mirror of
https://github.com/vcmi/vcmi.git
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551 lines
16 KiB
C++
551 lines
16 KiB
C++
/*
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* CInfoBar.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 "CInfoBar.h"
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#include "AdventureMapInterface.h"
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#include "../widgets/CComponent.h"
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#include "../widgets/Images.h"
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#include "../windows/CMessage.h"
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#include "../widgets/TextControls.h"
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#include "../widgets/MiscWidgets.h"
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#include "../windows/InfoWindows.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../PlayerLocalState.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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#include "../media/ISoundPlayer.h"
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#include "../render/IScreenHandler.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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CInfoBar::CVisibleInfo::CVisibleInfo()
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: CIntObject(0, Point(offset_x, offset_y))
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{
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}
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void CInfoBar::CVisibleInfo::show(Canvas & to)
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{
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CIntObject::show(to);
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for(auto object : forceRefresh)
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object->showAll(to);
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}
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CInfoBar::EmptyVisibleInfo::EmptyVisibleInfo()
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{
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}
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CInfoBar::VisibleHeroInfo::VisibleHeroInfo(const CGHeroInstance * hero)
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{
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OBJECT_CONSTRUCTION;
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background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATHR"));
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if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool())
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heroTooltip = std::make_shared<CInteractableHeroTooltip>(Point(0,0), hero);
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else
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heroTooltip = std::make_shared<CHeroTooltip>(Point(0,0), hero);
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}
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CInfoBar::VisibleTownInfo::VisibleTownInfo(const CGTownInstance * town)
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{
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OBJECT_CONSTRUCTION;
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background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATCS"));
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if(settings["gameTweaks"]["infoBarCreatureManagement"].Bool())
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townTooltip = std::make_shared<CInteractableTownTooltip>(Point(0,0), town);
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else
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townTooltip = std::make_shared<CTownTooltip>(Point(0,0), town);
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}
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CInfoBar::VisibleDateInfo::VisibleDateInfo()
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{
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OBJECT_CONSTRUCTION;
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animation = std::make_shared<CShowableAnim>(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE, 180);// H3 uses around 175-180 ms per frame
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animation->setDuration(1500);
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std::string labelText;
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if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info
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labelText = CGI->generaltexth->allTexts[63] + " " + std::to_string(LOCPLINT->cb->getDate(Date::WEEK));
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else
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labelText = CGI->generaltexth->allTexts[64] + " " + std::to_string(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));
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label = std::make_shared<CLabel>(95, 31, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, labelText);
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forceRefresh.push_back(label);
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}
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AnimationPath CInfoBar::VisibleDateInfo::getNewDayName()
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{
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if(LOCPLINT->cb->getDate(Date::DAY) == 1)
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return AnimationPath::builtin("NEWDAY");
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if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1)
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return AnimationPath::builtin("NEWDAY");
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switch(LOCPLINT->cb->getDate(Date::WEEK))
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{
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case 1:
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return AnimationPath::builtin("NEWWEEK1");
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case 2:
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return AnimationPath::builtin("NEWWEEK2");
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case 3:
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return AnimationPath::builtin("NEWWEEK3");
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case 4:
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return AnimationPath::builtin("NEWWEEK4");
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default:
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return AnimationPath();
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}
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}
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CInfoBar::VisibleEnemyTurnInfo::VisibleEnemyTurnInfo(PlayerColor player)
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{
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OBJECT_CONSTRUCTION;
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background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATNX"));
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banner = std::make_shared<CAnimImage>(AnimationPath::builtin("CREST58"), player.getNum(), 0, 20, 51);
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sand = std::make_shared<CShowableAnim>(99, 51, AnimationPath::builtin("HOURSAND"), 0, 100); // H3 uses around 100 ms per frame
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glass = std::make_shared<CShowableAnim>(99, 51, AnimationPath::builtin("HOURGLAS"), CShowableAnim::PLAY_ONCE, 1000); // H3 scales this nicely for AI turn duration, don't have anything like that in vcmi
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}
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CInfoBar::VisibleGameStatusInfo::VisibleGameStatusInfo()
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{
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OBJECT_CONSTRUCTION;
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//get amount of halls of each level
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std::vector<int> halls(4, 0);
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for(auto town : LOCPLINT->localState->getOwnedTowns())
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{
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int hallLevel = town->hallLevel();
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//negative value means no village hall, unlikely but possible
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if(hallLevel >= 0)
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halls.at(hallLevel)++;
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}
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std::vector<PlayerColor> allies;
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std::vector<PlayerColor> enemies;
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//generate list of allies and enemies
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for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
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{
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if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)
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{
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if(LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)
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allies.push_back(PlayerColor(i));
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else
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enemies.push_back(PlayerColor(i));
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}
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}
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//generate widgets
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background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATIN"));
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allyLabel = std::make_shared<CLabel>(10, 106, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");
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enemyLabel = std::make_shared<CLabel>(10, 136, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");
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int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;
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for(PlayerColor & player : allies)
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{
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auto image = std::make_shared<CAnimImage>(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 102);
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posx += image->pos.w;
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flags.push_back(image);
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}
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posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;
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for(PlayerColor & player : enemies)
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{
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auto image = std::make_shared<CAnimImage>(AnimationPath::builtin("ITGFLAGS"), player.getNum(), 0, posx, 132);
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posx += image->pos.w;
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flags.push_back(image);
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}
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for(size_t i=0; i<halls.size(); i++)
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{
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hallIcons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("itmtl"), i, 0, 6 + 42 * (int)i , 11));
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if(halls[i])
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hallLabels.push_back(std::make_shared<CLabel>( 26 + 42 * (int)i, 64, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, std::to_string(halls[i])));
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}
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}
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CInfoBar::VisibleComponentInfo::VisibleComponentInfo(const std::vector<Component> & compsToDisplay, std::string message, int textH, bool tiny)
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{
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OBJECT_CONSTRUCTION;
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background = std::make_shared<CPicture>(ImagePath::builtin("ADSTATOT"), 1, 0);
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auto fullRect = Rect(CInfoBar::offset, CInfoBar::offset, data_width - 2 * CInfoBar::offset, data_height - 2 * CInfoBar::offset);
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auto textRect = fullRect;
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auto imageRect = fullRect;
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auto font = tiny ? FONT_TINY : FONT_SMALL;
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auto maxComponents = 2;
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if(!compsToDisplay.empty())
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{
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auto size = CComponent::large;
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if(compsToDisplay.size() > 2)
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{
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size = CComponent::medium;
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font = FONT_TINY;
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}
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if(!message.empty())
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{
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textRect = Rect(CInfoBar::offset,
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CInfoBar::offset,
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data_width - 2 * CInfoBar::offset,
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textH);
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imageRect = Rect(CInfoBar::offset,
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textH,
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data_width - 2 * CInfoBar::offset,
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CInfoBar::data_height - 2* CInfoBar::offset - textH);
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}
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if(compsToDisplay.size() > 4) {
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maxComponents = 3;
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size = CComponent::small;
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}
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if(compsToDisplay.size() > 6)
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maxComponents = 4;
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std::vector<std::shared_ptr<CComponent>> vect;
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for(const auto & c : compsToDisplay)
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vect.emplace_back(std::make_shared<CComponent>(c, size, font));
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comps = std::make_shared<CComponentBox>(vect, imageRect, 4, 4, 1, maxComponents);
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}
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if(!message.empty())
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text = std::make_shared<CMultiLineLabel>(textRect, font, ETextAlignment::CENTER, Colors::WHITE, message);
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}
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void CInfoBar::playNewDaySound()
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{
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int volume = CCS->soundh->getVolume();
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int handle = -1;
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if(volume == 0)
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CCS->soundh->setVolume(settings["general"]["sound"].Integer());
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if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week
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handle = CCS->soundh->playSound(soundBase::newDay);
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else if(LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month
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handle = CCS->soundh->playSound(soundBase::newWeek);
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else if(LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month
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handle = CCS->soundh->playSound(soundBase::newMonth);
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else
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handle = CCS->soundh->playSound(soundBase::newDay);
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if(volume == 0)
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CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); });
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}
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void CInfoBar::reset()
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{
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OBJECT_CONSTRUCTION;
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state = EMPTY;
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visibleInfo = std::make_shared<EmptyVisibleInfo>();
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}
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void CInfoBar::showSelection()
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{
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OBJECT_CONSTRUCTION;
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if(LOCPLINT->localState->getCurrentHero())
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{
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showHeroSelection(LOCPLINT->localState->getCurrentHero());
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return;
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}
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if(LOCPLINT->localState->getCurrentTown())
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{
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showTownSelection(LOCPLINT->localState->getCurrentTown());
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return;
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}
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showGameStatus();//FIXME: may be incorrect but shouldn't happen in general
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}
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void CInfoBar::tick(uint32_t msPassed)
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{
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assert(timerCounter > 0);
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if (msPassed >= timerCounter)
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{
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timerCounter = 0;
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removeUsedEvents(TIME);
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if(GH.windows().isTopWindow(adventureInt))
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popComponents(true);
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}
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else
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{
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timerCounter -= msPassed;
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}
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}
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void CInfoBar::clickReleased(const Point & cursorPosition, bool lastActivated)
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{
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timerCounter = 0;
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removeUsedEvents(TIME); //expiration trigger from just clicked element is not valid anymore
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if(state == HERO || state == TOWN)
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{
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if(lastActivated)
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showGameStatus();
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}
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else if(state == GAME)
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showDate();
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else
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popComponents(true);
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}
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void CInfoBar::showPopupWindow(const Point & cursorPosition)
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{
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CRClickPopup::createAndPush(CGI->generaltexth->allTexts[109]);
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}
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void CInfoBar::hover(bool on)
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{
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if(on)
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GH.statusbar()->write(CGI->generaltexth->zelp[292].first);
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else
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GH.statusbar()->clear();
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}
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CInfoBar::CInfoBar(const Rect & position)
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: CIntObject(LCLICK | SHOW_POPUP | HOVER, position.topLeft()),
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timerCounter(0),
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state(EMPTY),
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listener(settings.listen["gameTweaks"]["infoBarCreatureManagement"])
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{
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OBJECT_CONSTRUCTION;
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pos.w = position.w;
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pos.h = position.h;
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listener(std::bind(&CInfoBar::OnInfoBarCreatureManagementChanged, this));
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reset();
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}
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CInfoBar::CInfoBar(const Point & position): CInfoBar(Rect(position.x, position.y, width, height))
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{
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}
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void CInfoBar::OnInfoBarCreatureManagementChanged()
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{
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showSelection();
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}
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void CInfoBar::setTimer(uint32_t msToTrigger)
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{
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addUsedEvents(TIME);
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timerCounter = msToTrigger;
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}
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void CInfoBar::showDate()
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{
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OBJECT_CONSTRUCTION;
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playNewDaySound();
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state = DATE;
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visibleInfo = std::make_shared<VisibleDateInfo>();
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setTimer(3000); // confirmed to match H3
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redraw();
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}
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void CInfoBar::pushComponents(const std::vector<Component> & components, std::string message, int timer)
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{
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auto actualPush = [&](const std::vector<Component> & components, std::string message, int timer, size_t max){
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std::vector<Component> vect = components; //I do not know currently how to avoid copy here
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while(!vect.empty())
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{
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std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), max)};
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prepareComponents(sender, message, timer);
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vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), max));
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};
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};
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if(shouldPopAll)
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popAll();
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if(components.empty())
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prepareComponents(components, message, timer);
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else
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{
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std::array<std::pair<std::vector<Component>, int>, 10> reward_map;
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for(const auto & c : components)
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{
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switch(c.type)
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{
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case ComponentType::PRIM_SKILL:
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case ComponentType::EXPERIENCE:
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case ComponentType::LEVEL:
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case ComponentType::MANA:
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reward_map.at(0).first.push_back(c);
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reward_map.at(0).second = 8; //At most 8, cannot be more
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break;
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case ComponentType::NONE:
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case ComponentType::SEC_SKILL:
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reward_map.at(1).first.push_back(c);
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reward_map.at(1).second = 4; //At most 4
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break;
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case ComponentType::SPELL:
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reward_map.at(2).first.push_back(c);
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reward_map.at(2).second = 4; //At most 4
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break;
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case ComponentType::ARTIFACT:
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case ComponentType::SPELL_SCROLL:
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reward_map.at(3).first.push_back(c);
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reward_map.at(3).second = 4; //At most 4, too long names
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break;
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case ComponentType::CREATURE:
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reward_map.at(4).first.push_back(c);
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reward_map.at(4).second = 4; //At most 4, too long names
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break;
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case ComponentType::RESOURCE:
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case ComponentType::RESOURCE_PER_DAY:
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reward_map.at(5).first.push_back(c);
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reward_map.at(5).second = 7; //At most 7
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break;
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case ComponentType::MORALE:
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case ComponentType::LUCK:
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reward_map.at(6).first.push_back(c);
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reward_map.at(6).second = 2; //At most 2 - 1 for morale + 1 for luck
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break;
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case ComponentType::BUILDING:
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reward_map.at(7).first.push_back(c);
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reward_map.at(7).second = 1; //At most 1 - only large icons available AFAIK
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break;
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case ComponentType::HERO_PORTRAIT:
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reward_map.at(8).first.push_back(c);
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reward_map.at(8).second = 1; //I do not think than we even can get more than 1 hero
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break;
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case ComponentType::FLAG:
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reward_map.at(9).first.push_back(c);
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reward_map.at(9).second = 1; //I do not think than we even can get more than 1 player in notification
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break;
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default:
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logGlobal->warn("Invalid component received!");
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}
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}
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for(const auto & kv : reward_map)
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if(!kv.first.empty())
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actualPush(kv.first, message, timer, kv.second);
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}
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popComponents();
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}
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void CInfoBar::prepareComponents(const std::vector<Component> & components, std::string message, int timer)
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{
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auto imageH = CMessage::getEstimatedComponentHeight(components.size()) + (components.empty() ? 0 : 2 * CInfoBar::offset);
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auto textH = CMessage::guessHeight(message,CInfoBar::data_width - 2 * CInfoBar::offset, FONT_SMALL);
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auto tinyH = CMessage::guessHeight(message,CInfoBar::data_width - 2 * CInfoBar::offset, FONT_TINY);
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auto header = CMessage::guessHeader(message);
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auto headerH = CMessage::guessHeight(header, CInfoBar::data_width - 2 * CInfoBar::offset, FONT_SMALL);
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auto headerTinyH = CMessage::guessHeight(header, CInfoBar::data_width - 2 * CInfoBar::offset, FONT_TINY);
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// Order matters - priority form should be chosen first
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if(imageH + textH < CInfoBar::data_height)
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pushComponents(components, message, textH, false, timer);
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else if(imageH + tinyH < CInfoBar::data_height)
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pushComponents(components, message, tinyH, true, timer);
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else if(imageH + headerH < CInfoBar::data_height)
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pushComponents(components, header, headerH, false, timer);
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else if(imageH + headerTinyH < CInfoBar::data_height)
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pushComponents(components, header, headerTinyH, true, timer);
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else
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pushComponents(components, "", 0, false, timer);
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return;
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}
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void CInfoBar::requestPopAll()
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{
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shouldPopAll = true;
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}
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void CInfoBar::popAll()
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{
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componentsQueue = {};
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shouldPopAll = false;
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}
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void CInfoBar::popComponents(bool remove)
|
|
{
|
|
OBJECT_CONSTRUCTION;
|
|
if(remove && !componentsQueue.empty())
|
|
componentsQueue.pop();
|
|
if(!componentsQueue.empty())
|
|
{
|
|
state = COMPONENT;
|
|
const auto & extracted = componentsQueue.front();
|
|
visibleInfo = std::make_shared<VisibleComponentInfo>(extracted.first);
|
|
setTimer(extracted.second);
|
|
redraw();
|
|
return;
|
|
}
|
|
showSelection();
|
|
}
|
|
|
|
void CInfoBar::pushComponents(const std::vector<Component> & comps, std::string message, int textH, bool tiny, int timer)
|
|
{
|
|
OBJECT_CONSTRUCTION;
|
|
componentsQueue.emplace(VisibleComponentInfo::Cache(comps, message, textH, tiny), timer);
|
|
}
|
|
|
|
bool CInfoBar::showingComponents()
|
|
{
|
|
return state == COMPONENT;
|
|
}
|
|
|
|
void CInfoBar::startEnemyTurn(PlayerColor color)
|
|
{
|
|
OBJECT_CONSTRUCTION;
|
|
state = AITURN;
|
|
visibleInfo = std::make_shared<VisibleEnemyTurnInfo>(color);
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::showHeroSelection(const CGHeroInstance * hero)
|
|
{
|
|
OBJECT_CONSTRUCTION;
|
|
if(!hero)
|
|
{
|
|
reset();
|
|
}
|
|
else
|
|
{
|
|
state = HERO;
|
|
visibleInfo = std::make_shared<VisibleHeroInfo>(hero);
|
|
}
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::showTownSelection(const CGTownInstance * town)
|
|
{
|
|
OBJECT_CONSTRUCTION;
|
|
if(!town)
|
|
{
|
|
reset();
|
|
}
|
|
else
|
|
{
|
|
state = TOWN;
|
|
visibleInfo = std::make_shared<VisibleTownInfo>(town);
|
|
}
|
|
redraw();
|
|
}
|
|
|
|
void CInfoBar::showGameStatus()
|
|
{
|
|
OBJECT_CONSTRUCTION;
|
|
state = GAME;
|
|
visibleInfo = std::make_shared<VisibleGameStatusInfo>();
|
|
setTimer(3000);
|
|
redraw();
|
|
}
|
|
|