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453 lines
13 KiB
C++
453 lines
13 KiB
C++
/*
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* GUIClasses.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/GameConstants.h"
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#include "../lib/ResourceSet.h"
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#include "../lib/CConfigHandler.h"
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#include "../widgets/CArtifactHolder.h"
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#include "../widgets/CGarrisonInt.h"
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#include "../widgets/Images.h"
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#include "../windows/CWindowObject.h"
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class CGDwelling;
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class IMarket;
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class CCreaturePic;
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class MoraleLuckBox;
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class CHeroArea;
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class CMinorResDataBar;
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class CSlider;
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class CComponentBox;
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class CTextInput;
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class CListBox;
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class CLabelGroup;
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class CToggleButton;
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class CToggleGroup;
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class CVolumeSlider;
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class CGStatusBar;
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/// Recruitment window where you can recruit creatures
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class CRecruitmentWindow : public CWindowObject
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{
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class CCreatureCard : public CIntObject
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{
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CRecruitmentWindow * parent;
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CCreaturePic * pic; //creature's animation
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bool selected;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void showAll(SDL_Surface * to) override;
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public:
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const CCreature * creature;
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si32 amount;
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void select(bool on);
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CCreatureCard(CRecruitmentWindow * window, const CCreature * crea, int totalAmount);
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};
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/// small class to display creature costs
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class CCostBox : public CIntObject
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{
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std::map<int, std::pair<CLabel *, CAnimImage *>> resources;
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public:
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//res - resources to show
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void set(TResources res);
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//res - visible resources
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CCostBox(Rect position, std::string title);
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void createItems(TResources res);
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};
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std::function<void(CreatureID, int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
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int level;
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const CArmedInstance * dst;
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CCreatureCard * selected;
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std::vector<CCreatureCard *> cards;
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CSlider * slider; //for selecting amount
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CButton * maxButton, * buyButton, * cancelButton;
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//labels for visible values
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CLabel * title;
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CLabel * availableValue;
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CLabel * toRecruitValue;
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CCostBox * costPerTroopValue;
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CCostBox * totalCostValue;
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void select(CCreatureCard * card);
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void buy();
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void sliderMoved(int to);
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void showAll(SDL_Surface * to) override;
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public:
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const CGDwelling * const dwelling;
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CRecruitmentWindow(const CGDwelling * Dwelling, int Level, const CArmedInstance * Dst, const std::function<void(CreatureID, int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
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void availableCreaturesChanged();
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};
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/// Split window where creatures can be split up into two single unit stacks
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class CSplitWindow : public CWindowObject
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{
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std::function<void(int, int)> callback;
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int leftAmount;
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int rightAmount;
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int leftMin;
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int rightMin;
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CSlider * slider;
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CCreaturePic * animLeft, * animRight; //creature's animation
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CButton * ok, * cancel;
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CTextInput * leftInput, * rightInput;
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void setAmountText(std::string text, bool left);
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void setAmount(int value, bool left);
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void sliderMoved(int value);
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void apply();
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public:
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/**
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* creature - displayed creature
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* callback(leftAmount, rightAmount) - function to call on close
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* leftMin, rightMin - minimal amount of creatures in each stack
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* leftAmount, rightAmount - amount of creatures in each stack
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*/
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CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback, int leftMin, int rightMin, int leftAmount, int rightAmount);
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};
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/// Raised up level windowe where you can select one out of two skills
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class CLevelWindow : public CWindowObject
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{
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CComponentBox * box; //skills to select
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std::function<void(ui32)> cb;
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void selectionChanged(unsigned to);
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public:
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CLevelWindow(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, std::function<void(ui32)> callback);
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~CLevelWindow();
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};
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/// Town portal, castle gate window
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class CObjectListWindow : public CWindowObject
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{
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class CItem : public CIntObject
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{
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CObjectListWindow * parent;
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CLabel * text;
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CPicture * border;
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public:
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const size_t index;
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CItem(CObjectListWindow * parent, size_t id, std::string text);
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void select(bool on);
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void clickLeft(tribool down, bool previousState) override;
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};
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std::function<void(int)> onSelect; //called when OK button is pressed, returns id of selected item.
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CLabel * title;
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CLabel * descr;
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CListBox * list;
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CButton * ok, * exit;
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std::vector<std::pair<int, std::string>> items; //all items present in list
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void init(CIntObject * titlePic, std::string _title, std::string _descr);
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void exitPressed();
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public:
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size_t selected; //index of currently selected item
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std::function<void()> onExit; //optional exit callback
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/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
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/// Image can be nullptr
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///item names will be taken from map objects
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CObjectListWindow(const std::vector<int> & _items, CIntObject * titlePic, std::string _title, std::string _descr, std::function<void(int)> Callback);
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CObjectListWindow(const std::vector<std::string> & _items, CIntObject * titlePic, std::string _title, std::string _descr, std::function<void(int)> Callback);
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CIntObject * genItem(size_t index);
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void elementSelected(); //call callback and close this window
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void changeSelection(size_t which);
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void keyPressed(const SDL_KeyboardEvent & key) override;
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};
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class CSystemOptionsWindow : public CWindowObject
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{
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private:
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CLabel * title;
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CLabelGroup * leftGroup;
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CLabelGroup * rightGroup;
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CButton * load, * save, * restart, * mainMenu, * quitGame, * backToMap; //load and restart are not used yet
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CToggleGroup * heroMoveSpeed;
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CToggleGroup * enemyMoveSpeed;
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CToggleGroup * mapScrollSpeed;
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CVolumeSlider * musicVolume, * effectsVolume;
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//CHighlightableButton * showPath;
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CToggleButton * showReminder;
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CToggleButton * quickCombat;
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CToggleButton * spellbookAnim;
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CToggleButton * fullscreen;
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CButton * gameResButton;
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CLabel * gameResLabel;
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SettingsListener onFullscreenChanged;
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//functions bound to buttons
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void bloadf(); //load game
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void bsavef(); //save game
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void bquitf(); //quit game
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void breturnf(); //return to game
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void brestartf(); //restart game
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void bmainmenuf(); //return to main menu
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void selectGameRes();
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void setGameRes(int index);
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void closeAndPushEvent(int eventType, int code = 0);
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public:
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CSystemOptionsWindow();
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};
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class CTavernWindow : public CWindowObject
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{
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public:
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class HeroPortrait : public CIntObject
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{
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public:
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std::string hoverName;
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std::string description; // "XXX is a level Y ZZZ with N artifacts"
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const CGHeroInstance * h;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover(bool on) override;
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HeroPortrait(int & sel, int id, int x, int y, const CGHeroInstance * H);
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private:
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int * _sel;
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const int _id;
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} *h1, *h2; //recruitable heroes
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int selected; //0 (left) or 1 (right)
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int oldSelected; //0 (left) or 1 (right)
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CButton * thiefGuild, * cancel, * recruit;
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const CGObjectInstance * tavernObj;
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CTavernWindow(const CGObjectInstance * TavernObj);
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~CTavernWindow();
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void recruitb();
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void thievesguildb();
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void show(SDL_Surface * to) override;
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};
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class CExchangeWindow : public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
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{
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CGStatusBar * ourBar; //internal statusbar
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CButton * quit, * questlogButton[2];
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std::vector<LRClickableAreaWTextComp *> secSkillAreas[2], primSkillAreas;
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MoraleLuckBox * morale[2], * luck[2];
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LRClickableAreaWText * specialty[2];
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LRClickableAreaWText * experience[2];
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LRClickableAreaWText * spellPoints[2];
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CHeroArea * portrait[2];
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public:
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const CGHeroInstance * heroInst[2];
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CArtifactsOfHero * artifs[2];
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void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
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void prepareBackground(); //prepares or redraws bg
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CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID);
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~CExchangeWindow();
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};
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/// Here you can buy ships
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class CShipyardWindow : public CWindowObject
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{
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public:
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CGStatusBar * bar;
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CPicture * bgWater;
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CLabel * title;
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CLabel * costLabel;
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CAnimImage * woodPic, * goldPic;
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CLabel * woodCost, * goldCost;
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CAnimImage * bgShip;
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CButton * build, * quit;
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CGStatusBar * statusBar;
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CShipyardWindow(const std::vector<si32> & cost, int state, int boatType, const std::function<void()> & onBuy);
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};
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/// Puzzle screen which gets uncovered when you visit obilisks
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class CPuzzleWindow : public CWindowObject
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{
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private:
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int3 grailPos;
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CButton * quitb;
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std::vector<CPicture *> piecesToRemove;
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ui8 currentAlpha;
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public:
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void showAll(SDL_Surface * to) override;
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void show(SDL_Surface * to) override;
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CPuzzleWindow(const int3 & grailPos, double discoveredRatio);
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};
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/// Creature transformer window
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class CTransformerWindow : public CWindowObject, public CGarrisonHolder
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{
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public:
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class CItem : public CIntObject
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{
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public:
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int id; //position of creature in hero army
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bool left; //position of the item
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int size; //size of creature stack
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CTransformerWindow * parent;
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CAnimImage * icon;
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void move();
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void clickLeft(tribool down, bool previousState) override;
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void update();
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CItem(CTransformerWindow * parent, int size, int id);
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};
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const CArmedInstance * army; //object with army for transforming (hero or town)
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const CGHeroInstance * hero; //only if we have hero in town
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const CGTownInstance * town; //market, town garrison is used if hero == nullptr
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std::vector<CItem *> items;
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CButton * all, * convert, * cancel;
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CGStatusBar * bar;
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void makeDeal();
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void addAll();
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void updateGarrisons() override;
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CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town);
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};
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class CUniversityWindow : public CWindowObject
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{
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class CItem : public CAnimImage
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{
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public:
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int ID; //id of selected skill
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CUniversityWindow * parent;
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void showAll(SDL_Surface * to) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover(bool on) override;
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int state(); //0=can't learn, 1=learned, 2=can learn
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CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
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};
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public:
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const CGHeroInstance * hero;
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const IMarket * market;
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CPicture * green, * yellow, * red; //colored bars near skills
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std::vector<CItem *> items;
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CButton * cancel;
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CGStatusBar * bar;
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CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market);
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};
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/// Confirmation window for University
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class CUnivConfirmWindow : public CWindowObject
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{
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public:
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CUniversityWindow * parent;
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CGStatusBar * bar;
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CButton * confirm, * cancel;
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CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available);
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void makeDeal(int skill);
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};
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/// Hill fort is the building where you can upgrade units
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class CHillFortWindow : public CWindowObject, public CWindowWithGarrison
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{
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private:
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static const int slotsCount = 7;
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//todo: mithril support
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static const int resCount = 7;
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const CGObjectInstance * fort;
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const CGHeroInstance * hero;
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CGStatusBar * bar;
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CHeroArea * heroPic; //clickable hero image
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CButton * quit; //closes window
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CButton * upgradeAll; //upgrade all creatures
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std::array<CButton *, slotsCount> upgrade; //upgrade single creature
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std::array<int, slotsCount + 1> currState; //current state of slot - to avoid calls to getState or updating buttons
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//there is a place for only 2 resources per slot
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std::array<std::array<CAnimImage *, 2>, slotsCount> slotIcons;
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std::array<std::array<CLabel *, 2>, slotsCount> slotLabels;
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std::array<CAnimImage *, resCount> totalIcons;
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std::array<CLabel *, resCount> totalLabels;
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std::string getDefForSlot(SlotID slot); //return def name for this slot
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std::string getTextForSlot(SlotID slot); //return hover text for this slot
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void makeDeal(SlotID slot); //-1 for upgrading all creatures
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int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
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public:
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CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
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void updateGarrisons() override; //update buttons after garrison changes
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};
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class CThievesGuildWindow : public CWindowObject
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{
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const CGObjectInstance * owner;
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CGStatusBar * statusBar;
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CButton * exitb;
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CMinorResDataBar * resdatabar;
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public:
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CThievesGuildWindow(const CGObjectInstance * _owner);
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};
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