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