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vcmi/client/widgets/Buttons.h
Andrey Filipenkov ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00

280 lines
8.8 KiB
C++

/*
* Buttons.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"
#include "../gui/SDL_Extensions.h"
#include "../../lib/FunctionList.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace config
{
struct ButtonInfo;
}
VCMI_LIB_NAMESPACE_END
struct SDL_Surface;
struct Rect;
class CAnimImage;
class CLabel;
class CAnimation;
/// Typical Heroes 3 button which can be inactive or active and can
/// hold further information if you right-click it
class CButton : public CKeyShortcut
{
CFunctionList<void()> callback;
public:
enum ButtonState
{
NORMAL=0,
PRESSED=1,
BLOCKED=2,
HIGHLIGHTED=3
};
private:
std::vector<std::string> imageNames;//store list of images that can be used by this button
size_t currentImage;
ButtonState state;//current state of button from enum
std::array<int, 4> stateToIndex; // mapping of button state to index of frame in animation
std::array<std::string, 4> hoverTexts; //texts for statusbar, if empty - first entry will be used
std::array<boost::optional<SDL_Color>, 4> stateToBorderColor; // mapping of button state to border color
std::string helpBox; //for right-click help
std::shared_ptr<CAnimImage> image; //image for this button
std::shared_ptr<CIntObject> overlay;//object-overlay, can be null
bool animateLonelyFrame = false;
protected:
void onButtonClicked(); // calls callback
void update();//to refresh button after image or text change
// internal method to change state. Public change can be done only via block()
void setState(ButtonState newState);
ButtonState getState();
public:
bool actOnDown,//runs when mouse is pressed down over it, not when up
hoverable,//if true, button will be highlighted when hovered (e.g. main menu)
soundDisabled;
// sets border color for each button state;
// if it's set, the button will have 1-px border around it with this color
void setBorderColor(boost::optional<SDL_Color> normalBorderColor,
boost::optional<SDL_Color> pressedBorderColor,
boost::optional<SDL_Color> blockedBorderColor,
boost::optional<SDL_Color> highlightedBorderColor);
// sets the same border color for all button states.
void setBorderColor(boost::optional<SDL_Color> borderColor);
/// adds one more callback to on-click actions
void addCallback(std::function<void()> callback);
/// adds overlay on top of button image. Only one overlay can be active at once
void addOverlay(std::shared_ptr<CIntObject> newOverlay);
void addTextOverlay(const std::string & Text, EFonts font, SDL_Color color = Colors::WHITE);
void addImage(std::string filename);
void addHoverText(ButtonState state, std::string text);
void setImageOrder(int state1, int state2, int state3, int state4);
void setAnimateLonelyFrame(bool agreement);
void block(bool on);
/// State modifiers
bool isBlocked();
bool isHighlighted();
/// Constructor
CButton(Point position, const std::string & defName, const std::pair<std::string, std::string> & help,
CFunctionList<void()> Callback = 0, int key=0, bool playerColoredButton = false );
/// Appearance modifiers
void setIndex(size_t index, bool playerColoredButton=false);
void setImage(std::shared_ptr<CAnimation> anim, bool playerColoredButton=false, int animFlags=0);
void setPlayerColor(PlayerColor player);
/// CIntObject overrides
void clickRight(tribool down, bool previousState) override;
void clickLeft(tribool down, bool previousState) override;
void hover (bool on) override;
void showAll(SDL_Surface * to) override;
/// generates tooltip that can be passed into constructor
static std::pair<std::string, std::string> tooltip();
static std::pair<std::string, std::string> tooltip(const JsonNode & localizedTexts);
static std::pair<std::string, std::string> tooltip(const std::string & hover, const std::string & help = "");
};
class CToggleBase
{
CFunctionList<void(bool)> callback;
protected:
bool selected;
// internal method for overrides
virtual void doSelect(bool on);
// returns true if toggle can change its state
bool canActivate();
public:
/// if set to false - button can not be deselected normally
bool allowDeselection;
CToggleBase(CFunctionList<void(bool)> callback);
virtual ~CToggleBase();
/// Changes selection to "on", and calls callback
void setSelected(bool on);
void addCallback(std::function<void(bool)> callback);
/// Set whether the toggle is currently enabled for user to use, this is only inplemented in ToggleButton, not for other toggles yet.
virtual void setEnabled(bool enabled);
};
/// A button which can be selected/deselected, checkbox
class CToggleButton : public CButton, public CToggleBase
{
void doSelect(bool on) override;
void setEnabled(bool enabled) override;
public:
CToggleButton(Point position, const std::string &defName, const std::pair<std::string, std::string> &help,
CFunctionList<void(bool)> Callback = 0, int key=0, bool playerColoredButton = false );
void clickLeft(tribool down, bool previousState) override;
// bring overrides into scope
//using CButton::addCallback;
using CToggleBase::addCallback;
};
class CToggleGroup : public CIntObject
{
CFunctionList<void(int)> onChange; //called when changing selected button with new button's id
int selectedID;
void selectionChanged(int to);
public:
std::map<int, std::shared_ptr<CToggleBase>> buttons;
CToggleGroup(const CFunctionList<void(int)> & OnChange);
void addCallback(std::function<void(int)> callback);
void resetCallback();
/// add one toggle/button into group
void addToggle(int index, std::shared_ptr<CToggleBase> button);
/// Changes selection to specific value. Will select toggle with this ID, if present
void setSelected(int id);
/// in some cases, e.g. LoadGame difficulty selection, after refreshing the UI, the ToggleGroup should
/// reset all of it's child buttons to BLOCK state, then make selection again
void setSelectedOnly(int id);
};
/// A typical slider for volume with an animated indicator
class CVolumeSlider : public CIntObject
{
int value;
CFunctionList<void(int)> onChange;
std::shared_ptr<CAnimImage> animImage;
const std::pair<std::string, std::string> * const helpHandlers;
void setVolume(const int v);
public:
/// @param position coordinates of slider
/// @param defName name of def animation for slider
/// @param value initial value for volume
/// @param help pointer to first helptext of slider
CVolumeSlider(const Point & position, const std::string & defName, const int value,
const std::pair<std::string, std::string> * const help);
void moveTo(int id);
void addCallback(std::function<void(int)> callback);
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void wheelScrolled(bool down, bool in) override;
};
/// A typical slider which can be orientated horizontally/vertically.
class CSlider : public CIntObject
{
//if vertical then left=up
std::shared_ptr<CButton> left;
std::shared_ptr<CButton> right;
std::shared_ptr<CButton> slider;
int capacity;//how many elements can be active at same time (e.g. hero list = 5)
int positions; //number of highest position (0 if there is only one)
bool horizontal;
int amount; //total amount of elements (e.g. hero list = 0-8)
int value; //first active element
int scrollStep; // how many elements will be scrolled via one click, default = 1
CFunctionList<void(int)> moved;
void updateSliderPos();
void sliderClicked();
public:
enum EStyle
{
BROWN,
BLUE
};
void block(bool on);
/// Controls how many items wil be scrolled via one click
void setScrollStep(int to);
/// Value modifiers
void moveLeft();
void moveRight();
void moveTo(int value);
void moveBy(int amount);
void moveToMin();
void moveToMax();
/// Amount modifier
void setAmount(int to);
/// Accessors
int getAmount();
int getValue();
void addCallback(std::function<void(int)> callback);
void keyPressed(const SDL_KeyboardEvent & key) override;
void wheelScrolled(bool down, bool in) override;
void clickLeft(tribool down, bool previousState) override;
void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
void showAll(SDL_Surface * to) override;
/// @param position coordinates of slider
/// @param length length of slider ribbon, including left/right buttons
/// @param Moved function that will be called whenever slider moves
/// @param Capacity maximal number of visible at once elements
/// @param Amount total amount of elements, including not visible
/// @param Value starting position
CSlider(Point position, int length, std::function<void(int)> Moved, int Capacity, int Amount,
int Value=0, bool Horizontal=true, EStyle style = BROWN);
~CSlider();
};