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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/AdventureMapButton.h
beegee1 36d29424f0 * Turrets, keep and turret covers can be now be placed by altering wall_pos.txt
* Fixed recruitment slider bug
* Fixed #271
* Improved color management
2011-04-30 19:52:35 +00:00

169 lines
6.7 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
*
*/
extern SDL_Color tytulowy, tlo, zwykly ;
class CAnimation;
class CAnimImage;
class CLabel;
namespace config{struct ButtonInfo;}
/// Base class for buttons.
class CButtonBase : public KeyShortcut
{
public:
enum ButtonState
{
NORMAL=0,
PRESSED=1,
BLOCKED=2,
HIGHLIGHTED=3
};
private:
int bitmapOffset; // base offset of visible bitmap from animation
ButtonState state;//current state of button from enum
public:
bool swappedImages,//fix for some buttons: normal and pressed image are swapped
keepFrame; // don't change visual representation
void addTextOverlay(const std::string &Text, EFonts font, SDL_Color color = zwykly);
void update();//to refresh button after image or text change
void setOffset(int newOffset);
void setState(ButtonState newState);
ButtonState getState();
//just to make code clearer
void block(bool on);
bool isBlocked();
bool isHighlighted();
CAnimImage * image; //image for this button
CLabel * text;//text overlay
CButtonBase(); //c-tor
virtual ~CButtonBase(); //d-tor
};
/// Typical Heroes 3 button which can be inactive or active and can
/// hold further information if you right-click it
class AdventureMapButton : public CButtonBase
{
std::vector<std::string> imageNames;//store list of images that can be used by this button
size_t currentImage;
public:
std::map<int, std::string> hoverTexts; //text for statusbar
std::string helpBox; //for right-click help
CFunctionList<void()> callback;
bool actOnDown,//runs when mouse is pressed down over it, not when up
hoverable,//if true, button will be highlighted when hovered
borderEnabled,
soundDisabled;
SDL_Color borderColor;
void clickRight(tribool down, bool previousState);
virtual void clickLeft(tribool down, bool previousState);
void hover (bool on);
AdventureMapButton(); //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
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 );
void setIndex(size_t index, bool playerColoredButton=false);
void setImage(CAnimation* anim, bool playerColoredButton=false);
void setPlayerColor(int player);
void show(SDL_Surface *to);
void showAll(SDL_Surface *to);
};
/// A button which can be selected/deselected
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);
CHighlightableButton(const std::pair<std::string, std::string> &help, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
CHighlightableButton(const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
bool onlyOn;//button can not be de-selected
int ID; //for identification
CFunctionList<void()> callback2; //when de-selecting
void select(bool on);
void clickLeft(tribool down, bool previousState);
};
/// A group of buttons where one button can be selected
class CHighlightableButtonsGroup : public CIntObject
{
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 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);
void showAll(SDL_Surface * to);
void block(ui8 on);
};
/// A typical slider which can be orientated horizontally/vertically.
class CSlider : public CIntObject
{
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
positions, //number of highest position (0 if there is only one)
value; //first active element
bool horizontal;
bool wheelScrolling;
bool keyScrolling;
boost::function<void(int)> moved;
void redrawSlider();
void sliderClicked();
void moveLeft();
void moveRight();
void moveTo(int to);
void block(bool on);
void setAmount(int to);
void keyPressed(const SDL_KeyboardEvent & key);
void wheelScrolled(bool down, bool in);
void clickLeft(tribool down, bool previousState);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void showAll(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, int style = 0); //style 0 - brown, 1 - blue
~CSlider();
void moveToMax();
};
#endif // __ADVENTUREMAPBUTTON_H__