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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/client/windows/GUIClasses.h
Ivan Savenko 9fbeacb688 Fix possible memory corruption in video player
Fixes two bugs, one was definitely happening, and 2nd one that is causing
undefined behavior and may work only in some std implementations

- VideoPlayer would attempt to access subtitles widget after VideoPlayer
itself was destroyed in onPlaybackFinished call
- std::function was destroyed from a function that is being called by
it. Replaced with 1-method interface to avoid usage of std::function in
this scenario
2024-12-07 15:37:03 +00:00

530 lines
16 KiB
C++

/*
* GUIClasses.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 "CWindowObject.h"
#include "../lib/ResourceSet.h"
#include "../widgets/Images.h"
#include "../widgets/IVideoHolder.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
class CGDwelling;
class IMarket;
VCMI_LIB_NAMESPACE_END
class CButton;
class LRClickableArea;
class CreatureCostBox;
class CCreaturePic;
class CMinorResDataBar;
class MoraleLuckBox;
class CHeroArea;
class CSlider;
class CComponentBox;
class CTextInput;
class CListBox;
class CLabelGroup;
class CGStatusBar;
class CTextBox;
class CGarrisonInt;
class CGarrisonSlot;
class CHeroArea;
class CAnimImage;
class CFilledTexture;
class IImage;
class VideoWidget;
class VideoWidgetOnce;
class GraphicalPrimitiveCanvas;
class TransparentFilledRectangle;
class CSecSkillPlace;
enum class EUserEvent;
/// Recruitment window where you can recruit creatures
class CRecruitmentWindow : public CStatusbarWindow
{
class CCreatureCard : public CIntObject, public std::enable_shared_from_this<CCreatureCard>
{
CRecruitmentWindow * parent;
std::shared_ptr<CCreaturePic> animation;
bool selected;
public:
const CCreature * creature;
si32 amount;
void select(bool on);
CCreatureCard(CRecruitmentWindow * window, const CCreature * crea, int totalAmount);
void clickPressed(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
void showAll(Canvas & to) override;
};
std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
std::function<void()> onClose;
int level;
const CArmedInstance * dst;
std::shared_ptr<CCreatureCard> selected;
std::vector<std::shared_ptr<CCreatureCard>> cards;
std::shared_ptr<CSlider> slider;
std::shared_ptr<CButton> maxButton;
std::shared_ptr<CButton> buyButton;
std::shared_ptr<CButton> cancelButton;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> availableValue;
std::shared_ptr<CLabel> toRecruitValue;
std::shared_ptr<CLabel> availableTitle;
std::shared_ptr<CLabel> toRecruitTitle;
std::shared_ptr<CreatureCostBox> costPerTroopValue;
std::shared_ptr<CreatureCostBox> totalCostValue;
void select(std::shared_ptr<CCreatureCard> card);
void buy();
void sliderMoved(int to);
void showAll(Canvas & to) override;
public:
const CGDwelling * const dwelling;
CRecruitmentWindow(const CGDwelling * Dwelling, int Level, const CArmedInstance * Dst, const std::function<void(CreatureID,int)> & Recruit, const std::function<void()> & onClose, int y_offset = 0);
void availableCreaturesChanged();
void close() override;
};
/// Split window where creatures can be split up into two single unit stacks
class CSplitWindow : public CWindowObject
{
std::function<void(int, int)> callback;
int leftAmount;
int rightAmount;
int leftMin;
int rightMin;
std::shared_ptr<CLabel> title;
std::shared_ptr<CSlider> slider;
std::shared_ptr<CCreaturePic> animLeft;
std::shared_ptr<CCreaturePic> animRight;
std::shared_ptr<CButton> ok;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CTextInput> leftInput;
std::shared_ptr<CTextInput> rightInput;
void setAmountText(std::string text, bool left);
void setAmount(int value, bool left);
void sliderMoved(int value);
void apply();
public:
/**
* creature - displayed creature
* callback(leftAmount, rightAmount) - function to call on close
* leftMin, rightMin - minimal amount of creatures in each stack
* leftAmount, rightAmount - amount of creatures in each stack
*/
CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback, int leftMin, int rightMin, int leftAmount, int rightAmount);
};
/// Raised up level window where you can select one out of two skills
class CLevelWindow : public CWindowObject
{
std::shared_ptr<CHeroArea> portrait;
std::shared_ptr<CButton> ok;
std::shared_ptr<CLabel> mainTitle;
std::shared_ptr<CLabel> levelTitle;
std::shared_ptr<CAnimImage> skillIcon;
std::shared_ptr<CLabel> skillValue;
std::shared_ptr<CComponentBox> box; //skills to select
std::function<void(ui32)> cb;
void selectionChanged(unsigned to);
public:
CLevelWindow(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
void close() override;
};
/// Town portal, castle gate window
class CObjectListWindow : public CWindowObject
{
class CItem : public CIntObject
{
CObjectListWindow * parent;
std::shared_ptr<CLabel> text;
std::shared_ptr<CPicture> border;
std::shared_ptr<CPicture> icon;
public:
const size_t index;
CItem(CObjectListWindow * parent, size_t id, std::string text);
void select(bool on);
void clickPressed(const Point & cursorPosition) override;
void clickDouble(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
};
std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
std::shared_ptr<CIntObject> titleWidget;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> descr;
std::vector<std::shared_ptr<IImage>> images;
std::shared_ptr<CListBox> list;
std::shared_ptr<CButton> ok;
std::shared_ptr<CButton> exit;
std::shared_ptr<CTextInput> searchBox;
std::shared_ptr<TransparentFilledRectangle> searchBoxRectangle;
std::shared_ptr<CLabel> searchBoxDescription;
std::vector< std::pair<int, std::string> > items; //all items present in list
std::vector< std::pair<int, std::string> > itemsVisible; //visible items present in list
void init(std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, bool searchBoxEnabled);
void exitPressed();
public:
size_t selected;//index of currently selected item
std::function<void()> onExit;//optional exit callback
std::function<void(int)> onPopup;//optional popup callback
std::function<void(int)> onClicked;//optional if clicked on item callback
/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
/// Image can be nullptr
///item names will be taken from map objects
CObjectListWindow(const std::vector<int> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback, size_t initialSelection = 0, std::vector<std::shared_ptr<IImage>> images = {}, bool searchBoxEnabled = false);
CObjectListWindow(const std::vector<std::string> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback, size_t initialSelection = 0, std::vector<std::shared_ptr<IImage>> images = {}, bool searchBoxEnabled = false);
std::shared_ptr<CIntObject> genItem(size_t index);
void elementSelected();//call callback and close this window
void changeSelection(size_t which);
void keyPressed(EShortcut key) override;
};
class CTavernWindow : public CStatusbarWindow
{
std::function<void()> onWindowClosed;
public:
class HeroPortrait : public CIntObject
{
public:
std::string hoverName;
std::string description; // "XXX is a level Y ZZZ with N artifacts"
const CGHeroInstance * h;
std::function<void()> onChoose;
void clickPressed(const Point & cursorPosition) override;
void clickDouble(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
void hover (bool on) override;
HeroPortrait(int & sel, int id, int x, int y, const CGHeroInstance * H, std::function<void()> OnChoose = nullptr);
private:
int *_sel;
const int _id;
std::shared_ptr<CAnimImage> portrait;
};
class HeroSelector : public CWindowObject
{
public:
std::shared_ptr<CFilledTexture> background;
std::shared_ptr<CSlider> slider;
const int MAX_LINES = 18;
const int ELEM_PER_LINES = 16;
HeroSelector(std::map<HeroTypeID, CGHeroInstance*> InviteableHeroes, std::function<void(CGHeroInstance*)> OnChoose);
private:
std::map<HeroTypeID, CGHeroInstance*> inviteableHeroes;
std::function<void(CGHeroInstance*)> onChoose;
std::vector<std::shared_ptr<CAnimImage>> portraits;
std::vector<std::shared_ptr<LRClickableArea>> portraitAreas;
void recreate();
void sliderMove(int slidPos);
};
//recruitable heroes
std::shared_ptr<HeroPortrait> h1;
std::shared_ptr<HeroPortrait> h2; //recruitable heroes
int selected;//0 (left) or 1 (right)
int oldSelected;//0 (left) or 1 (right)
std::shared_ptr<CButton> thiefGuild;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CButton> recruit;
const CGObjectInstance * tavernObj;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> cost;
std::shared_ptr<CLabel> heroesForHire;
std::shared_ptr<CTextBox> heroDescription;
std::shared_ptr<VideoWidget> videoPlayer;
std::shared_ptr<CTextBox> rumor;
std::shared_ptr<CLabel> inviteHero;
std::shared_ptr<CAnimImage> inviteHeroImage;
std::shared_ptr<LRClickableArea> inviteHeroImageArea;
std::map<HeroTypeID, CGHeroInstance*> inviteableHeroes;
CGHeroInstance* heroToInvite;
void addInvite();
CTavernWindow(const CGObjectInstance * TavernObj, const std::function<void()> & onWindowClosed);
void close() override;
void recruitb();
void thievesguildb();
void show(Canvas & to) override;
};
/// Here you can buy ships
class CShipyardWindow : public CStatusbarWindow
{
std::shared_ptr<CPicture> bgWater;
std::shared_ptr<CShowableAnim> bgShip;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> costLabel;
std::shared_ptr<CAnimImage> woodPic;
std::shared_ptr<CAnimImage> goldPic;
std::shared_ptr<CLabel> woodCost;
std::shared_ptr<CLabel> goldCost;
std::shared_ptr<CButton> build;
std::shared_ptr<CButton> quit;
public:
CShipyardWindow(const TResources & cost, int state, BoatId boatType, const std::function<void()> & onBuy);
};
/// Creature transformer window
class CTransformerWindow : public CStatusbarWindow, public IGarrisonHolder
{
class CItem : public CIntObject
{
public:
int id;//position of creature in hero army
bool left;//position of the item
int size; //size of creature stack
CTransformerWindow * parent;
std::shared_ptr<CAnimImage> icon;
std::shared_ptr<CLabel> count;
void move();
void clickPressed(const Point & cursorPosition) override;
void update();
CItem(CTransformerWindow * parent, int size, int id);
};
const CArmedInstance * army;//object with army for transforming (hero or town)
const CGHeroInstance * hero;//only if we have hero in town
const IMarket * market;//market, town garrison is used if hero == nullptr
std::shared_ptr<CLabel> titleLeft;
std::shared_ptr<CLabel> titleRight;
std::shared_ptr<CTextBox> helpLeft;
std::shared_ptr<CTextBox> helpRight;
std::vector<std::shared_ptr<CItem>> items;
std::shared_ptr<CButton> all;
std::shared_ptr<CButton> convert;
std::shared_ptr<CButton> cancel;
std::function<void()> onWindowClosed;
public:
void makeDeal();
void addAll();
void close() override;
void updateGarrisons() override;
bool holdsGarrison(const CArmedInstance * army) override;
CTransformerWindow(const IMarket * _market, const CGHeroInstance * _hero, const std::function<void()> & onWindowClosed);
};
class CUniversityWindow final : public CStatusbarWindow, public IMarketHolder
{
class CItem final : public CIntObject
{
std::shared_ptr<CSecSkillPlace> skill;
std::shared_ptr<CPicture> topBar;
std::shared_ptr<CPicture> bottomBar;
std::shared_ptr<CLabel> name;
std::shared_ptr<CLabel> level;
public:
SecondarySkill ID;//id of selected skill
CUniversityWindow * parent;
void update();
CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
};
const CGHeroInstance * hero;
const IMarket * market;
std::vector<std::shared_ptr<CItem>> items;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CIntObject> titlePic;
std::shared_ptr<CLabel> title;
std::shared_ptr<CTextBox> clerkSpeech;
std::function<void()> onWindowClosed;
public:
CUniversityWindow(const CGHeroInstance * _hero, BuildingID building, const IMarket * _market, const std::function<void()> & onWindowClosed);
void makeDeal(SecondarySkill skill);
void close() override;
// IMarketHolder impl
void updateSecondarySkills() override;
};
/// Confirmation window for University
class CUnivConfirmWindow final : public CStatusbarWindow
{
std::shared_ptr<CTextBox> clerkSpeech;
std::shared_ptr<CLabel> name;
std::shared_ptr<CLabel> level;
std::shared_ptr<CAnimImage> icon;
CUniversityWindow * owner;
std::shared_ptr<CButton> confirm;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CAnimImage> costIcon;
std::shared_ptr<CLabel> cost;
void makeDeal(SecondarySkill skill);
public:
CUnivConfirmWindow(CUniversityWindow * PARENT, SecondarySkill SKILL, bool available);
};
/// Garrison window where you can take creatures out of the hero to place it on the garrison
class CGarrisonWindow : public CWindowObject, public IGarrisonHolder
{
std::shared_ptr<CLabel> title;
std::shared_ptr<CAnimImage> banner;
std::shared_ptr<CAnimImage> portrait;
std::shared_ptr<CGarrisonInt> garr;
public:
std::shared_ptr<CButton> quit;
CGarrisonWindow(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits);
void updateGarrisons() override;
bool holdsGarrison(const CArmedInstance * army) override;
};
/// Hill fort is the building where you can upgrade units
class CHillFortWindow : public CStatusbarWindow, public IGarrisonHolder
{
private:
enum class State { UNAFFORDABLE, ALREADY_UPGRADED, MAKE_UPGRADE, EMPTY, UNAVAILABLE };
static constexpr std::size_t slotsCount = 7;
//todo: mithril support
static constexpr std::size_t resCount = 7;
const CGObjectInstance * fort;
const CGHeroInstance * hero;
std::shared_ptr<CLabel> title;
std::shared_ptr<CHeroArea> heroPic;
std::array<std::shared_ptr<CAnimImage>, resCount> totalIcons;
std::array<std::shared_ptr<CLabel>, resCount> totalLabels;
std::array<std::shared_ptr<CButton>, slotsCount> upgrade;//upgrade single creature
std::array<State, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
//there is a place for only 2 resources per slot
std::array< std::array<std::shared_ptr<CAnimImage>, 2>, slotsCount> slotIcons;
std::array< std::array<std::shared_ptr<CLabel>, 2>, slotsCount> slotLabels;
std::shared_ptr<CButton> upgradeAll;
std::shared_ptr<CButton> quit;
std::shared_ptr<CGarrisonInt> garr;
std::string getDefForSlot(SlotID slot);
std::string getTextForSlot(SlotID slot);
void makeDeal(SlotID slot);//-1 for upgrading all creatures
State getState(SlotID slot);
public:
CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
void updateGarrisons() override;//update buttons after garrison changes
bool holdsGarrison(const CArmedInstance * army) override;
};
class CThievesGuildWindow : public CStatusbarWindow
{
const CGObjectInstance * owner;
std::shared_ptr<CButton> exitb;
std::shared_ptr<CMinorResDataBar> resdatabar;
std::vector<std::shared_ptr<CLabel>> rowHeaders;
std::vector<std::shared_ptr<CAnimImage>> columnBackgrounds;
std::vector<std::shared_ptr<CLabel>> columnHeaders;
std::vector<std::shared_ptr<CAnimImage>> cells;
std::vector<std::shared_ptr<CPicture>> banners;
std::vector<std::shared_ptr<CAnimImage>> bestHeroes;
std::vector<std::shared_ptr<CTextBox>> primSkillHeaders;
std::vector<std::shared_ptr<CLabel>> primSkillValues;
std::vector<std::shared_ptr<CAnimImage>> bestCreatures;
std::vector<std::shared_ptr<CLabel>> personalities;
public:
CThievesGuildWindow(const CGObjectInstance * _owner);
};
class VideoWindow : public CWindowObject, public IVideoHolder
{
std::shared_ptr<VideoWidgetOnce> videoPlayer;
std::shared_ptr<CFilledTexture> backgroundAroundWindow;
std::shared_ptr<GraphicalPrimitiveCanvas> blackBackground;
std::function<void(bool)> closeCb;
void onVideoPlaybackFinished() override;
void exit(bool skipped);
public:
VideoWindow(const VideoPath & video, const ImagePath & rim, bool showBackground, float scaleFactor, const std::function<void(bool)> & closeCb);
void clickPressed(const Point & cursorPosition) override;
void keyPressed(EShortcut key) override;
void notFocusedClick() override;
};