) return AnimationPath::builtin("NEWDAY"); switch(LOCPLINT->cb->getDate(Date::WEEK)) { case 1: return AnimationPath::builtin("NEWWEEK1"); case 2: return AnimationPath::builtin("NEWWEEK2"); case 3: return AnimationPath::builtin("NEWWEEK3"); case 4: return AnimationPath::builtin("NEWWEEK4"); default: return AnimationPath(); } } CInfoBar::VisibleEnemyTurnInfo::VisibleEnemyTurnInfo(PlayerColor player) { OBJECT_CONSTRUCTION; background = std::make_shared(ImagePath::builtin("ADSTATNX")); banner = std::make_shared(AnimationPath::builtin("CREST58"), player.getNum(), 0, 20, 51); sand = std::make_shared(99, 51, AnimationPath::builtin("HOURSAND"), 0, 100); // H3 uses around 100 ms per frame glass = std::make_shared(99, 51, AnimationPath::builtin("HOURGLAS"), CShowableAnim::PLAY_ONCE, 1000); // H3 scales this nicely for AI turn duration, don't have anything like that in vcmi } CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo() { OBJECT_CONSTRUCTION; //get amount of halls of each level std::vector halls(4, 0); for(auto town : LOCPLINT->localState->getOwnedTowns()) { int hallLevel = town->hallLevel(); //negative value means no village hall, unlikely but possible if(hallLevel >= 0) halls.at(hallLevel)++; } std::vector allies; std::vector enemies; //generate list of allies and enemies for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++) { if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME) { if(LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES) allies.push_back(PlayerColor(i)); else enemies.push_back(PlayerColor(i)); } } //generate widgets background = std::make_shared(ImagePath::builtin("ADSTATIN")); allyLabel = std::make_shared(10, 106, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":"); enemyLabel = std::make_shared(10, 136, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":"); int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4; for(PlayerColor & player : allies) { auto image = std::make_shared(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 102); posx += image->pos.w; flags.push_back(image); } posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4; for(PlayerColor & player : enemies) { auto image = std::make_shared(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 132); posx += image->pos.w; flags.push_back(image); } for(size_t i=0; i(AnimationPath::builtin("itmtl"), i, 0, 6 + 42 * (int)i , 11)); if(halls[i]) hallLabels.push_back(std::make_shared( 26 + 42 * (int)i, 64, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(halls[i]))); } } CInfoBar::VisibleComponentInfo::VisibleComponentInfo(const std::vector & compsToDisplay, std::string message, int textH, bool tiny) { OBJECT_CONSTRUCTION; background = std::make_shared(ImagePath::builtin("ADSTATOT"), 1, 0); auto fullRect = Rect(CInfoBar::offset, CInfoBar::offset, data_width - 2 * CInfoBar::offset, data_height - 2 * CInfoBar::offset); auto textRect = fullRect; auto imageRect = fullRect; auto font = tiny ? FONT_TINY : FONT_SMALL; auto maxComponents = 2; if(!compsToDisplay.empty()) { auto size = CComponent::large; if(compsToDisplay.size() > 2) { size = CComponent::medium; font = FONT_TINY; } if(!message.empty()) { textRect = Rect(CInfoBar::offset, CInfoBar::offset, data_width - 2 * CInfoBar::offset, textH); imageRect = Rect(CInfoBar::offset, textH, data_width - 2 * CInfoBar::offset, CInfoBar::data_height - 2* CInfoBar::offset - textH); } if(compsToDisplay.size() > 4) { maxComponents = 3; size = CComponent::small; } if(compsToDisplay.size() > 6) maxComponents = 4; std::vector> vect; for(const auto & c : compsToDisplay) vect.emplace_back(std::make_shared(c, size, font)); comps = std::make_shared(vect, imageRect, 4, 4, 1, maxComponents); } if(!message.empty()) text = std::make_shared(textRect, font, ETextAlignment::CENTER, Colors::WHITE, message); } void CInfoBar::playNewDaySound() { int volume = CCS->soundh->getVolume(); int handle = -1; if(volume == 0) CCS->soundh->setVolume(settings["general"]["sound"].Integer()); if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week handle = CCS->soundh->playSound(soundBase::newDay); else if(LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month handle = CCS->soundh->playSound(soundBase::newWeek); else if(LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month handle = CCS->soundh->playSound(soundBase::newMonth); else handle = CCS->soundh->playSound(soundBase::newDay); if(volume == 0) CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); }); } void CInfoBar::reset() { OBJECT_CONSTRUCTION; state = EMPTY; visibleInfo = std::make_shared(); } void CInfoBar::showSelection() { OBJECT_CONSTRUCTION; if(LOCPLINT->localState->getCurrentHero()) { showHeroSelection(LOCPLINT->localState->getCurrentHero()); return; } if(LOCPLINT->localState->getCurrentTown()) { showTownSelection(LOCPLINT->localState->getCurrentTown()); return; } showGameStatus();//FIXME: may be incorrect but shouldn't happen in general } void CInfoBar::tick(uint32_t msPassed) { assert(timerCounter > 0); if (msPassed >= timerCounter) { timerCounter = 0; removeUsedEvents(TIME); if(GH.windows().isTopWindow(adventureInt)) popComponents(true); } else { timerCounter -= msPassed; } } void CInfoBar::clickReleased(const Point & cursorPosition, bool lastActivated) { timerCounter = 0; removeUsedEvents(TIME); //expiration trigger from just clicked element is not valid anymore if(state == HERO || state == TOWN) { if(lastActivated) showGameStatus(); } else if(state == GAME) showDate(); else popComponents(true); } void CInfoBar::showPopupWindow(const Point & cursorPosition) { CRClickPopup::createAndPush(CGI->generaltexth->allTexts[109]); } void CInfoBar::hover(bool on) { if(on) GH.statusbar()->write(CGI->generaltexth->zelp[292].first); else GH.statusbar()->clear(); } CInfoBar::CInfoBar(const Rect & position) : CIntObject(LCLICK | SHOW_POPUP | HOVER, position.topLeft()), timerCounter(0), state(EMPTY), listener(settings.listen["gameTweaks"]["infoBarCreatureManagement"]) { OBJECT_CONSTRUCTION; pos.w = position.w; pos.h = position.h; listener(std::bind(&CInfoBar::OnInfoBarCreatureManagementChanged, this)); reset(); } CInfoBar::CInfoBar(const Point & position): CInfoBar(Rect(position.x, position.y, width, height)) { } void CInfoBar::OnInfoBarCreatureManagementChanged() { showSelection(); } void CInfoBar::setTimer(uint32_t msToTrigger) { addUsedEvents(TIME); timerCounter = msToTrigger; } void CInfoBar::showDate() { OBJECT_CONSTRUCTION; playNewDaySound(); state = DATE; visibleInfo = std::make_shared(); setTimer(3000); // confirmed to match H3 redraw(); } void CInfoBar::pushComponents(const std::vector & components, std::string message, int timer) { auto actualPush = [&](const std::vector & components, std::string message, int timer, size_t max){ std::vector vect = components; //I do not know currently how to avoid copy here while(!vect.empty()) { std::vector sender = {vect.begin(), vect.begin() + std::min(vect.size(), max)}; prepareComponents(sender, message, timer); vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), max)); }; }; if(shouldPopAll) popAll(); if(components.empty()) prepareComponents(components, message, timer); else { std::array, int>, 10> reward_map; for(const auto & c : components) { switch(c.type) { case ComponentType::PRIM_SKILL: case ComponentType::EXPERIENCE: case ComponentType::LEVEL: case ComponentType::MANA: reward_map.at(0).first.push_back(c); reward_map.at(0).second = 8; //At most 8, cannot be more break; case ComponentType::NONE: case ComponentType::SEC_SKILL: reward_map.at(1).first.push_back(c); reward_map.at(1).second = 4; //At most 4 break; case ComponentType::SPELL: reward_map.at(2).first.push_back(c); reward_map.at(2).second = 4; //At most 4 break; case ComponentType::ARTIFACT: case ComponentType::SPELL_SCROLL: reward_map.at(3).first.push_back(c); reward_map.at(3).second = 4; //At most 4, too long names break; case ComponentType::CREATURE: reward_map.at(4).first.push_back(c); reward_map.at(4).second = 4; //At most 4, too long names break; case ComponentType::RESOURCE: case ComponentType::RESOURCE_PER_DAY: reward_map.at(5).first.push_back(c); reward_map.at(5).second = 7; //At most 7 break; case ComponentType::MORALE: case ComponentType::LUCK: reward_map.at(6).first.push_back(c); reward_map.at(6).second = 2; //At most 2 - 1 for morale + 1 for luck break; case ComponentType::BUILDING: reward_map.at(7).first.push_back(c); reward_map.at(7).second = 1; //At most 1 - only large icons available AFAIK break; case ComponentType::HERO_PORTRAIT: reward_map.at(8).first.push_back(c); reward_map.at(8).second = 1; //I do not think than we even can get more than 1 hero break; case ComponentType::FLAG: reward_map.at(9).first.push_back(c); reward_map.at(9).second = 1; //I do not think than we even can get more than 1 player in notification break; default: logGlobal->warn("Invalid component received!"); } } for(const auto & kv : reward_map) if(!kv.first.empty()) actualPush(kv.first, message, timer, kv.second); } popComponents(); } void CInfoBar::prepareComponents(const std::vector & components, std::string message, int timer) { auto imageH = CMessage::getEstimatedComponentHeight(components.size()) + (components.empty() ? 0 : 2 * CInfoBar::offset); auto textH = CMessage::guessHeight(message,CInfoBar::data_width - 2 * CInfoBar::offset, FONT_SMALL); auto tinyH = CMessage::guessHeight(message,CInfoBar::data_width - 2 * CInfoBar::offset, FONT_TINY); auto header = CMessage::guessHeader(message); auto headerH = CMessage::guessHeight(header, CInfoBar::data_width - 2 * CInfoBar::offset, FONT_SMALL); auto headerTinyH = CMessage::guessHeight(header, CInfoBar::data_width - 2 * CInfoBar::offset, FONT_TINY); // Order matters - priority form should be chosen first if(imageH + textH < CInfoBar::data_height) pushComponents(components, message, textH, false, timer); else if(imageH + tinyH < CInfoBar::data_height) pushComponents(components, message, tinyH, true, timer); else if(imageH + headerH < CInfoBar::data_height) pushComponents(components, header, headerH, false, timer); else if(imageH + headerTinyH < CInfoBar::data_height) pushComponents(components, header, headerTinyH, true, timer); else pushComponents(components, "", 0, false, timer); return; } void CInfoBar::requestPopAll() { shouldPopAll = true; } void CInfoBar::popAll() { componentsQueue = {}; shouldPopAll = false; } void CInfoBar::popComponents(bool remove) { OBJECT_CONSTRUCTION; if(remove && !componentsQueue.empty()) componentsQueue.pop(); if(!componentsQueue.empty()) { state = COMPONENT; const auto & extracted = componentsQueue.front(); visibleInfo = std::make_shared(extracted.first); setTimer(extracted.second); redraw(); return; } showSelection(); } void CInfoBar::pushComponents(const std::vector & comps, std::string message, int textH, bool tiny, int timer) { OBJECT_CONSTRUCTION; componentsQueue.emplace(VisibleComponentInfo::Cache(comps, message, textH, tiny), timer); } bool CInfoBar::showingComponents() { return state == COMPONENT; } void CInfoBar::startEnemyTurn(PlayerColor color) { OBJECT_CONSTRUCTION; state = AITURN; visibleInfo = std::make_shared(color); redraw(); } void CInfoBar::showHeroSelection(const CGHeroInstance * hero) { OBJECT_CONSTRUCTION; if(!hero) { reset(); } else { state = HERO; visibleInfo = std::make_shared(hero); } redraw(); } void CInfoBar::showTownSelection(const CGTownInstance * town) { OBJECT_CONSTRUCTION; if(!town) { reset(); } else { state = TOWN; visibleInfo = std::make_shared(town); } redraw(); } void CInfoBar::showGameStatus() { OBJECT_CONSTRUCTION; state = GAME; visibleInfo = std::make_shared(); setTimer(3000); redraw(); }