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vcmi/client/adventureMap/CInfoBar.h

196 lines
5.0 KiB
C++

/*
* CInfoBar.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
*
*/
#pragma once
#include "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGTownInstance;
struct Component;
class PlayerColor;
VCMI_LIB_NAMESPACE_END
class CAnimImage;
class CShowableAnim;
class CComponent;
class CComponentBox;
class CHeroTooltip;
class CTownTooltip;
class CLabel;
class CTextBox;
/// Info box which shows next week/day information, hold the current date
class CInfoBar : public CIntObject
{
private:
/// Infobar actually have a fixed size
/// Declare before to compute correct size of widgets
static constexpr int width = 192;
static constexpr int height = 192;
static constexpr int offset = 4;
//all visible information located in one object - for ease of replacing
class CVisibleInfo : public CIntObject
{
public:
static constexpr int offset_x = 8;
static constexpr int offset_y = 12;
void show(SDL_Surface * to) override;
protected:
std::shared_ptr<CPicture> background;
std::list<std::shared_ptr<CIntObject>> forceRefresh;
CVisibleInfo();
};
static constexpr int data_width = width - 2 * CVisibleInfo::offset_x;
static constexpr int data_height = height - 2 * CVisibleInfo::offset_y;
class EmptyVisibleInfo : public CVisibleInfo
{
public:
EmptyVisibleInfo();
};
class VisibleHeroInfo : public CVisibleInfo
{
std::shared_ptr<CHeroTooltip> heroTooltip;
public:
VisibleHeroInfo(const CGHeroInstance * hero);
};
class VisibleTownInfo : public CVisibleInfo
{
std::shared_ptr<CTownTooltip> townTooltip;
public:
VisibleTownInfo(const CGTownInstance * town);
};
class VisibleDateInfo : public CVisibleInfo
{
std::shared_ptr<CShowableAnim> animation;
std::shared_ptr<CLabel> label;
std::string getNewDayName();
public:
VisibleDateInfo();
};
class VisibleEnemyTurnInfo : public CVisibleInfo
{
std::shared_ptr<CAnimImage> banner;
std::shared_ptr<CShowableAnim> glass;
std::shared_ptr<CShowableAnim> sand;
public:
VisibleEnemyTurnInfo(PlayerColor player);
};
class VisibleGameStatusInfo : public CVisibleInfo
{
std::shared_ptr<CLabel> allyLabel;
std::shared_ptr<CLabel> enemyLabel;
std::vector<std::shared_ptr<CAnimImage>> flags;
std::vector<std::shared_ptr<CAnimImage>> hallIcons;
std::vector<std::shared_ptr<CLabel>> hallLabels;
public:
VisibleGameStatusInfo();
};
class VisibleComponentInfo : public CVisibleInfo
{
std::shared_ptr<CComponentBox> comps;
std::shared_ptr<CTextBox> text;
public:
struct Cache
{
std::vector<Component> compsToDisplay;
std::string message;
int textH;
bool tiny;
Cache(std::vector<Component> comps, std::string msg, int textH, bool tiny):
compsToDisplay(std::move(comps)),
message(std::move(msg)),
textH(textH),
tiny(tiny)
{}
};
VisibleComponentInfo(const Cache & c): VisibleComponentInfo(c.compsToDisplay, c.message, c.textH, c.tiny) {}
VisibleComponentInfo(const std::vector<Component> & compsToDisplay, std::string message, int textH, bool tiny);
};
enum EState
{
EMPTY, HERO, TOWN, DATE, GAME, AITURN, COMPONENT
};
std::shared_ptr<CVisibleInfo> visibleInfo;
EState state;
uint32_t timerCounter;
bool shouldPopAll = false;
std::queue<std::pair<VisibleComponentInfo::Cache, int>> componentsQueue;
//private helper for showing components
void showComponents(const std::vector<Component> & comps, std::string message, int textH, bool tiny, int timer);
void pushComponents(const std::vector<Component> & comps, std::string message, int textH, bool tiny, int timer);
void prepareComponents(const std::vector<Component> & comps, std::string message, int timer);
void popComponents(bool remove = false);
//removes all information about current state, deactivates timer (if any)
void reset();
void tick(uint32_t msPassed) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void hover(bool on) override;
void playNewDaySound();
void setTimer(uint32_t msToTrigger);
public:
CInfoBar(const Rect & pos);
CInfoBar(const Point & pos);
/// show new day/week animation
void showDate();
/// show components for 3 seconds. Used to display picked up resources. Can display up to 8 components
void pushComponents(const std::vector<Component> & comps, std::string message, int timer = 3000);
/// Remove all queued components
void popAll();
/// Request infobar to pop all after next InfoWindow arrives.
void requestPopAll();
/// print enemy turn progress
void startEnemyTurn(PlayerColor color);
/// 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();
/// check if infobar is showed something about pickups
bool showingComponents();
};