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151 lines
3.8 KiB
C++
151 lines
3.8 KiB
C++
#pragma once
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#include "../gui/CIntObject.h"
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/*
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* MiscWidgets.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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class CCreatureAnim;
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class CComponent;
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class CGGarrison;
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class CSelectableComponent;
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class InfoAboutArmy;
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class CArmedInstance;
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class IBonusBearer;
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class CAnimImage;
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/// Shows a text by moving the mouse cursor over the object
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class CHoverableArea: public virtual CIntObject
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{
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public:
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std::string hoverText;
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virtual void hover (bool on);
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CHoverableArea();
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virtual ~CHoverableArea();
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};
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/// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
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class LRClickableAreaWText: public CHoverableArea
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{
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public:
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std::string text;
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LRClickableAreaWText();
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LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = "");
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virtual ~LRClickableAreaWText();
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void init();
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virtual void clickLeft(tribool down, bool previousState);
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virtual void clickRight(tribool down, bool previousState);
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};
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/// base class for hero/town/garrison tooltips
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class CArmyTooltip : public CIntObject
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{
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void init(const InfoAboutArmy &army);
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public:
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CArmyTooltip(Point pos, const InfoAboutArmy &army);
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CArmyTooltip(Point pos, const CArmedInstance * army);
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};
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/// Class for hero tooltip. Does not have any background!
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/// background for infoBox: ADSTATHR
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/// background for tooltip: HEROQVBK
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class CHeroTooltip : public CArmyTooltip
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{
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void init(const InfoAboutHero &hero);
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public:
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CHeroTooltip(Point pos, const InfoAboutHero &hero);
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CHeroTooltip(Point pos, const CGHeroInstance * hero);
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};
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/// Class for town tooltip. Does not have any background!
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/// background for infoBox: ADSTATCS
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/// background for tooltip: TOWNQVBK
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class CTownTooltip : public CArmyTooltip
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{
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void init(const InfoAboutTown &town);
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public:
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CTownTooltip(Point pos, const InfoAboutTown &town);
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CTownTooltip(Point pos, const CGTownInstance * town);
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};
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/// draws picture with creature on background, use Animated=true to get animation
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class CCreaturePic : public CIntObject
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{
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private:
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CPicture *bg;
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CCreatureAnim *anim; //displayed animation
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public:
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CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
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};
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/// Resource bar like that at the bottom of the adventure map screen
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class CMinorResDataBar : public CIntObject
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{
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public:
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SDL_Surface *bg; //background bitmap
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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CMinorResDataBar(); //c-tor
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~CMinorResDataBar(); //d-tor
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};
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/// Opens hero window by left-clicking on it
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class CHeroArea: public CIntObject
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{
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const CGHeroInstance * hero;
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public:
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CHeroArea(int x, int y, const CGHeroInstance * _hero);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void hover(bool on);
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};
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/// Can interact on left and right mouse clicks
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class LRClickableAreaWTextComp: public LRClickableAreaWText
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{
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public:
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int baseType;
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int bonusValue, type;
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virtual void clickLeft(tribool down, bool previousState);
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virtual void clickRight(tribool down, bool previousState);
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LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
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CComponent * createComponent() const;
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};
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/// Opens town screen by left-clicking on it
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class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
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{
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public:
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const CGTownInstance * town;
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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LRClickableAreaOpenTown();
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};
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class MoraleLuckBox : public LRClickableAreaWTextComp
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{
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CAnimImage *image;
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public:
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bool morale; //true if morale, false if luck
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bool small;
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void set(const IBonusBearer *node);
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MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
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};
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