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549 lines
17 KiB
C++
549 lines
17 KiB
C++
/*
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* GUIClasses.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/GameConstants.h"
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#include "../lib/ResourceSet.h"
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#include "../lib/CConfigHandler.h"
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#include "../widgets/CArtifactHolder.h"
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#include "../widgets/CGarrisonInt.h"
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#include "../widgets/Images.h"
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#include "../windows/CWindowObject.h"
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class CGDwelling;
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class CreatureCostBox;
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class IMarket;
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class CCreaturePic;
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class MoraleLuckBox;
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class CHeroArea;
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class CMinorResDataBar;
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class CSlider;
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class CComponentBox;
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class CTextInput;
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class CListBox;
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class CLabelGroup;
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class CToggleButton;
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class CToggleGroup;
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class CVolumeSlider;
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class CGStatusBar;
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class CTextBox;
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class CResDataBar;
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class CHeroWithMaybePickedArtifact;
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/// Recruitment window where you can recruit creatures
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class CRecruitmentWindow : public CStatusbarWindow
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{
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class CCreatureCard : public CIntObject, public std::enable_shared_from_this<CCreatureCard>
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{
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CRecruitmentWindow * parent;
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std::shared_ptr<CCreaturePic> animation;
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bool selected;
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public:
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const CCreature * creature;
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si32 amount;
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void select(bool on);
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CCreatureCard(CRecruitmentWindow * window, const CCreature * crea, int totalAmount);
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void showAll(SDL_Surface * to) override;
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};
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std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
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int level;
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const CArmedInstance * dst;
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std::shared_ptr<CCreatureCard> selected;
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std::vector<std::shared_ptr<CCreatureCard>> cards;
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std::shared_ptr<CSlider> slider;
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std::shared_ptr<CButton> maxButton;
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std::shared_ptr<CButton> buyButton;
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std::shared_ptr<CButton> cancelButton;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CLabel> availableValue;
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std::shared_ptr<CLabel> toRecruitValue;
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std::shared_ptr<CLabel> availableTitle;
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std::shared_ptr<CLabel> toRecruitTitle;
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std::shared_ptr<CreatureCostBox> costPerTroopValue;
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std::shared_ptr<CreatureCostBox> totalCostValue;
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void select(std::shared_ptr<CCreatureCard> card);
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void buy();
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void sliderMoved(int to);
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void showAll(SDL_Surface * to) override;
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public:
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const CGDwelling * const dwelling;
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CRecruitmentWindow(const CGDwelling * Dwelling, int Level, const CArmedInstance * Dst, const std::function<void(CreatureID,int)> & Recruit, int y_offset = 0);
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void availableCreaturesChanged();
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};
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/// Split window where creatures can be split up into two single unit stacks
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class CSplitWindow : public CWindowObject
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{
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std::function<void(int, int)> callback;
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int leftAmount;
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int rightAmount;
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int leftMin;
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int rightMin;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CSlider> slider;
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std::shared_ptr<CCreaturePic> animLeft;
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std::shared_ptr<CCreaturePic> animRight;
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std::shared_ptr<CButton> ok;
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std::shared_ptr<CButton> cancel;
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std::shared_ptr<CTextInput> leftInput;
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std::shared_ptr<CTextInput> rightInput;
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void setAmountText(std::string text, bool left);
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void setAmount(int value, bool left);
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void sliderMoved(int value);
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void apply();
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public:
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/**
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* creature - displayed creature
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* callback(leftAmount, rightAmount) - function to call on close
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* leftMin, rightMin - minimal amount of creatures in each stack
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* leftAmount, rightAmount - amount of creatures in each stack
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*/
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CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback, int leftMin, int rightMin, int leftAmount, int rightAmount);
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};
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/// Raised up level window where you can select one out of two skills
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class CLevelWindow : public CWindowObject
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{
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std::shared_ptr<CAnimImage> portrait;
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std::shared_ptr<CButton> ok;
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std::shared_ptr<CLabel> mainTitle;
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std::shared_ptr<CLabel> levelTitle;
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std::shared_ptr<CAnimImage> skillIcon;
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std::shared_ptr<CLabel> skillValue;
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std::shared_ptr<CComponentBox> box; //skills to select
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std::function<void(ui32)> cb;
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void selectionChanged(unsigned to);
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public:
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CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
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~CLevelWindow();
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};
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/// Town portal, castle gate window
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class CObjectListWindow : public CWindowObject
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{
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class CItem : public CIntObject
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{
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CObjectListWindow * parent;
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std::shared_ptr<CLabel> text;
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std::shared_ptr<CPicture> border;
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public:
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const size_t index;
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CItem(CObjectListWindow * parent, size_t id, std::string text);
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void select(bool on);
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void clickLeft(tribool down, bool previousState) override;
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};
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std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
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std::shared_ptr<CIntObject> titleWidget;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CLabel> descr;
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std::shared_ptr<CListBox> list;
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std::shared_ptr<CButton> ok;
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std::shared_ptr<CButton> exit;
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std::vector< std::pair<int, std::string> > items;//all items present in list
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void init(std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr);
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void exitPressed();
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public:
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size_t selected;//index of currently selected item
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std::function<void()> onExit;//optional exit callback
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/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
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/// Image can be nullptr
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///item names will be taken from map objects
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CObjectListWindow(const std::vector<int> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback);
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CObjectListWindow(const std::vector<std::string> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback);
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std::shared_ptr<CIntObject> genItem(size_t index);
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void elementSelected();//call callback and close this window
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void changeSelection(size_t which);
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void keyPressed (const SDL_KeyboardEvent & key) override;
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};
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class CSystemOptionsWindow : public CWindowObject
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{
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private:
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CLabelGroup> leftGroup;
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std::shared_ptr<CLabelGroup> rightGroup;
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std::shared_ptr<CButton> load;
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std::shared_ptr<CButton> save;
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std::shared_ptr<CButton> restart;
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std::shared_ptr<CButton> mainMenu;
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std::shared_ptr<CButton> quitGame;
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std::shared_ptr<CButton> backToMap; //load and restart are not used yet
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std::shared_ptr<CToggleGroup> heroMoveSpeed;
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std::shared_ptr<CToggleGroup> enemyMoveSpeed;
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std::shared_ptr<CToggleGroup> mapScrollSpeed;
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std::shared_ptr<CVolumeSlider> musicVolume;
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std::shared_ptr<CVolumeSlider> effectsVolume;
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std::shared_ptr<CToggleButton> showReminder;
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std::shared_ptr<CToggleButton> quickCombat;
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std::shared_ptr<CToggleButton> spellbookAnim;
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std::shared_ptr<CToggleButton> fullscreen;
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std::shared_ptr<CButton> gameResButton;
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std::shared_ptr<CLabel> gameResLabel;
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SettingsListener onFullscreenChanged;
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//functions bound to buttons
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void bloadf(); //load game
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void bsavef(); //save game
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void bquitf(); //quit game
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void breturnf(); //return to game
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void brestartf(); //restart game
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void bmainmenuf(); //return to main menu
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void selectGameRes();
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void setGameRes(int index);
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void closeAndPushEvent(int eventType, int code = 0);
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public:
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CSystemOptionsWindow();
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};
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class CTavernWindow : public CStatusbarWindow
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{
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public:
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class HeroPortrait : public CIntObject
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{
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public:
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std::string hoverName;
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std::string description; // "XXX is a level Y ZZZ with N artifacts"
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const CGHeroInstance * h;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover (bool on) override;
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HeroPortrait(int & sel, int id, int x, int y, const CGHeroInstance * H);
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private:
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int *_sel;
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const int _id;
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std::shared_ptr<CAnimImage> portrait;
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};
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//recruitable heroes
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std::shared_ptr<HeroPortrait> h1;
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std::shared_ptr<HeroPortrait> h2; //recruitable heroes
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int selected;//0 (left) or 1 (right)
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int oldSelected;//0 (left) or 1 (right)
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std::shared_ptr<CButton> thiefGuild;
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std::shared_ptr<CButton> cancel;
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std::shared_ptr<CButton> recruit;
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const CGObjectInstance * tavernObj;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CLabel> cost;
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std::shared_ptr<CTextBox> rumor;
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CTavernWindow(const CGObjectInstance * TavernObj);
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~CTavernWindow();
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void recruitb();
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void thievesguildb();
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void show(SDL_Surface * to) override;
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};
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class CExchangeWindow : public CStatusbarWindow, public CGarrisonHolder, public CWindowWithArtifacts
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{
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std::array<std::shared_ptr<CHeroWithMaybePickedArtifact>, 2> herosWArt;
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std::array<std::shared_ptr<CLabel>, 2> titles;
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std::vector<std::shared_ptr<CAnimImage>> primSkillImages;//shared for both heroes
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std::array<std::vector<std::shared_ptr<CLabel>>, 2> primSkillValues;
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std::array<std::vector<std::shared_ptr<CAnimImage>>, 2> secSkillIcons;
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std::array<std::shared_ptr<CAnimImage>, 2> specImages;
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std::array<std::shared_ptr<CAnimImage>, 2> expImages;
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std::array<std::shared_ptr<CLabel>, 2> expValues;
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std::array<std::shared_ptr<CAnimImage>, 2> manaImages;
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std::array<std::shared_ptr<CLabel>, 2> manaValues;
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std::array<std::shared_ptr<CAnimImage>, 2> portraits;
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std::vector<std::shared_ptr<LRClickableAreaWTextComp>> primSkillAreas;
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std::array<std::vector<std::shared_ptr<LRClickableAreaWTextComp>>, 2> secSkillAreas;
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std::array<std::shared_ptr<CHeroArea>, 2> heroAreas;
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std::array<std::shared_ptr<LRClickableAreaWText>, 2> specialtyAreas;
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std::array<std::shared_ptr<LRClickableAreaWText>, 2> experienceAreas;
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std::array<std::shared_ptr<LRClickableAreaWText>, 2> spellPointsAreas;
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std::array<std::shared_ptr<MoraleLuckBox>, 2> morale;
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std::array<std::shared_ptr<MoraleLuckBox>, 2> luck;
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std::shared_ptr<CButton> quit;
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std::array<std::shared_ptr<CButton>, 2> questlogButton;
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std::shared_ptr<CGarrisonInt> garr;
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public:
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std::array<const CGHeroInstance *, 2> heroInst;
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std::array<std::shared_ptr<CArtifactsOfHero>, 2> artifs;
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void updateGarrisons() override;
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void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
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void updateWidgets();
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CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID);
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~CExchangeWindow();
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};
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/// Here you can buy ships
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class CShipyardWindow : public CStatusbarWindow
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{
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std::shared_ptr<CPicture> bgWater;
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std::shared_ptr<CAnimImage> bgShip;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CLabel> costLabel;
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std::shared_ptr<CAnimImage> woodPic;
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std::shared_ptr<CAnimImage> goldPic;
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std::shared_ptr<CLabel> woodCost;
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std::shared_ptr<CLabel> goldCost;
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std::shared_ptr<CButton> build;
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std::shared_ptr<CButton> quit;
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public:
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CShipyardWindow(const std::vector<si32> & cost, int state, int boatType, const std::function<void()> & onBuy);
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};
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/// Puzzle screen which gets uncovered when you visit obilisks
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class CPuzzleWindow : public CWindowObject
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{
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private:
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int3 grailPos;
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std::shared_ptr<CPicture> logo;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CButton> quitb;
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std::shared_ptr<CResDataBar> resDataBar;
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std::vector<std::shared_ptr<CPicture>> piecesToRemove;
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std::vector<std::shared_ptr<CPicture>> visiblePieces;
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ui8 currentAlpha;
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public:
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void showAll(SDL_Surface * to) override;
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void show(SDL_Surface * to) override;
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CPuzzleWindow(const int3 & grailPos, double discoveredRatio);
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};
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/// Creature transformer window
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class CTransformerWindow : public CStatusbarWindow, public CGarrisonHolder
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{
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class CItem : public CIntObject
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{
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public:
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int id;//position of creature in hero army
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bool left;//position of the item
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int size; //size of creature stack
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CTransformerWindow * parent;
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std::shared_ptr<CAnimImage> icon;
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std::shared_ptr<CLabel> count;
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void move();
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void clickLeft(tribool down, bool previousState) override;
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void update();
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CItem(CTransformerWindow * parent, int size, int id);
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};
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const CArmedInstance * army;//object with army for transforming (hero or town)
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const CGHeroInstance * hero;//only if we have hero in town
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const CGTownInstance * town;//market, town garrison is used if hero == nullptr
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std::shared_ptr<CLabel> titleLeft;
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std::shared_ptr<CLabel> titleRight;
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std::shared_ptr<CTextBox> helpLeft;
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std::shared_ptr<CTextBox> helpRight;
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std::vector<std::shared_ptr<CItem>> items;
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std::shared_ptr<CButton> all;
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std::shared_ptr<CButton> convert;
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std::shared_ptr<CButton> cancel;
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public:
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void makeDeal();
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void addAll();
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void updateGarrisons() override;
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CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town);
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};
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class CUniversityWindow : public CStatusbarWindow
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{
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class CItem : public CIntObject
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{
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std::shared_ptr<CAnimImage> icon;
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std::shared_ptr<CAnimImage> topBar;
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std::shared_ptr<CAnimImage> bottomBar;
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std::shared_ptr<CLabel> name;
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std::shared_ptr<CLabel> level;
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public:
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int ID;//id of selected skill
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CUniversityWindow * parent;
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void showAll(SDL_Surface * to) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover(bool on) override;
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int state();//0=can't learn, 1=learned, 2=can learn
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CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
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};
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const CGHeroInstance * hero;
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const IMarket * market;
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std::shared_ptr<CAnimation> bars;
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std::vector<std::shared_ptr<CItem>> items;
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std::shared_ptr<CButton> cancel;
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std::shared_ptr<CIntObject> titlePic;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CTextBox> clerkSpeech;
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public:
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CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market);
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void makeDeal(int skill);
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};
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/// Confirmation window for University
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class CUnivConfirmWindow : public CStatusbarWindow
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{
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std::shared_ptr<CTextBox> clerkSpeech;
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std::shared_ptr<CLabel> name;
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std::shared_ptr<CLabel> level;
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std::shared_ptr<CAnimImage> icon;
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CUniversityWindow * owner;
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std::shared_ptr<CButton> confirm;
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std::shared_ptr<CButton> cancel;
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std::shared_ptr<CAnimImage> costIcon;
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std::shared_ptr<CLabel> cost;
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void makeDeal(int skill);
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public:
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CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available);
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};
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/// Garrison window where you can take creatures out of the hero to place it on the garrison
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class CGarrisonWindow : public CWindowObject, public CGarrisonHolder
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{
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CAnimImage> banner;
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std::shared_ptr<CAnimImage> portrait;
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std::shared_ptr<CGarrisonInt> garr;
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public:
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std::shared_ptr<CButton> quit;
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CGarrisonWindow(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits);
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void updateGarrisons() override;
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};
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/// Hill fort is the building where you can upgrade units
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class CHillFortWindow : public CStatusbarWindow, public CGarrisonHolder
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{
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private:
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static const int slotsCount = 7;
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//todo: mithril support
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static const int resCount = 7;
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const CGObjectInstance * fort;
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const CGHeroInstance * hero;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CHeroArea> heroPic;
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std::array<std::shared_ptr<CAnimImage>, resCount> totalIcons;
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std::array<std::shared_ptr<CLabel>, resCount> totalLabels;
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std::array<std::shared_ptr<CButton>, slotsCount> upgrade;//upgrade single creature
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std::array<int, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
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//there is a place for only 2 resources per slot
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std::array< std::array<std::shared_ptr<CAnimImage>, 2>, slotsCount> slotIcons;
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std::array< std::array<std::shared_ptr<CLabel>, 2>, slotsCount> slotLabels;
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std::shared_ptr<CButton> upgradeAll;
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std::shared_ptr<CButton> quit;
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std::shared_ptr<CGarrisonInt> garr;
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std::string getDefForSlot(SlotID slot);
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std::string getTextForSlot(SlotID slot);
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void makeDeal(SlotID slot);//-1 for upgrading all creatures
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int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
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public:
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CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
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void updateGarrisons() override;//update buttons after garrison changes
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};
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class CThievesGuildWindow : public CStatusbarWindow
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{
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const CGObjectInstance * owner;
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std::shared_ptr<CButton> exitb;
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std::shared_ptr<CMinorResDataBar> resdatabar;
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std::vector<std::shared_ptr<CLabel>> rowHeaders;
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std::vector<std::shared_ptr<CAnimImage>> columnBackgrounds;
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std::vector<std::shared_ptr<CLabel>> columnHeaders;
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std::vector<std::shared_ptr<CAnimImage>> cells;
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std::vector<std::shared_ptr<CPicture>> banners;
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std::vector<std::shared_ptr<CAnimImage>> bestHeroes;
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std::vector<std::shared_ptr<CTextBox>> primSkillHeaders;
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std::vector<std::shared_ptr<CLabel>> primSkillValues;
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std::vector<std::shared_ptr<CAnimImage>> bestCreatures;
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std::vector<std::shared_ptr<CLabel>> personalities;
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public:
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CThievesGuildWindow(const CGObjectInstance * _owner);
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};
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