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https://github.com/vcmi/vcmi.git
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647b9c683f
- client/widgets for reusable GUI elements - client/windows for independent windows - client/gui for base GUI classes which should remain internal
211 lines
6.7 KiB
C++
211 lines
6.7 KiB
C++
#pragma once
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#include "CIntObjectClasses.h"
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#include "CComponent.h"
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/*
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* MiscWidgets.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 CCreatureAnim;
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class CComponent;
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class CGGarrison;
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class CSelectableComponent;
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class InfoAboutArmy;
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class CArmedInstance;
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class IBonusBearer;
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/// text + comp. + ok button
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class CInfoWindow : public CSimpleWindow
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{ //window able to delete its components when closed
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bool delComps; //whether comps will be deleted
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public:
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typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
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typedef std::vector<CComponent*> TCompsInfo;
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QueryID ID; //for identification
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CTextBox *text;
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std::vector<CAdventureMapButton *> buttons;
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std::vector<CComponent*> components;
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CSlider *slider;
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void setDelComps(bool DelComps);
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virtual void close();
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void sliderMoved(int to);
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CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static void showInfoDialog( const std::string & text, const std::vector<CComponent*> *components, bool DelComps = true, PlayerColor player = PlayerColor(1));
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static void showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const boost::function<void()> & onOk, bool delComps = true, PlayerColor player = PlayerColor(1));
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static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, PlayerColor player = PlayerColor(1));
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static CInfoWindow *create(const std::string &text, PlayerColor playerID = PlayerColor(1), const std::vector<CComponent*> *components = nullptr, bool DelComps = false);
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/// create text from title and description: {title}\n\n description
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static std::string genText(std::string title, std::string description);
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};
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/// popup displayed on R-click
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class CRClickPopup : public CIntObject
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{
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public:
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virtual void close();
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void clickRight(tribool down, bool previousState);
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CRClickPopup();
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virtual ~CRClickPopup(); //d-tor
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static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific);
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static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
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static void createAndPush(const std::string &txt, CComponent * component);
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static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
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};
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/// popup displayed on R-click
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class CRClickPopupInt : public CRClickPopup
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{
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public:
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IShowActivatable *inner;
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bool delInner;
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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CRClickPopupInt(IShowActivatable *our, bool deleteInt); //c-tor
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virtual ~CRClickPopupInt(); //d-tor
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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void close();
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void show(SDL_Surface * to);
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
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CInfoPopup(SDL_Surface * Bitmap = nullptr, bool Free = false); //default c-tor
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void init(int x, int y);
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~CInfoPopup(); //d-tor
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};
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/// popup on adventure map for town\hero objects
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class CInfoBoxPopup : public CWindowObject
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{
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Point toScreen(Point pos);
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public:
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CInfoBoxPopup(Point position, const CGTownInstance * town);
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CInfoBoxPopup(Point position, const CGHeroInstance * hero);
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CInfoBoxPopup(Point position, const CGGarrison * garr);
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};
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/// component selection window
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class CSelWindow : public CInfoWindow
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{ //warning - this window deletes its components by closing!
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public:
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void selectionChange(unsigned to);
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void madeChoice(); //looks for selected component and calls callback
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CSelWindow(const std::string& text, PlayerColor player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID); //c-tor
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CSelWindow(){}; //c-tor
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//notification - this class inherits important destructor from CInfoWindow
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};
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/// base class for hero/town/garrison tooltips
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class CArmyTooltip : public CIntObject
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{
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void init(const InfoAboutArmy &army);
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public:
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CArmyTooltip(Point pos, const InfoAboutArmy &army);
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CArmyTooltip(Point pos, const CArmedInstance * army);
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};
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/// Class for hero tooltip. Does not have any background!
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/// background for infoBox: ADSTATHR
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/// background for tooltip: HEROQVBK
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class CHeroTooltip : public CArmyTooltip
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{
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void init(const InfoAboutHero &hero);
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public:
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CHeroTooltip(Point pos, const InfoAboutHero &hero);
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CHeroTooltip(Point pos, const CGHeroInstance * hero);
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};
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/// Class for town tooltip. Does not have any background!
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/// background for infoBox: ADSTATCS
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/// background for tooltip: TOWNQVBK
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class CTownTooltip : public CArmyTooltip
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{
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void init(const InfoAboutTown &town);
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public:
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CTownTooltip(Point pos, const InfoAboutTown &town);
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CTownTooltip(Point pos, const CGTownInstance * town);
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};
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/// draws picture with creature on background, use Animated=true to get animation
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class CCreaturePic : public CIntObject
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{
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private:
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CPicture *bg;
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CCreatureAnim *anim; //displayed animation
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public:
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CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
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};
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/// Resource bar like that at the bottom of the adventure map screen
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class CMinorResDataBar : public CIntObject
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{
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public:
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SDL_Surface *bg; //background bitmap
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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CMinorResDataBar(); //c-tor
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~CMinorResDataBar(); //d-tor
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};
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class MoraleLuckBox : public LRClickableAreaWTextComp
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{
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CAnimImage *image;
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public:
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bool morale; //true if morale, false if luck
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bool small;
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void set(const IBonusBearer *node);
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MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
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};
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/// Opens hero window by left-clicking on it
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class CHeroArea: public CIntObject
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{
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const CGHeroInstance * hero;
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public:
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CHeroArea(int x, int y, const CGHeroInstance * _hero);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void hover(bool on);
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};
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/// Opens town screen by left-clicking on it
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class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
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{
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public:
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const CGTownInstance * town;
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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LRClickableAreaOpenTown();
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};
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