mirror of
https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
201 lines
5.6 KiB
C++
201 lines
5.6 KiB
C++
/*
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* CCreatureWindow.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/HeroBonus.h"
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#include "../widgets/MiscWidgets.h"
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#include "CWindowObject.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CCommanderInstance;
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class CStackInstance;
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class CStack;
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struct UpgradeInfo;
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VCMI_LIB_NAMESPACE_END
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class UnitView;
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class CTabbedInt;
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class CButton;
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class CMultiLineLabel;
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class CListBox;
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class CCommanderArtPlace;
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class CCommanderSkillIcon : public LRClickableAreaWText //TODO: maybe bring commander skill button initialization logic inside?
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{
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std::shared_ptr<CIntObject> object; // passive object that will be used to determine clickable area
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public:
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CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, std::function<void()> callback);
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std::function<void()> callback;
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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 setObject(std::shared_ptr<CIntObject> object);
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};
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class CStackWindow : public CWindowObject
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{
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struct BonusInfo
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{
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std::string name;
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std::string description;
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std::string imagePath;
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};
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class CWindowSection : public CIntObject
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{
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private:
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std::shared_ptr<CPicture> background;
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protected:
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CStackWindow * parent;
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public:
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CWindowSection(CStackWindow * parent, std::string backgroundPath, int yOffset);
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};
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class ActiveSpellsSection : public CWindowSection
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{
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std::vector<std::shared_ptr<CAnimImage>> spellIcons;
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std::vector<std::shared_ptr<LRClickableAreaWText>> clickableAreas;
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public:
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ActiveSpellsSection(CStackWindow * owner, int yOffset);
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};
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class BonusLineSection : public CWindowSection
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{
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std::array<std::shared_ptr<CPicture>, 2> icon;
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std::array<std::shared_ptr<CLabel>, 2> name;
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std::array<std::shared_ptr<CMultiLineLabel>, 2> description;
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public:
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BonusLineSection(CStackWindow * owner, size_t lineIndex);
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};
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class BonusesSection : public CWindowSection
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{
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std::shared_ptr<CListBox> lines;
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public:
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BonusesSection(CStackWindow * owner, int yOffset, boost::optional<size_t> preferredSize = boost::optional<size_t>());
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};
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class ButtonsSection : public CWindowSection
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{
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std::shared_ptr<CButton> dismiss;
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std::array<std::shared_ptr<CButton>, 3> upgrade;// no more than 3 buttons - space limit
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std::shared_ptr<CButton> exit;
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public:
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ButtonsSection(CStackWindow * owner, int yOffset);
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};
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class CommanderMainSection : public CWindowSection
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{
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std::vector<std::shared_ptr<CCommanderSkillIcon>> skillIcons;
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std::vector<std::shared_ptr<CCommanderArtPlace>> artifacts;
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std::shared_ptr<CPicture> abilitiesBackground;
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std::shared_ptr<CListBox> abilities;
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std::shared_ptr<CButton> leftBtn;
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std::shared_ptr<CButton> rightBtn;
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public:
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CommanderMainSection(CStackWindow * owner, int yOffset);
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};
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class MainSection : public CWindowSection
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{
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enum class EStat : size_t
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{
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ATTACK,
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DEFENCE,
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SHOTS,
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DAMAGE,
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HEALTH,
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HEALTH_LEFT,
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SPEED,
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MANA,
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AFTER_LAST
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};
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std::shared_ptr<CCreaturePic> animation;
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std::shared_ptr<CLabel> name;
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std::shared_ptr<CPicture> icons;
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std::shared_ptr<MoraleLuckBox> morale;
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std::shared_ptr<MoraleLuckBox> luck;
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std::vector<std::shared_ptr<CLabel>> stats;
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std::shared_ptr<CAnimImage> expRankIcon;
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std::shared_ptr<LRClickableAreaWText> expArea;
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std::shared_ptr<CLabel> expLabel;
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void addStatLabel(EStat index, int64_t value1, int64_t value2);
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void addStatLabel(EStat index, int64_t value);
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static std::string getBackgroundName(bool showExp, bool showArt);
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std::array<std::string, 8> statNames;
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std::array<std::string, 8> statFormats;
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public:
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MainSection(CStackWindow * owner, int yOffset, bool showExp, bool showArt);
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};
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std::shared_ptr<CAnimImage> stackArtifactIcon;
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std::shared_ptr<LRClickableAreaWTextComp> stackArtifactHelp;
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std::shared_ptr<CButton> stackArtifactButton;
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std::shared_ptr<UnitView> info;
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std::vector<BonusInfo> activeBonuses;
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size_t activeTab;
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std::shared_ptr<CTabbedInt> commanderTab;
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std::map<size_t, std::shared_ptr<CButton>> switchButtons;
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std::shared_ptr<CWindowSection> mainSection;
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std::shared_ptr<CWindowSection> activeSpellsSection;
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std::shared_ptr<CWindowSection> commanderMainSection;
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std::shared_ptr<CWindowSection> commanderBonusesSection;
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std::shared_ptr<CWindowSection> bonusesSection;
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std::shared_ptr<CWindowSection> buttonsSection;
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std::shared_ptr<CCommanderSkillIcon> selectedIcon;
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si32 selectedSkill;
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void setSelection(si32 newSkill, std::shared_ptr<CCommanderSkillIcon> newIcon);
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std::shared_ptr<CIntObject> switchTab(size_t index);
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void removeStackArtifact(ArtifactPosition pos);
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void initSections();
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void initBonusesList();
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void init();
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std::string generateStackExpDescription();
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public:
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// for battles
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CStackWindow(const CStack * stack, bool popup);
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// for non-existing stacks, e.g. recruit screen
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CStackWindow(const CCreature * creature, bool popup);
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// for normal stacks in armies
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CStackWindow(const CStackInstance * stack, bool popup);
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CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
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// for commanders & commander level-up dialog
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CStackWindow(const CCommanderInstance * commander, bool popup);
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CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback);
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~CStackWindow();
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};
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