mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
10fc1892a8
- renamed CAdventureMapButton to more expectable CButton - merged CButtonBase into CButton - created more generic class for clickable elements - created more generic class for selectable elements - renamed CHighlightableButton to CToggleButton - renamed CHighlightableButtonsGrous to CToggleGroup - minimized differences between API of all these classes - removed all but one contructors in buttons, with same parameters across all classes
344 lines
9.2 KiB
C++
344 lines
9.2 KiB
C++
#pragma once
|
|
|
|
#include "ObjectLists.h"
|
|
#include "../../lib/FunctionList.h"
|
|
|
|
class CArmedInstance;
|
|
class CShowableAnim;
|
|
class CGGarrison;
|
|
class CGObjectInstance;
|
|
class CGHeroInstance;
|
|
class CGTownInstance;
|
|
class CButton;
|
|
struct Component;
|
|
struct InfoAboutArmy;
|
|
struct InfoAboutHero;
|
|
struct InfoAboutTown;
|
|
|
|
/*
|
|
* CAdventureMapClasses.h, 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
|
|
*
|
|
*/
|
|
|
|
/// Base UI Element for hero\town lists
|
|
class CList : public CIntObject
|
|
{
|
|
protected:
|
|
class CListItem : public CIntObject
|
|
{
|
|
CList * parent;
|
|
CIntObject * selection;
|
|
public:
|
|
CListItem(CList * parent);
|
|
~CListItem();
|
|
|
|
void clickRight(tribool down, bool previousState);
|
|
void clickLeft(tribool down, bool previousState);
|
|
void hover(bool on);
|
|
void onSelect(bool on);
|
|
|
|
/// create object with selection rectangle
|
|
virtual CIntObject * genSelection()=0;
|
|
/// reaction on item selection (e.g. enable selection border)
|
|
/// NOTE: item may be deleted in selected state
|
|
virtual void select(bool on)=0;
|
|
/// open item (town or hero screen)
|
|
virtual void open()=0;
|
|
/// show right-click tooltip
|
|
virtual void showTooltip()=0;
|
|
/// get hover text for status bar
|
|
virtual std::string getHoverText()=0;
|
|
};
|
|
|
|
CListBox * list;
|
|
const size_t size;
|
|
|
|
/**
|
|
* @brief CList - protected constructor
|
|
* @param size - maximal amount of visible at once items
|
|
* @param position - cordinates
|
|
* @param btnUp - path to image to use as top button
|
|
* @param btnDown - path to image to use as bottom button
|
|
* @param listAmount - amount of items in the list
|
|
* @param helpUp - index in zelp.txt for button help tooltip
|
|
* @param helpDown - index in zelp.txt for button help tooltip
|
|
* @param create - function for creating items in listbox
|
|
* @param destroy - function for deleting items in listbox
|
|
*/
|
|
CList(int size, Point position, std::string btnUp, std::string btnDown, size_t listAmount, int helpUp, int helpDown,
|
|
CListBox::CreateFunc create, CListBox::DestroyFunc destroy = CListBox::DestroyFunc());
|
|
|
|
//for selection\deselection
|
|
CListItem *selected;
|
|
void select(CListItem * which);
|
|
friend class CListItem;
|
|
|
|
/// should be called when list is invalidated
|
|
void update();
|
|
|
|
public:
|
|
|
|
CButton * scrollUp;
|
|
CButton * scrollDown;
|
|
|
|
/// functions that will be called when selection changes
|
|
CFunctionList<void()> onSelect;
|
|
|
|
/// return index of currently selected element
|
|
int getSelectedIndex();
|
|
|
|
/// set of methods to switch selection
|
|
void selectIndex(int which);
|
|
void selectNext();
|
|
void selectPrev();
|
|
};
|
|
|
|
/// List of heroes which is shown at the right of the adventure map screen
|
|
class CHeroList : public CList
|
|
{
|
|
/// Empty hero item used as placeholder for unused entries in list
|
|
class CEmptyHeroItem : public CIntObject
|
|
{
|
|
public:
|
|
CEmptyHeroItem();
|
|
};
|
|
|
|
class CHeroItem : public CListItem
|
|
{
|
|
CAnimImage * movement;
|
|
CAnimImage * mana;
|
|
CAnimImage * portrait;
|
|
public:
|
|
const CGHeroInstance * const hero;
|
|
|
|
CHeroItem(CHeroList *parent, const CGHeroInstance * hero);
|
|
|
|
CIntObject * genSelection();
|
|
void update();
|
|
void select(bool on);
|
|
void open();
|
|
void showTooltip();
|
|
std::string getHoverText();
|
|
};
|
|
|
|
CIntObject * createHeroItem(size_t index);
|
|
public:
|
|
/**
|
|
* @brief CHeroList
|
|
* @param size, position, btnUp, btnDown @see CList::CList
|
|
*/
|
|
CHeroList(int size, Point position, std::string btnUp, std::string btnDown);
|
|
|
|
/// Select specific hero and scroll if needed
|
|
void select(const CGHeroInstance * hero = nullptr);
|
|
|
|
/// Update hero. Will add or remove it from the list if needed
|
|
void update(const CGHeroInstance * hero = nullptr);
|
|
};
|
|
|
|
/// List of towns which is shown at the right of the adventure map screen or in the town screen
|
|
class CTownList : public CList
|
|
{
|
|
class CTownItem : public CListItem
|
|
{
|
|
CAnimImage * picture;
|
|
public:
|
|
const CGTownInstance * const town;
|
|
|
|
CTownItem(CTownList *parent, const CGTownInstance * town);
|
|
|
|
CIntObject * genSelection();
|
|
void update();
|
|
void select(bool on);
|
|
void open();
|
|
void showTooltip();
|
|
std::string getHoverText();
|
|
};
|
|
|
|
CIntObject * createTownItem(size_t index);
|
|
public:
|
|
/**
|
|
* @brief CTownList
|
|
* @param size, position, btnUp, btnDown @see CList::CList
|
|
*/
|
|
CTownList(int size, Point position, std::string btnUp, std::string btnDown);
|
|
|
|
/// Select specific town and scroll if needed
|
|
void select(const CGTownInstance * town = nullptr);
|
|
|
|
/// Update town. Will add or remove it from the list if needed
|
|
void update(const CGTownInstance * town = nullptr);
|
|
};
|
|
|
|
class CMinimap;
|
|
|
|
class CMinimapInstance : public CIntObject
|
|
{
|
|
CMinimap *parent;
|
|
SDL_Surface * minimap;
|
|
int level;
|
|
|
|
//get color of selected tile on minimap
|
|
const SDL_Color & getTileColor(const int3 & pos);
|
|
|
|
void blitTileWithColor(const SDL_Color & color, const int3 & pos, SDL_Surface *to, int x, int y);
|
|
|
|
//draw minimap already scaled.
|
|
//result is not antialiased. Will result in "missing" pixels on huge maps (>144)
|
|
void drawScaled(int level);
|
|
public:
|
|
CMinimapInstance(CMinimap * parent, int level);
|
|
~CMinimapInstance();
|
|
|
|
void showAll(SDL_Surface *to);
|
|
void tileToPixels (const int3 &tile, int &x, int &y,int toX = 0, int toY = 0);
|
|
|
|
void refreshTile(const int3 &pos);
|
|
};
|
|
|
|
/// Minimap which is displayed at the right upper corner of adventure map
|
|
class CMinimap : public CIntObject
|
|
{
|
|
protected:
|
|
|
|
CPicture *aiShield; //the graphic displayed during AI turn
|
|
CMinimapInstance * minimap;
|
|
int level;
|
|
|
|
//to initialize colors
|
|
std::map<int, std::pair<SDL_Color, SDL_Color> > loadColors(std::string from);
|
|
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover (bool on);
|
|
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
|
|
|
|
void moveAdvMapSelection();
|
|
|
|
public:
|
|
// terrainID -> (normal color, blocked color)
|
|
const std::map<int, std::pair<SDL_Color, SDL_Color> > colors;
|
|
|
|
CMinimap(const Rect & position);
|
|
|
|
//should be called to invalidate whole map - different player or level
|
|
int3 translateMousePosition();
|
|
void update();
|
|
void setLevel(int level);
|
|
void setAIRadar(bool on);
|
|
|
|
void showAll(SDL_Surface * to);
|
|
|
|
void hideTile(const int3 &pos); //puts FoW
|
|
void showTile(const int3 &pos); //removes FoW
|
|
};
|
|
|
|
/// Info box which shows next week/day information, hold the current date
|
|
class CInfoBar : public CIntObject
|
|
{
|
|
//all visible information located in one object - for ease of replacing
|
|
class CVisibleInfo : public CIntObject
|
|
{
|
|
//list of objects that must be redrawed on each frame on a top of animation
|
|
std::list<CIntObject *> forceRefresh;
|
|
|
|
//the only part of gui we need to know about for updating - AI progress
|
|
CAnimImage *aiProgress;
|
|
|
|
std::string getNewDayName();
|
|
void playNewDaySound();
|
|
|
|
public:
|
|
CVisibleInfo(Point position);
|
|
|
|
void show(SDL_Surface *to);
|
|
|
|
//functions that must be called only once
|
|
void loadHero(const CGHeroInstance * hero);
|
|
void loadTown(const CGTownInstance * town);
|
|
void loadDay();
|
|
void loadEnemyTurn(PlayerColor player);
|
|
void loadGameStatus();
|
|
void loadComponent(const Component &comp, std::string message);
|
|
|
|
//can be called multiple times
|
|
void updateEnemyTurn(double progress);
|
|
};
|
|
|
|
enum EState
|
|
{
|
|
EMPTY, HERO, TOWN, DATE, GAME, AITURN, COMPONENT
|
|
};
|
|
|
|
CVisibleInfo * visibleInfo;
|
|
EState state;
|
|
//currently displayed object. May be null if state is not hero or town
|
|
const CGObjectInstance * currentObject;
|
|
|
|
//removes all information about current state, deactivates timer (if any)
|
|
void reset(EState newState);
|
|
|
|
void tick();
|
|
|
|
void clickLeft(tribool down, bool previousState);
|
|
void clickRight(tribool down, bool previousState);
|
|
void hover(bool on);
|
|
|
|
public:
|
|
CInfoBar(const Rect & pos);
|
|
|
|
/// show new day/week animation
|
|
void showDate();
|
|
|
|
/// show component for 3 seconds. Used to display picked up resources
|
|
void showComponent(const Component & comp, std::string message);
|
|
|
|
/// print enemy turn progress
|
|
void startEnemyTurn(PlayerColor color);
|
|
/// updates enemy turn.
|
|
/// NOTE: currently DISABLED. Check comments in CInfoBar::CVisibleInfo::loadEnemyTurn()
|
|
void updateEnemyTurn(double progress);
|
|
|
|
/// reset to default view - selected object
|
|
void showSelection();
|
|
|
|
/// show hero\town information
|
|
void showHeroSelection(const CGHeroInstance * hero);
|
|
void showTownSelection(const CGTownInstance * town);
|
|
|
|
/// for 3 seconds shows amount of town halls and players status
|
|
void showGameStatus();
|
|
};
|
|
|
|
class CInGameConsole : public CIntObject
|
|
{
|
|
private:
|
|
std::list< std::pair< std::string, int > > texts; //list<text to show, time of add>
|
|
boost::mutex texts_mx; // protects texts
|
|
std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work
|
|
int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1
|
|
int defaultTimeout; //timeout for new texts (in ms)
|
|
int maxDisplayedTexts; //hiw many texts can be displayed simultaneously
|
|
public:
|
|
std::string enteredText;
|
|
void show(SDL_Surface * to);
|
|
void print(const std::string &txt);
|
|
void keyPressed (const SDL_KeyboardEvent & key); //call-in
|
|
|
|
#ifndef VCMI_SDL1
|
|
void textInputed(const SDL_TextInputEvent & event) override;
|
|
void textEdited(const SDL_TextEditingEvent & event) override;
|
|
#endif // VCMI_SDL1
|
|
|
|
void startEnteringText();
|
|
void endEnteringText(bool printEnteredText);
|
|
void refreshEnteredText();
|
|
|
|
CInGameConsole(); //c-tor
|
|
};
|