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vcmi/client/windows/InfoWindows.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

129 lines
4.2 KiB
C++

/*
* InfoWindows.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 "CWindowObject.h"
#include "../../lib/FunctionList.h"
struct SDL_Surface;
struct Rect;
class CAnimImage;
class CLabel;
class CAnimation;
class CComponent;
class CSelectableComponent;
class CGGarrison;
class CTextBox;
class CButton;
class CSlider;
class CArmyTooltip;
// Window GUI class
class CSimpleWindow : public WindowBase
{
public:
SDL_Surface * bitmap; //background
void show(SDL_Surface * to) override;
CSimpleWindow():bitmap(nullptr){};
virtual ~CSimpleWindow();
};
/// text + comp. + ok button
class CInfoWindow : public CSimpleWindow
{
public:
typedef std::vector<std::pair<std::string, CFunctionList<void()> > > TButtonsInfo;
typedef std::vector<std::shared_ptr<CComponent>> TCompsInfo;
QueryID ID; //for identification
std::shared_ptr<CTextBox> text;
std::vector<std::shared_ptr<CButton>> buttons;
TCompsInfo components;
virtual void close();
void show(SDL_Surface * to) override;
void showAll(SDL_Surface * to) override;
void sliderMoved(int to);
CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo & comps = TCompsInfo(), const TButtonsInfo & Buttons = TButtonsInfo());
CInfoWindow();
~CInfoWindow();
//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
static void showInfoDialog( const std::string & text, const TCompsInfo & components, PlayerColor player = PlayerColor(1));
static void showYesNoDialog( const std::string & text, const TCompsInfo & components, const CFunctionList<void()> & onYes, const CFunctionList<void()> & onNo, PlayerColor player = PlayerColor(1));
static std::shared_ptr<CInfoWindow> create(const std::string & text, PlayerColor playerID = PlayerColor(1), const TCompsInfo & components = TCompsInfo());
/// create text from title and description: {title}\n\n description
static std::string genText(std::string title, std::string description);
};
/// popup displayed on R-click
class CRClickPopup : public WindowBase
{
public:
virtual void close();
void clickRight(tribool down, bool previousState) override;
CRClickPopup();
virtual ~CRClickPopup();
static std::shared_ptr<WindowBase> createInfoWin(Point position, const CGObjectInstance * specific);
static void createAndPush(const std::string & txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
static void createAndPush(const std::string & txt, std::shared_ptr<CComponent> component);
static void createAndPush(const CGObjectInstance * obj, const Point & p, EAlignment alignment = BOTTOMRIGHT);
};
/// popup displayed on R-click
class CRClickPopupInt : public CRClickPopup
{
std::shared_ptr<CIntObject> inner;
public:
CRClickPopupInt(std::shared_ptr<CIntObject> our);
virtual ~CRClickPopupInt();
};
class CInfoPopup : public CRClickPopup
{
public:
bool free; //TODO: comment me
SDL_Surface * bitmap; //popup background
void close() override;
void show(SDL_Surface * to) override;
CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false);
CInfoPopup(SDL_Surface * Bitmap = nullptr, bool Free = false);
void init(int x, int y);
~CInfoPopup();
};
/// popup on adventure map for town\hero objects
class CInfoBoxPopup : public CWindowObject
{
std::shared_ptr<CArmyTooltip> tooltip;
Point toScreen(Point pos);
public:
CInfoBoxPopup(Point position, const CGTownInstance * town);
CInfoBoxPopup(Point position, const CGHeroInstance * hero);
CInfoBoxPopup(Point position, const CGGarrison * garr);
};
/// component selection window
class CSelWindow : public CInfoWindow
{
public:
void selectionChange(unsigned to);
void madeChoice(); //looks for selected component and calls callback
CSelWindow(const std::string & text, PlayerColor player, int charperline, const std::vector<std::shared_ptr<CSelectableComponent>> & comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID);
//notification - this class inherits important destructor from CInfoWindow
};