mirror of
https://github.com/vcmi/vcmi.git
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46eb0b3daf
- removed assert in Fonts.cpp (can be triggered a lot by old pregame\battles code) - fixed battle console text positioning - fixed some new compiler warnings
344 lines
8.4 KiB
C++
344 lines
8.4 KiB
C++
#pragma once
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#include "GUIClasses.h"
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class CAdventureMapButton;
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class CAnimImage;
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class CHighlightableButtonsGroup;
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class CResDataBar;
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class CSlider;
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class CTownInfo;
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class CCreaInfo;
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class HeroSlots;
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/*
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* CKingdomInterface.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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class CKingdHeroList;
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class CKingdTownList;
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class IInfoBoxData;
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/*
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* Several classes to display basically any data.
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* Main part - class InfoBox which controls how data will be formatted\positioned
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* InfoBox have image and 0-2 labels
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* In constructor it should receive object that implements IInfoBoxData interface
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*
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* interface IInfoBoxData defines way to get data for use in InfoBox
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* have several implementations:
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* InfoBoxHeroData - to display one of fields from hero (e.g. absolute value of primary skills)
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* InfoBoxCustomHeroData - to display one of hero fields without hero (e.g. bonuses from objects)
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* InfoBoxTownData - data from town
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* InfoBoxCustom - user-defined data
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*/
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/// Displays one of object propertries with image and optional labels
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class InfoBox : public CIntObject
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{
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public:
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enum InfoPos
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{
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POS_UP_DOWN, POS_DOWN, POS_RIGHT, POS_INSIDE, POS_CORNER, POS_NONE
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};
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enum InfoSize
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{
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SIZE_TINY, SIZE_SMALL, SIZE_MEDIUM, SIZE_BIG, SIZE_HUGE
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};
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private:
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InfoSize size;
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InfoPos infoPos;
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IInfoBoxData *data;
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CLabel * value;
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CLabel * name;
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CAnimImage * image;
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CHoverableArea *hover;
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public:
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InfoBox(Point position, InfoPos Pos, InfoSize Size, IInfoBoxData *Data);
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~InfoBox();
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void clickRight(tribool down, bool previousState);
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void clickLeft(tribool down, bool previousState);
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//Update object if data may have changed
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//void update();
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};
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class IInfoBoxData
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{
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public:
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enum InfoType
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{
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HERO_PRIMARY_SKILL, HERO_MANA, HERO_EXPERIENCE, HERO_SPECIAL, HERO_SECONDARY_SKILL,
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//TODO: Luck? Morale? Artifact?
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ARMY_SLOT,//TODO
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TOWN_GROWTH, TOWN_AVAILABLE, TOWN_BUILDING,//TODO
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CUSTOM
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};
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protected:
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InfoType type;
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IInfoBoxData(InfoType Type);
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public:
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//methods that generate values for displaying
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virtual std::string getValueText()=0;
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virtual std::string getNameText()=0;
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virtual std::string getImageName(InfoBox::InfoSize size)=0;
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virtual std::string getHoverText()=0;
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virtual size_t getImageIndex()=0;
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//TODO: replace with something better
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virtual bool prepareMessage(std::string &text, CComponent **comp)=0;
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virtual ~IInfoBoxData(){};
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};
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class InfoBoxAbstractHeroData : public IInfoBoxData
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{
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protected:
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virtual int getSubID()=0;
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virtual si64 getValue()=0;
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public:
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InfoBoxAbstractHeroData(InfoType Type);
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std::string getValueText();
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std::string getNameText();
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std::string getImageName(InfoBox::InfoSize size);
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std::string getHoverText();
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size_t getImageIndex();
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bool prepareMessage(std::string &text, CComponent **comp);
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};
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class InfoBoxHeroData : public InfoBoxAbstractHeroData
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{
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const CGHeroInstance * hero;
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int index;//index of data in hero (0-7 for sec. skill, 0-3 for pr. skill)
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int getSubID();
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si64 getValue();
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public:
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InfoBoxHeroData(InfoType Type, const CGHeroInstance *Hero, int Index=0);
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//To get a bit different texts for hero window
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std::string getHoverText();
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std::string getValueText();
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bool prepareMessage(std::string &text, CComponent **comp);
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};
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class InfoBoxCustomHeroData : public InfoBoxAbstractHeroData
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{
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int subID;//subID of data (0=attack...)
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si64 value;//actual value of data, 64-bit to fit experience and negative values
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int getSubID();
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si64 getValue();
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public:
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InfoBoxCustomHeroData(InfoType Type, int subID, si64 value);
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};
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class InfoBoxCustom : public IInfoBoxData
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{
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public:
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std::string valueText;
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std::string nameText;
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std::string imageName;
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std::string hoverText;
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size_t imageIndex;
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InfoBoxCustom(std::string ValueText, std::string NameText, std::string ImageName, size_t ImageIndex, std::string HoverText="");
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std::string getValueText();
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std::string getNameText();
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std::string getImageName(InfoBox::InfoSize size);
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std::string getHoverText();
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size_t getImageIndex();
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bool prepareMessage(std::string &text, CComponent **comp);
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};
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//TODO!!!
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class InfoBoxTownData : public IInfoBoxData
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{
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const CGTownInstance * town;
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int index;//index of data in town
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int value;//actual value of data
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public:
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InfoBoxTownData(InfoType Type, const CGTownInstance * Town, int Index);
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InfoBoxTownData(InfoType Type, int SubID, int Value);
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std::string getValueText();
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std::string getNameText();
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std::string getImageName(InfoBox::InfoSize size);
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std::string getHoverText();
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size_t getImageIndex();
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};
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////////////////////////////////////////////////////////////////////////////////
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/// Class which holds all parts of kingdom overview window
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class CKingdomInterface : public CWindowObject, public CGarrisonHolder, public CArtifactHolder
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{
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private:
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struct OwnedObjectInfo
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{
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int imageID;
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ui32 count;
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std::string hoverText;
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OwnedObjectInfo():
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imageID(0),
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count(0)
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{}
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};
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std::vector<OwnedObjectInfo> objects;
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CListBox * dwellingsList;
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CTabbedInt * tabArea;
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//Main buttons
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CAdventureMapButton *btnTowns;
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CAdventureMapButton *btnHeroes;
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CAdventureMapButton *btnExit;
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//Buttons for scrolling dwellings list
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CAdventureMapButton *dwellUp, *dwellDown;
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CAdventureMapButton *dwellTop, *dwellBottom;
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InfoBox * minesBox[7];
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CHoverableArea * incomeArea;
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CLabel * incomeAmount;
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CGStatusBar * statusbar;
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CResDataBar *resdatabar;
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void activateTab(size_t which);
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//Internal functions used during construction
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void generateButtons();
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void generateObjectsList(const std::vector<const CGObjectInstance * > &ownedObjects);
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void generateMinesList(const std::vector<const CGObjectInstance * > &ownedObjects);
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CIntObject* createOwnedObject(size_t index);
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CIntObject* createMainTab(size_t index);
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public:
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CKingdomInterface();
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void townChanged(const CGTownInstance *town);
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void updateGarrisons();
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void artifactRemoved(const ArtifactLocation &artLoc);
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void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
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void artifactDisassembled(const ArtifactLocation &artLoc);
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void artifactAssembled(const ArtifactLocation &artLoc);
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};
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/// List item with town
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class CTownItem : public CIntObject, public CGarrisonHolder
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{
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CAnimImage *background;
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CAnimImage *picture;
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CLabel *name;
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CLabel *income;
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CGarrisonInt *garr;
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LRClickableAreaOpenTown *townArea;
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HeroSlots *heroes;
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CTownInfo *hall, *fort;
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std::vector<CCreaInfo*> available;
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std::vector<CCreaInfo*> growth;
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public:
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const CGTownInstance * town;
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CTownItem(const CGTownInstance* town);
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void updateGarrisons();
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void update();
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};
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/// List item with hero
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class CHeroItem : public CIntObject, public CWindowWithGarrison
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{
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const CGHeroInstance * hero;
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std::vector<CIntObject *> artTabs;
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CAnimImage *portrait;
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CLabel *name;
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CHeroArea *heroArea;
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CLabel *artsText;
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CTabbedInt *artsTabs;
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CHighlightableButtonsGroup *artButtons;
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std::vector<InfoBox*> heroInfo;
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MoraleLuckBox * morale, * luck;
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void onArtChange(int tabIndex);
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CIntObject * onTabSelected(size_t index);
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void onTabDeselected(CIntObject *object);
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public:
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CArtifactsOfHero *heroArts;
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CHeroItem(const CGHeroInstance* hero, CArtifactsOfHero::SCommonPart * artsCommonPart);
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};
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/// Tab with all hero-specific data
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class CKingdHeroList : public CIntObject, public CGarrisonHolder, public CWindowWithArtifacts
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{
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private:
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CArtifactsOfHero::SCommonPart artsCommonPart;
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std::vector<CHeroItem*> heroItems;
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CListBox * heroes;
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CPicture * title;
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CLabel * heroLabel;
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CLabel * skillsLabel;
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CIntObject* createHeroItem(size_t index);
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void destroyHeroItem(CIntObject *item);
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public:
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CKingdHeroList(size_t maxSize);
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void updateGarrisons();
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};
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/// Tab with all town-specific data
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class CKingdTownList : public CIntObject, public CGarrisonHolder
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{
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private:
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std::vector<CTownItem*> townItems;
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CListBox * towns;
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CPicture * title;
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CLabel * townLabel;
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CLabel * garrHeroLabel;
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CLabel * visitHeroLabel;
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CIntObject* createTownItem(size_t index);
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public:
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CKingdTownList(size_t maxSize);
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void townChanged(const CGTownInstance *town);
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void updateGarrisons();
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};
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