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vcmi/client/windows/CCreatureWindow.h
Ivan Savenko 10fc1892a8 Large refactoring of button classes:
- renamed CAdventureMapButton to more expectable CButton
- merged CButtonBase into CButton
- created more generic class for clickable elements
- created more generic class for selectable elements
- renamed CHighlightableButton to CToggleButton
- renamed CHighlightableButtonsGrous to CToggleGroup
- minimized differences between API of all these classes
- removed all but one contructors in buttons, with same parameters across all classes
2014-08-03 14:16:19 +03:00

121 lines
3.4 KiB
C++

#pragma once
#include "../../lib/HeroBonus.h"
#include "../widgets/MiscWidgets.h"
#include "CWindowObject.h"
/*
* CCreatureWindow.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 StackWindowInfo;
class CCommanderInstance;
class CStackInstance;
class CStack;
struct UpgradeInfo;
class CTabbedInt;
class CButton;
class CClickableObject : public LRClickableAreaWText
{
CIntObject * object; // passive object that will be used to determine clickable area
public:
CClickableObject(CIntObject * object, std::function<void()> callback);
std::function<void()> callback; //TODO: create more generic clickable class than AdvMapButton?
void clickLeft(tribool down, bool previousState) override;
//void clickRight(tribool down, bool previousState){};
void setObject(CIntObject * object);
};
class CStackWindow : public CWindowObject
{
struct BonusInfo
{
std::string name;
std::string description;
std::string imagePath;
};
class CWindowSection : public CIntObject
{
CStackWindow * parent;
CPicture * background;
void createBackground(std::string path);
void createBonusItem(size_t index, Point position);
void printStatString(int index, std::string name, std::string value);
void printStatRange(int index, std::string name, int min, int max);
void printStatBase(int index, std::string name, int base, int current);
void printStat(int index, std::string name, int value);
public:
void createStackInfo(bool showExp, bool showArt);
void createActiveSpells();
void createCommanderSection();
void createCommander();
void createCommanderAbilities();
void createBonuses(boost::optional<size_t> size = boost::optional<size_t>());
void createBonusEntry(size_t index);
void createButtonPanel();
CWindowSection(CStackWindow * parent);
};
CAnimImage * stackArtifactIcon;
LRClickableAreaWTextComp * stackArtifactHelp;
CButton * stackArtifactButton;
std::unique_ptr<StackWindowInfo> info;
std::vector<BonusInfo> activeBonuses;
size_t activeTab;
CTabbedInt * commanderTab;
std::map<int, CButton *> switchButtons;
void setSelection(si32 newSkill, CClickableObject * newIcon);
CClickableObject * selectedIcon;
si32 selectedSkill;
CIntObject * createBonusEntry(size_t index);
CIntObject * switchTab(size_t index);
void removeStackArtifact(ArtifactPosition pos);
void setStackArtifact(const CArtifactInstance * art, Point artPos);
void initSections();
void initBonusesList();
void init();
std::string generateStackExpDescription();
CIntObject * createSkillEntry(int index);
public:
// for battles
CStackWindow(const CStack * stack, bool popup);
// for non-existing stacks, e.g. recruit screen
CStackWindow(const CCreature * creature, bool popup);
// for normal stacks in armies
CStackWindow(const CStackInstance * stack, bool popup);
CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
// for commanders & commander level-up dialog
CStackWindow(const CCommanderInstance * commander, bool popup);
CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback);
~CStackWindow();
};