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vcmi/client/AdventureMapButton.h
Michał W. Urbańczyk a91ab8872b First part of GUI reorganization: extracted CGuiHandler from CPlayerInterface.
Minor fixes for Creature Generators and recruitment window.
2009-08-06 22:36:51 +00:00

113 lines
5.1 KiB
C++

#ifndef __ADVENTUREMAPBUTTON_H__
#define __ADVENTUREMAPBUTTON_H__
#include "FunctionList.h"
#include <boost/bind.hpp>
#include "GUIBase.h"
/*
* AdventureMapButton.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
*
*/
class CDefEssential;
namespace config{struct ButtonInfo;}
class AdventureMapButton
: public ClickableR, public Hoverable, public KeyShortcut, public CButtonBase
{
public:
std::map<int,std::string> hoverTexts; //state -> text for statusbar
std::string helpBox; //for right-click help
CFunctionList<void()> callback;
bool colorChange,
actOnDown; //runs when mouse is pressed down over it, not when up
ui8 blocked;
void clickRight (boost::logic::tribool down);
virtual void clickLeft (boost::logic::tribool down);
void hover (bool on);
void block(ui8 on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
AdventureMapButton(); //c-tor
AdventureMapButton( const std::map<int,std::string> &, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::pair<std::string, std::string> help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
//AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );
};
class CHighlightableButton
: public AdventureMapButton
{
public:
CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0);
bool selected, onlyOn;
CFunctionList<void()> callback2; //when disselecting
void select(bool on);
void clickLeft (boost::logic::tribool down);
};
class CHighlightableButtonsGroup
{
public:
CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
std::vector<CHighlightableButton*> buttons;
bool musicLike; //determines the behaviour of this group
//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
~CHighlightableButtonsGroup();
void activate();
void deactivate();
void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
void selectionChanged(int to);
void show(SDL_Surface * to);
};
class CSlider : public IShowable, public MotionInterested, public ClickableL
{
public:
AdventureMapButton left, right, slider; //if vertical then left=up
int capacity,//how many elements can be active at same time
amount, //how many elements
value; //first active element
bool horizontal, moving;
CDefEssential *imgs ;
boost::function<void(int)> moved;
//void(T::*moved)(int to);
//T* owner;
void redrawSlider();
void sliderClicked();
void moveLeft();
void clickLeft (boost::logic::tribool down);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void moveRight();
void moveTo(int to);
void block(bool on);
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
void show(SDL_Surface * to);
CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
int Value=0, bool Horizontal=true);
~CSlider();
};
#endif // __ADVENTUREMAPBUTTON_H__