mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
205 lines
6.6 KiB
C++
205 lines
6.6 KiB
C++
/*
|
|
* Buttons.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 "../render/EFont.h"
|
|
#include "../../lib/FunctionList.h"
|
|
#include "../../lib/filesystem/ResourcePath.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
class Rect;
|
|
VCMI_LIB_NAMESPACE_END
|
|
|
|
class CAnimImage;
|
|
class InterfaceObjectConfigurable;
|
|
|
|
enum class EButtonState
|
|
{
|
|
NORMAL=0,
|
|
PRESSED=1,
|
|
BLOCKED=2,
|
|
HIGHLIGHTED=3 // used for: highlighted state for selectable buttons, hovered state for hoverable buttons (e.g. main menu)
|
|
};
|
|
|
|
class ButtonBase : public CKeyShortcut
|
|
{
|
|
std::shared_ptr<CAnimImage> image; //image for this button
|
|
std::shared_ptr<InterfaceObjectConfigurable> configurable; //image for this button
|
|
std::shared_ptr<CIntObject> overlay;//object-overlay, can be null
|
|
std::unique_ptr<JsonNode> config;
|
|
|
|
std::array<int, 4> stateToIndex; // mapping of button state to index of frame in animation
|
|
|
|
EButtonState state;//current state of button from enum
|
|
|
|
void update();//to refresh button after image or text change
|
|
|
|
const JsonNode & getCurrentConfig() const;
|
|
|
|
protected:
|
|
ButtonBase(Point position, const AnimationPath & defName, EShortcut key, bool playerColoredButton);
|
|
~ButtonBase();
|
|
|
|
std::shared_ptr<CIntObject> getOverlay();
|
|
void setStateImpl(EButtonState state);
|
|
EButtonState getState() const;
|
|
|
|
public:
|
|
/// Appearance modifiers
|
|
void setPlayerColor(PlayerColor player);
|
|
void setImage(const AnimationPath & defName, bool playerColoredButton = false);
|
|
void setConfigurable(const JsonPath & jsonName, bool playerColoredButton = false);
|
|
void setImageOrder(int state1, int state2, int state3, int state4);
|
|
|
|
/// adds overlay on top of button image. Only one overlay can be active at once
|
|
void setOverlay(const std::shared_ptr<CIntObject>& newOverlay);
|
|
void setTextOverlay(const std::string & Text, EFonts font, ColorRGBA color);
|
|
};
|
|
|
|
/// Typical Heroes 3 button which can be inactive or active and can
|
|
/// hold further information if you right-click it
|
|
class CButton : public ButtonBase
|
|
{
|
|
CFunctionList<void()> callback;
|
|
CFunctionList<void()> callbackPopup;
|
|
|
|
std::array<std::string, 4> hoverTexts; //texts for statusbar, if empty - first entry will be used
|
|
std::optional<ColorRGBA> borderColor; // mapping of button state to border color
|
|
std::string helpBox; //for right-click help
|
|
|
|
bool actOnDown; //runs when mouse is pressed down over it, not when up
|
|
bool hoverable; //if true, button will be highlighted when hovered (e.g. main menu)
|
|
bool soundDisabled;
|
|
|
|
protected:
|
|
void onButtonClicked(); // calls callback
|
|
|
|
// internal method to change state. Public change can be done only via block()
|
|
void setState(EButtonState newState);
|
|
|
|
public:
|
|
// sets the same border color for all button states.
|
|
void setBorderColor(std::optional<ColorRGBA> borderColor);
|
|
|
|
/// adds one more callback to on-click actions
|
|
void addCallback(const std::function<void()> & callback);
|
|
void addPopupCallback(const std::function<void()> & callback);
|
|
|
|
void addHoverText(EButtonState state, const std::string & text);
|
|
|
|
void block(bool on);
|
|
|
|
void setHoverable(bool on);
|
|
void setSoundDisabled(bool on);
|
|
void setActOnDown(bool on);
|
|
void setHelp(const std::pair<std::string, std::string> & help);
|
|
|
|
/// State modifiers
|
|
bool isBlocked();
|
|
bool isHighlighted();
|
|
|
|
/// Constructor
|
|
CButton(Point position, const AnimationPath & defName, const std::pair<std::string, std::string> & help,
|
|
CFunctionList<void()> Callback = 0, EShortcut key = {}, bool playerColoredButton = false );
|
|
|
|
/// CIntObject overrides
|
|
void showPopupWindow(const Point & cursorPosition) override;
|
|
void clickPressed(const Point & cursorPosition) override;
|
|
void clickReleased(const Point & cursorPosition) override;
|
|
void clickCancel(const Point & cursorPosition) override;
|
|
void hover (bool on) override;
|
|
void showAll(Canvas & to) override;
|
|
|
|
/// generates tooltip that can be passed into constructor
|
|
static std::pair<std::string, std::string> tooltip();
|
|
static std::pair<std::string, std::string> tooltipLocalized(const std::string & key);
|
|
static std::pair<std::string, std::string> tooltip(const std::string & hover, const std::string & help = "");
|
|
};
|
|
|
|
class CToggleBase
|
|
{
|
|
CFunctionList<void(bool)> callback;
|
|
|
|
bool selected;
|
|
|
|
/// if set to false - button can not be deselected normally
|
|
bool allowDeselection;
|
|
|
|
protected:
|
|
// internal method for overrides
|
|
virtual void doSelect(bool on);
|
|
|
|
// returns true if toggle can change its state
|
|
bool canActivate() const;
|
|
|
|
public:
|
|
CToggleBase(CFunctionList<void(bool)> callback);
|
|
virtual ~CToggleBase();
|
|
|
|
/// Changes selection to "on", and calls callback
|
|
void setSelected(bool on);
|
|
|
|
/// Changes selection to "on" without calling callback
|
|
void setSelectedSilent(bool on);
|
|
|
|
bool isSelected() const;
|
|
|
|
void setAllowDeselection(bool on);
|
|
|
|
void addCallback(const std::function<void(bool)> & callback);
|
|
|
|
/// Set whether the toggle is currently enabled for user to use, this is only implemented in ToggleButton, not for other toggles yet.
|
|
virtual void setEnabled(bool enabled);
|
|
};
|
|
|
|
/// A button which can be selected/deselected, checkbox
|
|
class CToggleButton : public CButton, public CToggleBase
|
|
{
|
|
void doSelect(bool on) override;
|
|
void setEnabled(bool enabled) override;
|
|
|
|
public:
|
|
CToggleButton(Point position, const AnimationPath &defName, const std::pair<std::string, std::string> &help,
|
|
CFunctionList<void(bool)> Callback = 0, EShortcut key = {}, bool playerColoredButton = false );
|
|
|
|
void clickPressed(const Point & cursorPosition) override;
|
|
void clickReleased(const Point & cursorPosition) override;
|
|
void clickCancel(const Point & cursorPosition) override;
|
|
|
|
// bring overrides into scope
|
|
//using CButton::addCallback;
|
|
using CToggleBase::addCallback;
|
|
};
|
|
|
|
class CToggleGroup : public CIntObject
|
|
{
|
|
CFunctionList<void(int)> onChange; //called when changing selected button with new button's id
|
|
|
|
int selectedID;
|
|
void selectionChanged(int to);
|
|
public:
|
|
std::map<int, std::shared_ptr<CToggleBase>> buttons;
|
|
|
|
CToggleGroup(const CFunctionList<void(int)> & OnChange);
|
|
|
|
void addCallback(const std::function<void(int)> & callback);
|
|
void resetCallback();
|
|
|
|
/// add one toggle/button into group
|
|
void addToggle(int index, const std::shared_ptr<CToggleBase> & button);
|
|
/// Changes selection to specific value. Will select toggle with this ID, if present
|
|
void setSelected(int id);
|
|
/// in some cases, e.g. LoadGame difficulty selection, after refreshing the UI, the ToggleGroup should
|
|
/// reset all of it's child buttons to BLOCK state, then make selection again
|
|
void setSelectedOnly(int id);
|
|
int getSelected() const;
|
|
};
|