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vcmi/client/windows/CQuestLog.cpp
Ivan Savenko ee7a573cb8 Refactoring of SDL API usage:
- Rect no longer inherits from SDL_Rect
- renamed vcmi functions that used SDL naming format
- moved all functions in SDL_Extensions file into CSDL_Ext namespace
- SDL_Rect is now used only by SDL_Extensions, all other code uses Rect
2023-01-20 16:11:43 +02:00

320 lines
8.5 KiB
C++

/*
* CQuestLog.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CQuestLog.h"
#include "CAdvmapInterface.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../Graphics.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../widgets/CComponent.h"
#include "../../CCallback.h"
#include "../../lib/CArtHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGameState.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/NetPacksBase.h"
#include "../../lib/mapObjects/CQuest.h"
VCMI_LIB_NAMESPACE_BEGIN
struct QuestInfo;
VCMI_LIB_NAMESPACE_END
class CAdvmapInterface;
void CQuestLabel::clickLeft(tribool down, bool previousState)
{
if (down)
callback();
}
void CQuestLabel::showAll(SDL_Surface * to)
{
CMultiLineLabel::showAll (to);
}
CQuestIcon::CQuestIcon (const std::string &defname, int index, int x, int y) :
CAnimImage(defname, index, 0, x, y)
{
addUsedEvents(LCLICK);
}
void CQuestIcon::clickLeft(tribool down, bool previousState)
{
if (down)
callback();
}
void CQuestIcon::showAll(SDL_Surface * to)
{
CSDL_Ext::CClipRectGuard guard(to, parent->pos);
CAnimImage::showAll(to);
}
CQuestMinimap::CQuestMinimap(const Rect & position)
: CMinimap(position),
currentQuest(nullptr)
{
}
void CQuestMinimap::addQuestMarks (const QuestInfo * q)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
icons.clear();
int3 tile;
if (q->obj)
tile = q->obj->pos;
else
tile = q->tile;
int x,y;
minimap->tileToPixels (tile, x, y);
if (level != tile.z)
setLevel(tile.z);
auto pic = std::make_shared<CQuestIcon>("VwSymbol.def", 3, x, y);
pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2));
pic->callback = std::bind (&CQuestMinimap::iconClicked, this);
icons.push_back(pic);
}
void CQuestMinimap::update()
{
CMinimap::update();
if(currentQuest)
addQuestMarks(currentQuest);
}
void CQuestMinimap::iconClicked()
{
if(currentQuest->obj)
adventureInt->centerOn (currentQuest->obj->pos);
//moveAdvMapSelection();
}
void CQuestMinimap::showAll(SDL_Surface * to)
{
CIntObject::showAll(to); // blitting IntObject directly to hide radar
// for (auto pic : icons)
// pic->showAll(to);
}
CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests)
: CWindowObject(PLAYER_COLORED | BORDERED, "questDialog"),
questIndex(0),
currentQuest(nullptr),
hideComplete(false),
quests(Quests)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
minimap = std::make_shared<CQuestMinimap>(Rect(12, 12, 169, 169));
// TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin
description = std::make_shared<CTextBox>("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE);
ok = std::make_shared<CButton>(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close, this), SDLK_RETURN);
// Both button and lable are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button
hideCompleteButton = std::make_shared<CToggleButton>(Point(10, 396), "sysopchk.def", CButton::tooltipLocalized("vcmi.questLog.hideComplete"), std::bind(&CQuestLog::toggleComplete, this, _1));
hideCompleteLabel = std::make_shared<CLabel>(46, 398, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->translate("vcmi.questLog.hideComplete.hover"));
slider = std::make_shared<CSlider>(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN);
recreateLabelList();
recreateQuestList(0);
}
void CQuestLog::recreateLabelList()
{
OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
labels.clear();
bool completeMissing = true;
int currentLabel = 0;
for (int i = 0; i < quests.size(); ++i)
{
// Quests with MISSION_NONE type don't have text for them and can't be displayed
if (quests[i].quest->missionType == CQuest::MISSION_NONE)
continue;
if (quests[i].quest->progress == CQuest::COMPLETE)
{
completeMissing = false;
if (hideComplete)
continue;
}
MetaString text;
quests[i].quest->getRolloverText (text, false);
if (quests[i].obj)
{
if (auto seersHut = dynamic_cast<const CGSeerHut *>(quests[i].obj))
{
MetaString toSeer;
toSeer << VLC->generaltexth->allTexts[347];
toSeer.addReplacement(seersHut->seerName);
text.addReplacement(toSeer.toString());
}
else
text.addReplacement(quests[i].obj->getObjectName()); //get name of the object
}
auto label = std::make_shared<CQuestLabel>(Rect(13, 195, 149,31), FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, text.toString());
label->disable();
label->callback = std::bind(&CQuestLog::selectQuest, this, i, currentLabel);
labels.push_back(label);
// Select latest active quest
if (quests[i].quest->progress != CQuest::COMPLETE)
selectQuest(i, currentLabel);
currentLabel = static_cast<int>(labels.size());
}
if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL
hideCompleteButton->block(true);
slider->setAmount(currentLabel);
if (currentLabel > QUEST_COUNT)
{
slider->block(false);
slider->moveToMax();
}
else
{
slider->block(true);
slider->moveToMin();
}
}
void CQuestLog::showAll(SDL_Surface * to)
{
CWindowObject::showAll(to);
if(questIndex >= 0 && questIndex < labels.size())
{
//TODO: use child object to selection rect
Rect rect = Rect::createAround(labels[questIndex]->pos, 1);
rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics
rect.w += 2;
CSDL_Ext::drawBorder(to, rect, Colors::METALLIC_GOLD);
}
}
void CQuestLog::recreateQuestList (int newpos)
{
for (int i = 0; i < labels.size(); ++i)
{
labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31);
if (i >= newpos && i < newpos + QUEST_COUNT)
labels[i]->enable();
else
labels[i]->disable();
}
minimap->update();
}
void CQuestLog::selectQuest(int which, int labelId)
{
questIndex = labelId;
currentQuest = &quests[which];
minimap->currentQuest = currentQuest;
MetaString text;
std::vector<Component> components;
currentQuest->quest->getVisitText (text, components, currentQuest->quest->isCustomFirst, true);
if(description->slider)
description->slider->moveToMin(); // scroll text to start position
description->setText(text.toString()); //TODO: use special log entry text
componentsBox.reset();
int componentsSize = static_cast<int>(components.size());
int descriptionHeight = DESCRIPTION_HEIGHT_MAX;
if(componentsSize)
{
descriptionHeight -= 15;
CComponent::ESize imageSize = CComponent::large;
switch (currentQuest->quest->missionType)
{
case CQuest::MISSION_ARMY:
{
if (componentsSize > 4)
descriptionHeight -= 195;
else
descriptionHeight -= 100;
break;
}
case CQuest::MISSION_ART:
{
if (componentsSize > 4)
descriptionHeight -= 190;
else
descriptionHeight -= 90;
break;
}
case CQuest::MISSION_PRIMARY_STAT:
case CQuest::MISSION_RESOURCES:
{
if (componentsSize > 4)
{
imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
descriptionHeight -= 140;
}
else
descriptionHeight -= 125;
break;
}
default:
descriptionHeight -= 115;
break;
}
OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
std::vector<std::shared_ptr<CComponent>> comps;
for(auto & component : components)
{
auto c = std::make_shared<CComponent>(component, imageSize);
comps.push_back(c);
}
componentsBox = std::make_shared<CComponentBox>(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight)));
}
description->resize(Point(385, descriptionHeight));
minimap->update();
redraw();
}
void CQuestLog::sliderMoved(int newpos)
{
recreateQuestList(newpos); //move components
redraw();
}
void CQuestLog::toggleComplete(bool on)
{
hideComplete = on;
recreateLabelList();
recreateQuestList(0);
redraw();
}