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vcmi/client/widgets/MiscWidgets.cpp
ArseniyShestakov a4c0ad94b1 Code style: remove default value hints in definitions (#342)
Some are outdated and this is something IDE are useful for.
2017-07-15 14:08:20 +03:00

463 lines
12 KiB
C++

/*
* MiscWidgets.cpp, 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
*
*/
#include "StdInc.h"
#include "MiscWidgets.h"
#include "CComponent.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CCursorHandler.h"
#include "../CBitmapHandler.h"
#include "../CPlayerInterface.h"
#include "../CMessage.h"
#include "../CGameInfo.h"
#include "../windows/CAdvmapInterface.h"
#include "../windows/CCastleInterface.h"
#include "../windows/InfoWindows.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CModHandler.h"
#include "../../lib/CGameState.h"
void CHoverableArea::hover (bool on)
{
if (on)
GH.statusbar->setText(hoverText);
else if (GH.statusbar->getText()==hoverText)
GH.statusbar->clear();
}
CHoverableArea::CHoverableArea()
{
addUsedEvents(HOVER);
}
CHoverableArea::~CHoverableArea()
{
}
void LRClickableAreaWText::clickLeft(tribool down, bool previousState)
{
if(!down && previousState && !text.empty())
{
LOCPLINT->showInfoDialog(text);
}
}
void LRClickableAreaWText::clickRight(tribool down, bool previousState)
{
if (!text.empty())
adventureInt->handleRightClick(text, down);
}
LRClickableAreaWText::LRClickableAreaWText()
{
init();
}
LRClickableAreaWText::LRClickableAreaWText(const Rect &Pos, const std::string &HoverText, const std::string &ClickText)
{
init();
pos = Pos + pos;
hoverText = HoverText;
text = ClickText;
}
LRClickableAreaWText::~LRClickableAreaWText()
{
}
void LRClickableAreaWText::init()
{
addUsedEvents(LCLICK | RCLICK | HOVER);
}
void LRClickableAreaWTextComp::clickLeft(tribool down, bool previousState)
{
if((!down) && previousState)
{
std::vector<CComponent*> comp(1, createComponent());
LOCPLINT->showInfoDialog(text, comp);
}
}
LRClickableAreaWTextComp::LRClickableAreaWTextComp(const Rect &Pos, int BaseType)
: LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1), type(-1)
{
}
CComponent * LRClickableAreaWTextComp::createComponent() const
{
if(baseType >= 0)
return new CComponent(CComponent::Etype(baseType), type, bonusValue);
else
return nullptr;
}
void LRClickableAreaWTextComp::clickRight(tribool down, bool previousState)
{
if(down)
{
if(CComponent *comp = createComponent())
{
CRClickPopup::createAndPush(text, CInfoWindow::TCompsInfo(1, comp));
return;
}
}
LRClickableAreaWText::clickRight(down, previousState); //only if with-component variant not occurred
}
CHeroArea::CHeroArea(int x, int y, const CGHeroInstance * _hero):hero(_hero)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
addUsedEvents(LCLICK | RCLICK | HOVER);
pos.x += x; pos.w = 58;
pos.y += y; pos.h = 64;
if (hero)
new CAnimImage("PortraitsLarge", hero->portrait);
}
void CHeroArea::clickLeft(tribool down, bool previousState)
{
if(hero && (!down) && previousState)
LOCPLINT->openHeroWindow(hero);
}
void CHeroArea::clickRight(tribool down, bool previousState)
{
if(hero && (!down) && previousState)
LOCPLINT->openHeroWindow(hero);
}
void CHeroArea::hover(bool on)
{
if (on && hero)
GH.statusbar->setText(hero->getObjectName());
else
GH.statusbar->clear();
}
void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
{
if(town && (!down) && previousState)
{
LOCPLINT->openTownWindow(town);
if ( type == 2 )
LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
else if ( type == 3 && town->fortLevel() )
LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
}
}
void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
{
if(town && (!down) && previousState)
LOCPLINT->openTownWindow(town);//TODO: popup?
}
LRClickableAreaOpenTown::LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town)
: LRClickableAreaWTextComp(Pos, -1), town(Town)
{
}
void CMinorResDataBar::show(SDL_Surface * to)
{
}
void CMinorResDataBar::showAll(SDL_Surface * to)
{
blitAt(bg,pos.x,pos.y,to);
for (Res::ERes i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
{
std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * i, pos.y + pos.h/2));
}
std::vector<std::string> temp;
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
std::string datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
graphics->fonts[FONT_SMALL]->renderTextCenter(to, CSDL_Ext::processStr(datetext,temp), Colors::WHITE, Point(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2));
}
CMinorResDataBar::CMinorResDataBar()
{
bg = BitmapHandler::loadBitmap("KRESBAR.bmp");
CSDL_Ext::setDefaultColorKey(bg);
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
pos.x = 7;
pos.y = 575;
pos.w = bg->w;
pos.h = bg->h;
}
CMinorResDataBar::~CMinorResDataBar()
{
SDL_FreeSurface(bg);
}
void CArmyTooltip::init(const InfoAboutArmy &army)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CLabel(66, 2, FONT_SMALL, TOPLEFT, Colors::WHITE, army.name);
std::vector<Point> slotsPos;
slotsPos.push_back(Point(36,73));
slotsPos.push_back(Point(72,73));
slotsPos.push_back(Point(108,73));
slotsPos.push_back(Point(18,122));
slotsPos.push_back(Point(54,122));
slotsPos.push_back(Point(90,122));
slotsPos.push_back(Point(126,122));
for(auto & slot : army.army)
{
if(slot.first.getNum() >= GameConstants::ARMY_SIZE)
{
logGlobal->warnStream() << "Warning: " << army.name << " has stack in slot " << slot.first;
continue;
}
new CAnimImage("CPRSMALL", slot.second.type->iconIndex, 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y);
std::string subtitle;
if(army.army.isDetailed)
subtitle = boost::lexical_cast<std::string>(slot.second.count);
else
{
//if =0 - we have no information about stack size at all
if (slot.second.count)
subtitle = CGI->generaltexth->arraytxt[171 + 3*(slot.second.count)];
}
new CLabel(slotsPos[slot.first.getNum()].x + 17, slotsPos[slot.first.getNum()].y + 41, FONT_TINY, CENTER, Colors::WHITE, subtitle);
}
}
CArmyTooltip::CArmyTooltip(Point pos, const InfoAboutArmy &army):
CIntObject(0, pos)
{
init(army);
}
CArmyTooltip::CArmyTooltip(Point pos, const CArmedInstance * army):
CIntObject(0, pos)
{
init(InfoAboutArmy(army, true));
}
void CHeroTooltip::init(const InfoAboutHero &hero)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CAnimImage("PortraitsLarge", hero.portrait, 0, 3, 2);
if(hero.details)
{
for (size_t i = 0; i < hero.details->primskills.size(); i++)
new CLabel(75 + 28 * i, 58, FONT_SMALL, CENTER, Colors::WHITE,
boost::lexical_cast<std::string>(hero.details->primskills[i]));
new CLabel(158, 98, FONT_TINY, CENTER, Colors::WHITE,
boost::lexical_cast<std::string>(hero.details->mana));
new CAnimImage("IMRL22", hero.details->morale + 3, 0, 5, 74);
new CAnimImage("ILCK22", hero.details->luck + 3, 0, 5, 91);
}
}
CHeroTooltip::CHeroTooltip(Point pos, const InfoAboutHero &hero):
CArmyTooltip(pos, hero)
{
init(hero);
}
CHeroTooltip::CHeroTooltip(Point pos, const CGHeroInstance * hero):
CArmyTooltip(pos, InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED))
{
init(InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED));
}
void CTownTooltip::init(const InfoAboutTown &town)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
//order of icons in def: fort, citadel, castle, no fort
size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
new CAnimImage("ITMCLS", fortIndex, 0, 105, 31);
assert(town.tType);
size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
new CAnimImage("itpt", iconIndex, 0, 3, 2);
if(town.details)
{
new CAnimImage("ITMTLS", town.details->hallLevel, 0, 67, 31);
if (town.details->goldIncome)
new CLabel(157, 58, FONT_TINY, CENTER, Colors::WHITE,
boost::lexical_cast<std::string>(town.details->goldIncome));
if(town.details->garrisonedHero) //garrisoned hero icon
new CPicture("TOWNQKGH", 149, 76);
if(town.details->customRes)//silo is built
{
if (town.tType->primaryRes == Res::WOOD_AND_ORE )// wood & ore
{
new CAnimImage("SMALRES", Res::WOOD, 0, 7, 75);
new CAnimImage("SMALRES", Res::ORE , 0, 7, 88);
}
else
new CAnimImage("SMALRES", town.tType->primaryRes, 0, 7, 81);
}
}
}
CTownTooltip::CTownTooltip(Point pos, const InfoAboutTown &town):
CArmyTooltip(pos, town)
{
init(town);
}
CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town):
CArmyTooltip(pos, InfoAboutTown(town, true))
{
init(InfoAboutTown(town, true));
}
void MoraleLuckBox::set(const IBonusBearer *node)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
const int textId[] = {62, 88}; //eg %s \n\n\n {Current Luck Modifiers:}
const int noneTxtId = 108; //Russian version uses same text for neutral morale\luck
const int neutralDescr[] = {60, 86}; //eg {Neutral Morale} \n\n Neutral morale means your armies will neither be blessed with extra attacks or freeze in combat.
const int componentType[] = {CComponent::luck, CComponent::morale};
const int hoverTextBase[] = {7, 4};
const Bonus::BonusType bonusType[] = {Bonus::LUCK, Bonus::MORALE};
int (IBonusBearer::*getValue[])() const = {&IBonusBearer::LuckVal, &IBonusBearer::MoraleVal};
TBonusListPtr modifierList(new BonusList());
if (node)
{
modifierList = node->getBonuses(Selector::type(bonusType[morale]));
bonusValue = (node->*getValue[morale])();
}
else
bonusValue = 0;
int mrlt = (bonusValue>0)-(bonusValue<0); //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
hoverText = CGI->generaltexth->heroscrn[hoverTextBase[morale] - mrlt];
baseType = componentType[morale];
text = CGI->generaltexth->arraytxt[textId[morale]];
boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
if (morale && node && (node->hasBonusOfType(Bonus::UNDEAD)
|| node->hasBonusOfType(Bonus::BLOCK_MORALE)
|| node->hasBonusOfType(Bonus::NON_LIVING)))
{
text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
bonusValue = 0;
}
else if(!morale && node && node->hasBonusOfType(Bonus::BLOCK_LUCK))
{
// TODO: there is no text like "Unaffected by luck" so probably we need own text
text += CGI->generaltexth->arraytxt[noneTxtId];
bonusValue = 0;
}
else if(modifierList->empty())
text += CGI->generaltexth->arraytxt[noneTxtId];//no modifiers
else
{
for(auto& elem : *modifierList)
{
if(elem->val != 0)
//no bonuses with value 0
text += "\n" + elem->Description();
}
}
std::string imageName;
if (small)
imageName = morale ? "IMRL30": "ILCK30";
else
imageName = morale ? "IMRL42" : "ILCK42";
delete image;
image = new CAnimImage(imageName, bonusValue + 3);
image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2));//center icon
}
MoraleLuckBox::MoraleLuckBox(bool Morale, const Rect &r, bool Small):
image(nullptr),
morale(Morale),
small(Small)
{
bonusValue = 0;
pos = r + pos;
}
CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool Animated)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
pos.x+=x;
pos.y+=y;
TFaction faction = cre->faction;
assert(CGI->townh->factions.size() > faction);
if(Big)
bg = new CPicture(CGI->townh->factions[faction]->creatureBg130);
else
bg = new CPicture(CGI->townh->factions[faction]->creatureBg120);
anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
amount = new CLabel(bg->pos.w, bg->pos.h, FONT_MEDIUM, BOTTOMRIGHT, Colors::WHITE);
pos.w = bg->pos.w;
pos.h = bg->pos.h;
}
void CCreaturePic::show(SDL_Surface *to)
{
// redraw everything in a proper order
bg->showAll(to);
anim->show(to);
amount->showAll(to);
}
void CCreaturePic::setAmount(int newAmount)
{
if (newAmount != 0)
amount->setText(boost::lexical_cast<std::string>(newAmount));
else
amount->setText("");
}