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111 lines
5.0 KiB
C++
111 lines
5.0 KiB
C++
#ifndef __ADVENTUREMAPBUTTON_H__
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#define __ADVENTUREMAPBUTTON_H__
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#include "FunctionList.h"
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#include <boost/bind.hpp>
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#include "GUIBase.h"
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/*
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* AdventureMapButton.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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namespace config{struct ButtonInfo;}
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class AdventureMapButton
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: public ClickableR, public Hoverable, public KeyShortcut, public CButtonBase
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{
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public:
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std::map<int,std::string> hoverTexts; //state -> text for statusbar
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std::string helpBox; //for right-click help
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CFunctionList<void()> callback;
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bool colorChange,
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actOnDown; //runs when mouse is pressed down over it, not when up
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ui8 blocked;
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void clickRight (boost::logic::tribool down);
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virtual void clickLeft (boost::logic::tribool down);
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void hover (bool on);
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void block(ui8 on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but doesn't delete)
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AdventureMapButton(); //c-tor
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AdventureMapButton( const std::map<int,std::string> &, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::pair<std::string, std::string> help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
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//AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );
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};
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class CHighlightableButton
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: public AdventureMapButton
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{
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public:
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CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0);
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bool selected, onlyOn;
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CFunctionList<void()> callback2; //when disselecting
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void select(bool on);
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void clickLeft (boost::logic::tribool down);
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};
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class CHighlightableButtonsGroup
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{
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public:
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CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
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std::vector<CHighlightableButton*> buttons;
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bool musicLike; //determines the behaviour of this group
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//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
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void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
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void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
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CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
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~CHighlightableButtonsGroup();
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void activate();
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void deactivate();
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void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
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void selectionChanged(int to);
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void show(SDL_Surface * to);
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};
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class CSlider : public IShowable, public MotionInterested, public ClickableL
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{
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public:
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AdventureMapButton left, right, slider; //if vertical then left=up
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int capacity,//how many elements can be active at same time
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amount, //how many elements
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value; //first active element
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bool horizontal, moving;
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CDefEssential *imgs ;
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boost::function<void(int)> moved;
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//void(T::*moved)(int to);
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//T* owner;
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void redrawSlider();
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void sliderClicked();
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void moveLeft();
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void clickLeft (boost::logic::tribool down);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void moveRight();
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void moveTo(int to);
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void block(bool on);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but doesn't delete)
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void show(SDL_Surface * to);
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CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
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int Value=0, bool Horizontal=true);
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~CSlider();
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};
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#endif // __ADVENTUREMAPBUTTON_H__
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