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vcmi/client/widgets/TextControls.h

200 lines
6.6 KiB
C++

/*
* TextControls.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 "../gui/CIntObject.h"
#include "../gui/SDL_Extensions.h"
#include "../../lib/FunctionList.h"
class CSlider;
/// Base class for all text-related widgets.
/// Controls text blitting-related options
class CTextContainer : public virtual CIntObject
{
protected:
/// returns size of border, for left- or right-aligned text
virtual Point getBorderSize() = 0;
/// do actual blitting of line. Text "what" will be placed at "where" and aligned according to alignment
void blitLine(SDL_Surface * to, Rect where, std::string what);
CTextContainer(EAlignment alignment, EFonts font, SDL_Color color);
public:
EAlignment alignment;
EFonts font;
SDL_Color color; // default font color. Can be overridden by placing "{}" into the string
};
/// Label which shows text
class CLabel : public CTextContainer
{
protected:
Point getBorderSize() override;
virtual std::string visibleText();
std::shared_ptr<CPicture> background;
public:
std::string text;
bool autoRedraw; //whether control will redraw itself on setTxt
std::string getText();
virtual void setAutoRedraw(bool option);
virtual void setText(const std::string &Txt);
virtual void setColor(const SDL_Color & Color);
size_t getWidth();
CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT,
const SDL_Color &Color = Colors::WHITE, const std::string &Text = "");
void showAll(SDL_Surface * to) override; //shows statusbar (with current text)
};
/// Small helper class to manage group of similar labels
class CLabelGroup : public CIntObject
{
std::vector<std::shared_ptr<CLabel>> labels;
EFonts font;
EAlignment align;
SDL_Color color;
public:
CLabelGroup(EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE);
void add(int x=0, int y=0, const std::string &text = "");
size_t currentSize() const;
};
/// Multi-line label that can display multiple lines of text
/// If text is too big to fit into requested area remaining part will not be visible
class CMultiLineLabel : public CLabel
{
// text to blit, split into lines that are no longer than widget width
std::vector<std::string> lines;
// area of text that actually will be printed, default is widget size
Rect visibleSize;
void splitText(const std::string &Txt, bool redrawAfter);
Rect getTextLocation();
public:
// total size of text, x = longest line of text, y = total height of lines
Point textSize;
CMultiLineLabel(Rect position, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text = "");
void setText(const std::string &Txt) override;
void showAll(SDL_Surface * to) override;
void setVisibleSize(Rect visibleSize, bool redrawElement = true);
// scrolls text visible in widget. Positive value will move text up
void scrollTextTo(int distance, bool redrawAfterScroll = true);
void scrollTextBy(int distance);
};
/// a multi-line label that tries to fit text with given available width and height;
/// if not possible, it creates a slider for scrolling text
class CTextBox : public CIntObject
{
int sliderStyle;
public:
std::shared_ptr<CMultiLineLabel> label;
std::shared_ptr<CSlider> slider;
CTextBox(std::string Text, const Rect & rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color & Color = Colors::WHITE);
void resize(Point newSize);
void setText(const std::string & Txt);
void sliderMoved(int to);
};
/// Status bar which is shown at the bottom of the in-game screens
class CGStatusBar : public CLabel, public std::enable_shared_from_this<CGStatusBar>
{
bool textLock; //Used for blocking changes to the text
void init();
std::shared_ptr<CGStatusBar> oldStatusBar;
CGStatusBar(std::shared_ptr<CPicture> background_, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color & Color = Colors::WHITE);
CGStatusBar(int x, int y, std::string name, int maxw = -1);
protected:
Point getBorderSize() override;
public:
template<typename ...Args>
static std::shared_ptr<CGStatusBar> create(Args... args)
{
std::shared_ptr<CGStatusBar> ret{new CGStatusBar{args...}};
ret->init();
return ret;
}
void clear();//clears statusbar and refreshes
void setText(const std::string & Text) override; //prints text and refreshes statusbar
void show(SDL_Surface * to) override; //shows statusbar (with current text)
~CGStatusBar();
void lock(bool shouldLock); //If true, current text cannot be changed until lock(false) is called
};
/// UIElement which can get input focus
class CFocusable : public virtual CIntObject
{
protected:
virtual void focusGot(){};
virtual void focusLost(){};
public:
bool focus; //only one focusable control can have focus at one moment
void giveFocus(); //captures focus
void moveFocus(); //moves focus to next active control (may be used for tab switching)
static std::list<CFocusable*> focusables; //all existing objs
static CFocusable *inputWithFocus; //who has focus now
CFocusable();
~CFocusable();
};
/// Text input box where players can enter text
class CTextInput : public CLabel, public CFocusable
{
std::string newText;
protected:
std::string visibleText() override;
void focusGot() override;
void focusLost() override;
#ifdef VCMI_ANDROID
void notifyAndroidTextInputChanged(std::string & text);
#endif
public:
CFunctionList<void(const std::string &)> cb;
CFunctionList<void(std::string &, const std::string &)> filters;
void setText(const std::string &nText, bool callCb = false);
CTextInput(const Rect &Pos, EFonts font, const CFunctionList<void(const std::string &)> &CB);
CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
CTextInput(const Rect &Pos, SDL_Surface *srf = nullptr);
void clickLeft(tribool down, bool previousState) override;
void keyPressed(const SDL_KeyboardEvent & key) override;
bool captureThisEvent(const SDL_KeyboardEvent & key) override;
void textInputed(const SDL_TextInputEvent & event) override;
void textEdited(const SDL_TextEditingEvent & event) override;
//Filter that will block all characters not allowed in filenames
static void filenameFilter(std::string &text, const std::string & oldText);
//Filter that will allow only input of numbers in range min-max (min-max are allowed)
//min-max should be set via something like std::bind
static void numberFilter(std::string &text, const std::string & oldText, int minValue, int maxValue);
};