mirror of
https://github.com/vcmi/vcmi.git
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463 lines
12 KiB
C++
463 lines
12 KiB
C++
/*
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* MiscWidgets.cpp, 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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#include "StdInc.h"
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#include "MiscWidgets.h"
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#include "CComponent.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CCursorHandler.h"
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#include "../CBitmapHandler.h"
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#include "../CPlayerInterface.h"
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#include "../CMessage.h"
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#include "../CGameInfo.h"
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#include "../windows/CAdvmapInterface.h"
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#include "../windows/CCastleInterface.h"
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#include "../windows/InfoWindows.h"
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#include "../../CCallback.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CModHandler.h"
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#include "../../lib/CGameState.h"
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void CHoverableArea::hover (bool on)
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{
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if (on)
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GH.statusbar->setText(hoverText);
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else if (GH.statusbar->getText()==hoverText)
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GH.statusbar->clear();
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}
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CHoverableArea::CHoverableArea()
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{
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addUsedEvents(HOVER);
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}
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CHoverableArea::~CHoverableArea()
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{
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}
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void LRClickableAreaWText::clickLeft(tribool down, bool previousState)
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{
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if(!down && previousState && !text.empty())
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{
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LOCPLINT->showInfoDialog(text);
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}
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}
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void LRClickableAreaWText::clickRight(tribool down, bool previousState)
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{
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if (!text.empty())
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adventureInt->handleRightClick(text, down);
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}
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LRClickableAreaWText::LRClickableAreaWText()
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{
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init();
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}
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LRClickableAreaWText::LRClickableAreaWText(const Rect &Pos, const std::string &HoverText, const std::string &ClickText)
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{
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init();
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pos = Pos + pos;
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hoverText = HoverText;
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text = ClickText;
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}
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LRClickableAreaWText::~LRClickableAreaWText()
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{
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}
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void LRClickableAreaWText::init()
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{
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addUsedEvents(LCLICK | RCLICK | HOVER);
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}
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void LRClickableAreaWTextComp::clickLeft(tribool down, bool previousState)
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{
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if((!down) && previousState)
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{
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std::vector<CComponent*> comp(1, createComponent());
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LOCPLINT->showInfoDialog(text, comp);
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}
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}
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LRClickableAreaWTextComp::LRClickableAreaWTextComp(const Rect &Pos, int BaseType)
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: LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1), type(-1)
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{
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}
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CComponent * LRClickableAreaWTextComp::createComponent() const
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{
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if(baseType >= 0)
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return new CComponent(CComponent::Etype(baseType), type, bonusValue);
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else
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return nullptr;
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}
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void LRClickableAreaWTextComp::clickRight(tribool down, bool previousState)
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{
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if(down)
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{
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if(CComponent *comp = createComponent())
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{
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CRClickPopup::createAndPush(text, CInfoWindow::TCompsInfo(1, comp));
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return;
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}
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}
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LRClickableAreaWText::clickRight(down, previousState); //only if with-component variant not occurred
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}
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CHeroArea::CHeroArea(int x, int y, const CGHeroInstance * _hero):hero(_hero)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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addUsedEvents(LCLICK | RCLICK | HOVER);
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pos.x += x; pos.w = 58;
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pos.y += y; pos.h = 64;
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if (hero)
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new CAnimImage("PortraitsLarge", hero->portrait);
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}
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void CHeroArea::clickLeft(tribool down, bool previousState)
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{
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if(hero && (!down) && previousState)
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LOCPLINT->openHeroWindow(hero);
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}
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void CHeroArea::clickRight(tribool down, bool previousState)
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{
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if(hero && (!down) && previousState)
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LOCPLINT->openHeroWindow(hero);
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}
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void CHeroArea::hover(bool on)
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{
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if (on && hero)
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GH.statusbar->setText(hero->getObjectName());
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else
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GH.statusbar->clear();
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}
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void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
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{
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if(town && (!down) && previousState)
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{
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LOCPLINT->openTownWindow(town);
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if ( type == 2 )
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LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
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else if ( type == 3 && town->fortLevel() )
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LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
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}
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}
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void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
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{
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if(town && (!down) && previousState)
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LOCPLINT->openTownWindow(town);//TODO: popup?
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}
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LRClickableAreaOpenTown::LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town)
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: LRClickableAreaWTextComp(Pos, -1), town(Town)
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{
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}
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void CMinorResDataBar::show(SDL_Surface * to)
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{
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}
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void CMinorResDataBar::showAll(SDL_Surface * to)
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{
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blitAt(bg,pos.x,pos.y,to);
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for (Res::ERes i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
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{
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std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
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graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * i, pos.y + pos.h/2));
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}
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std::vector<std::string> temp;
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temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
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temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
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temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
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std::string datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
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+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
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graphics->fonts[FONT_SMALL]->renderTextCenter(to, CSDL_Ext::processStr(datetext,temp), Colors::WHITE, Point(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2));
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}
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CMinorResDataBar::CMinorResDataBar()
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{
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bg = BitmapHandler::loadBitmap("KRESBAR.bmp");
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CSDL_Ext::setDefaultColorKey(bg);
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graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
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pos.x = 7;
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pos.y = 575;
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pos.w = bg->w;
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pos.h = bg->h;
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}
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CMinorResDataBar::~CMinorResDataBar()
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{
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SDL_FreeSurface(bg);
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}
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void CArmyTooltip::init(const InfoAboutArmy &army)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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new CLabel(66, 2, FONT_SMALL, TOPLEFT, Colors::WHITE, army.name);
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std::vector<Point> slotsPos;
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slotsPos.push_back(Point(36,73));
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slotsPos.push_back(Point(72,73));
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slotsPos.push_back(Point(108,73));
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slotsPos.push_back(Point(18,122));
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slotsPos.push_back(Point(54,122));
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slotsPos.push_back(Point(90,122));
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slotsPos.push_back(Point(126,122));
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for(auto & slot : army.army)
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{
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if(slot.first.getNum() >= GameConstants::ARMY_SIZE)
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{
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logGlobal->warn("%s has stack in slot %d", army.name, slot.first.getNum());
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continue;
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}
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new CAnimImage("CPRSMALL", slot.second.type->iconIndex, 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y);
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std::string subtitle;
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if(army.army.isDetailed)
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subtitle = boost::lexical_cast<std::string>(slot.second.count);
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else
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{
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//if =0 - we have no information about stack size at all
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if (slot.second.count)
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subtitle = CGI->generaltexth->arraytxt[171 + 3*(slot.second.count)];
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}
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new CLabel(slotsPos[slot.first.getNum()].x + 17, slotsPos[slot.first.getNum()].y + 41, FONT_TINY, CENTER, Colors::WHITE, subtitle);
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}
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}
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CArmyTooltip::CArmyTooltip(Point pos, const InfoAboutArmy &army):
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CIntObject(0, pos)
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{
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init(army);
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}
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CArmyTooltip::CArmyTooltip(Point pos, const CArmedInstance * army):
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CIntObject(0, pos)
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{
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init(InfoAboutArmy(army, true));
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}
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void CHeroTooltip::init(const InfoAboutHero &hero)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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new CAnimImage("PortraitsLarge", hero.portrait, 0, 3, 2);
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if(hero.details)
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{
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for (size_t i = 0; i < hero.details->primskills.size(); i++)
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new CLabel(75 + 28 * i, 58, FONT_SMALL, CENTER, Colors::WHITE,
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boost::lexical_cast<std::string>(hero.details->primskills[i]));
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new CLabel(158, 98, FONT_TINY, CENTER, Colors::WHITE,
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boost::lexical_cast<std::string>(hero.details->mana));
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new CAnimImage("IMRL22", hero.details->morale + 3, 0, 5, 74);
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new CAnimImage("ILCK22", hero.details->luck + 3, 0, 5, 91);
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}
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}
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CHeroTooltip::CHeroTooltip(Point pos, const InfoAboutHero &hero):
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CArmyTooltip(pos, hero)
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{
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init(hero);
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}
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CHeroTooltip::CHeroTooltip(Point pos, const CGHeroInstance * hero):
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CArmyTooltip(pos, InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED))
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{
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init(InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED));
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}
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void CTownTooltip::init(const InfoAboutTown &town)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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//order of icons in def: fort, citadel, castle, no fort
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size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
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new CAnimImage("ITMCLS", fortIndex, 0, 105, 31);
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assert(town.tType);
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size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
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new CAnimImage("itpt", iconIndex, 0, 3, 2);
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if(town.details)
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{
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new CAnimImage("ITMTLS", town.details->hallLevel, 0, 67, 31);
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if (town.details->goldIncome)
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new CLabel(157, 58, FONT_TINY, CENTER, Colors::WHITE,
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boost::lexical_cast<std::string>(town.details->goldIncome));
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if(town.details->garrisonedHero) //garrisoned hero icon
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new CPicture("TOWNQKGH", 149, 76);
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if(town.details->customRes)//silo is built
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{
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if (town.tType->primaryRes == Res::WOOD_AND_ORE )// wood & ore
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{
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new CAnimImage("SMALRES", Res::WOOD, 0, 7, 75);
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new CAnimImage("SMALRES", Res::ORE , 0, 7, 88);
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}
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else
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new CAnimImage("SMALRES", town.tType->primaryRes, 0, 7, 81);
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}
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}
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}
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CTownTooltip::CTownTooltip(Point pos, const InfoAboutTown &town):
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CArmyTooltip(pos, town)
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{
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init(town);
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}
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CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town):
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CArmyTooltip(pos, InfoAboutTown(town, true))
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{
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init(InfoAboutTown(town, true));
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}
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void MoraleLuckBox::set(const IBonusBearer *node)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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const int textId[] = {62, 88}; //eg %s \n\n\n {Current Luck Modifiers:}
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const int noneTxtId = 108; //Russian version uses same text for neutral morale\luck
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const int neutralDescr[] = {60, 86}; //eg {Neutral Morale} \n\n Neutral morale means your armies will neither be blessed with extra attacks or freeze in combat.
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const int componentType[] = {CComponent::luck, CComponent::morale};
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const int hoverTextBase[] = {7, 4};
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const Bonus::BonusType bonusType[] = {Bonus::LUCK, Bonus::MORALE};
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int (IBonusBearer::*getValue[])() const = {&IBonusBearer::LuckVal, &IBonusBearer::MoraleVal};
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TBonusListPtr modifierList(new BonusList());
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if (node)
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{
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modifierList = node->getBonuses(Selector::type(bonusType[morale]));
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bonusValue = (node->*getValue[morale])();
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}
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else
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bonusValue = 0;
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int mrlt = (bonusValue>0)-(bonusValue<0); //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
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hoverText = CGI->generaltexth->heroscrn[hoverTextBase[morale] - mrlt];
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baseType = componentType[morale];
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text = CGI->generaltexth->arraytxt[textId[morale]];
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boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
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if (morale && node && (node->hasBonusOfType(Bonus::UNDEAD)
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|| node->hasBonusOfType(Bonus::BLOCK_MORALE)
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|| node->hasBonusOfType(Bonus::NON_LIVING)))
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{
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text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
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bonusValue = 0;
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}
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else if(!morale && node && node->hasBonusOfType(Bonus::BLOCK_LUCK))
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{
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// TODO: there is no text like "Unaffected by luck" so probably we need own text
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text += CGI->generaltexth->arraytxt[noneTxtId];
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bonusValue = 0;
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}
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else if(modifierList->empty())
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text += CGI->generaltexth->arraytxt[noneTxtId];//no modifiers
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else
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{
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for(auto& elem : *modifierList)
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{
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if(elem->val != 0)
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//no bonuses with value 0
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text += "\n" + elem->Description();
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}
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}
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std::string imageName;
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if (small)
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imageName = morale ? "IMRL30": "ILCK30";
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else
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imageName = morale ? "IMRL42" : "ILCK42";
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delete image;
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image = new CAnimImage(imageName, bonusValue + 3);
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image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2));//center icon
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}
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MoraleLuckBox::MoraleLuckBox(bool Morale, const Rect &r, bool Small):
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image(nullptr),
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morale(Morale),
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small(Small)
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{
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bonusValue = 0;
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pos = r + pos;
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}
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CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool Animated)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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pos.x+=x;
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pos.y+=y;
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TFaction faction = cre->faction;
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assert(CGI->townh->factions.size() > faction);
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if(Big)
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bg = new CPicture(CGI->townh->factions[faction]->creatureBg130);
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else
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bg = new CPicture(CGI->townh->factions[faction]->creatureBg120);
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anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
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anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
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anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
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amount = new CLabel(bg->pos.w, bg->pos.h, FONT_MEDIUM, BOTTOMRIGHT, Colors::WHITE);
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pos.w = bg->pos.w;
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pos.h = bg->pos.h;
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}
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void CCreaturePic::show(SDL_Surface *to)
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{
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// redraw everything in a proper order
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bg->showAll(to);
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anim->show(to);
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amount->showAll(to);
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}
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void CCreaturePic::setAmount(int newAmount)
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{
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if (newAmount != 0)
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amount->setText(boost::lexical_cast<std::string>(newAmount));
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else
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amount->setText("");
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}
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