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vcmi/client/mainmenu/CMainMenu.h
Alexander Shishkin 75f8c8b29a Gui cleanup4 (#446)
* use smart pointers for almost all widget fields
* use SDL2 texture for cursor
* a lot af small tweaks and formatting
* removed CompImage class, it is actually useless as long as regular SDLImage support margins
* CGuiHandler: use smart pointers for [push|pop]Int
2018-07-25 01:36:48 +03:00

183 lines
4.5 KiB
C++

/*
* CMainMenu.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
*
*/
#pragma once
#include "../windows/CWindowObject.h"
#include "../../lib/JsonNode.h"
class CCampaignState;
class CTextInput;
class CGStatusBar;
class CTextBox;
class CTabbedInt;
class CAnimation;
class CButton;
class CFilledTexture;
// TODO: Find new location for these enums
enum ESelectionScreen : ui8 {
unknown = 0, newGame, loadGame, saveGame, scenarioInfo, campaignList
};
enum ELoadMode : ui8
{
NONE = 0, SINGLE, MULTI, CAMPAIGN
};
/// The main menu screens listed in the EState enum
class CMenuScreen : public CWindowObject
{
const JsonNode & config;
std::shared_ptr<CTabbedInt> tabs;
std::shared_ptr<CPicture> background;
std::vector<std::shared_ptr<CPicture>> images;
std::shared_ptr<CIntObject> createTab(size_t index);
public:
std::vector<std::string> menuNameToEntry;
CMenuScreen(const JsonNode & configNode);
void show(SDL_Surface * to) override;
void activate() override;
void deactivate() override;
void switchToTab(size_t index);
void switchToTab(std::string name);
};
class CMenuEntry : public CIntObject
{
std::vector<std::shared_ptr<CPicture>> images;
std::vector<std::shared_ptr<CButton>> buttons;
std::shared_ptr<CButton> createButton(CMenuScreen * parent, const JsonNode & button);
public:
CMenuEntry(CMenuScreen * parent, const JsonNode & config);
};
/// Multiplayer mode
class CMultiMode : public WindowBase
{
public:
ESelectionScreen screenType;
std::shared_ptr<CPicture> background;
std::shared_ptr<CTextInput> playerName;
std::shared_ptr<CButton> buttonHotseat;
std::shared_ptr<CButton> buttonHost;
std::shared_ptr<CButton> buttonJoin;
std::shared_ptr<CButton> buttonCancel;
std::shared_ptr<CGStatusBar> statusBar;
CMultiMode(ESelectionScreen ScreenType);
void hostTCP();
void joinTCP();
void onNameChange(std::string newText);
};
/// Hot seat player window
class CMultiPlayers : public WindowBase
{
bool host;
ELoadMode loadMode;
ESelectionScreen screenType;
std::shared_ptr<CPicture> background;
std::shared_ptr<CTextBox> textTitle;
std::array<std::shared_ptr<CTextInput>, 8> inputNames;
std::shared_ptr<CButton> buttonOk;
std::shared_ptr<CButton> buttonCancel;
std::shared_ptr<CGStatusBar> statusBar;
void onChange(std::string newText);
void enterSelectionScreen();
public:
CMultiPlayers(const std::string & firstPlayer, ESelectionScreen ScreenType, bool Host, ELoadMode LoadMode);
};
/// Manages the configuration of pregame GUI elements like campaign screen, main menu, loading screen,...
class CMainMenuConfig
{
public:
static CMainMenuConfig & get();
const JsonNode & getConfig() const;
const JsonNode & getCampaigns() const;
private:
CMainMenuConfig();
const JsonNode campaignSets;
const JsonNode config;
};
/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
class CMainMenu : public CIntObject, public IUpdateable, public std::enable_shared_from_this<CMainMenu>
{
std::shared_ptr<CFilledTexture> backgroundAroundMenu;
CMainMenu(); //Use CMainMenu::create
public:
std::shared_ptr<CMenuScreen> menu;
~CMainMenu();
void update() override;
static void openLobby(ESelectionScreen screenType, bool host, const std::vector<std::string> * names, ELoadMode loadMode);
static void openCampaignLobby(const std::string & campaignFileName);
static void openCampaignLobby(std::shared_ptr<CCampaignState> campaign);
void openCampaignScreen(std::string name);
static std::shared_ptr<CMainMenu> create();
static std::shared_ptr<CPicture> createPicture(const JsonNode & config);
};
/// Simple window to enter the server's address.
class CSimpleJoinScreen : public WindowBase
{
std::shared_ptr<CPicture> background;
std::shared_ptr<CTextBox> textTitle;
std::shared_ptr<CButton> buttonOk;
std::shared_ptr<CButton> buttonCancel;
std::shared_ptr<CGStatusBar> statusBar;
std::shared_ptr<CTextInput> inputAddress;
std::shared_ptr<CTextInput> inputPort;
void connectToServer();
void leaveScreen();
void onChange(const std::string & newText);
void connectThread(const std::string addr = "", const ui16 inputPort = 0);
public:
CSimpleJoinScreen(bool host = true);
};
class CLoadingScreen : public CWindowObject
{
boost::thread loadingThread;
std::string getBackground();
public:
CLoadingScreen(std::function<void()> loader);
~CLoadingScreen();
void showAll(SDL_Surface * to) override;
};
extern std::shared_ptr<CMainMenu> CMM;