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325 lines
8.5 KiB
C++
325 lines
8.5 KiB
C++
/*
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* CQuestLog.cpp, 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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#include "StdInc.h"
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#include "CQuestLog.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/CComponent.h"
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#include "../widgets/Slider.h"
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#include "../adventureMap/AdventureMapInterface.h"
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#include "../adventureMap/CMinimap.h"
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#include "../render/Canvas.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../../CCallback.h"
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#include "../../lib/CArtHandler.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/gameState/QuestInfo.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/mapObjects/CQuest.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct QuestInfo;
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VCMI_LIB_NAMESPACE_END
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class CAdvmapInterface;
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void CQuestLabel::clickPressed(const Point & cursorPosition)
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{
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callback();
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}
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void CQuestLabel::showAll(Canvas & to)
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{
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CMultiLineLabel::showAll (to);
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}
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CQuestIcon::CQuestIcon (const AnimationPath &defname, int index, int x, int y) :
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CAnimImage(defname, index, 0, x, y)
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{
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addUsedEvents(LCLICK);
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}
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void CQuestIcon::clickPressed(const Point & cursorPosition)
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{
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callback();
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}
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void CQuestIcon::showAll(Canvas & to)
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{
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CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), parent->pos);
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CAnimImage::showAll(to);
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}
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CQuestMinimap::CQuestMinimap(const Rect & position)
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: CMinimap(position),
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currentQuest(nullptr)
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{
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}
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void CQuestMinimap::addQuestMarks (const QuestInfo * q)
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{
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OBJECT_CONSTRUCTION;
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icons.clear();
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int3 tile;
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if (q->obj)
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tile = q->obj->pos;
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else
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tile = q->tile;
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Point offset = tileToPixels(tile);
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onMapViewMoved(Rect(), tile.z);
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auto pic = std::make_shared<CQuestIcon>(AnimationPath::builtin("VwSymbol.def"), 3, offset.x, offset.y);
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pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2));
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pic->callback = std::bind (&CQuestMinimap::iconClicked, this);
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icons.push_back(pic);
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}
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void CQuestMinimap::update()
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{
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CMinimap::update();
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if(currentQuest)
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addQuestMarks(currentQuest);
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}
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void CQuestMinimap::iconClicked()
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{
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if(currentQuest->obj)
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adventureInt->centerOnTile(currentQuest->obj->pos);
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//moveAdvMapSelection();
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}
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void CQuestMinimap::showAll(Canvas & to)
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{
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CIntObject::showAll(to); // blitting IntObject directly to hide radar
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// for (auto pic : icons)
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// pic->showAll(to);
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}
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CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests)
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: CWindowObject(PLAYER_COLORED | BORDERED, ImagePath::builtin("questDialog")),
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questIndex(0),
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currentQuest(nullptr),
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hideComplete(false),
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quests(Quests)
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{
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OBJECT_CONSTRUCTION;
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minimap = std::make_shared<CQuestMinimap>(Rect(12, 12, 169, 169));
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// TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin
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description = std::make_shared<CTextBox>("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE);
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ok = std::make_shared<CButton>(Point(539, 398), AnimationPath::builtin("IOKAY.DEF"), CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close, this), EShortcut::GLOBAL_RETURN);
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// Both button and label are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button
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hideCompleteButton = std::make_shared<CToggleButton>(Point(10, 396), AnimationPath::builtin("sysopchk.def"), CButton::tooltipLocalized("vcmi.questLog.hideComplete"), std::bind(&CQuestLog::toggleComplete, this, _1));
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hideCompleteLabel = std::make_shared<CLabel>(46, 398, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->translate("vcmi.questLog.hideComplete.hover"));
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slider = std::make_shared<CSlider>(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, 0, Orientation::VERTICAL, CSlider::BROWN);
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slider->setPanningStep(32);
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recreateLabelList();
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recreateQuestList(0);
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}
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void CQuestLog::recreateLabelList()
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{
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OBJECT_CONSTRUCTION;
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labels.clear();
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bool completeMissing = true;
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int currentLabel = 0;
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for (int i = 0; i < quests.size(); ++i)
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{
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// Quests without mision don't have text for them and can't be displayed
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if (quests[i].quest->mission == Rewardable::Limiter{})
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continue;
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if (quests[i].quest->isCompleted)
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{
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completeMissing = false;
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if (hideComplete)
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continue;
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}
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MetaString text;
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quests[i].quest->getRolloverText (quests[i].obj->cb, text, false);
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if (quests[i].obj)
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{
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if (auto seersHut = dynamic_cast<const CGSeerHut *>(quests[i].obj))
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{
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MetaString toSeer;
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toSeer.appendRawString(VLC->generaltexth->allTexts[347]);
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toSeer.replaceRawString(seersHut->seerName);
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text.replaceRawString(toSeer.toString());
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}
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else
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text.replaceRawString(quests[i].obj->getObjectName()); //get name of the object
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}
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auto label = std::make_shared<CQuestLabel>(Rect(13, 195, 149,31), FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, text.toString());
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label->disable();
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label->callback = std::bind(&CQuestLog::selectQuest, this, i, currentLabel);
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labels.push_back(label);
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// Select latest active quest
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if(!quests[i].quest->isCompleted)
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selectQuest(i, currentLabel);
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currentLabel = static_cast<int>(labels.size());
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}
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if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL
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hideCompleteButton->block(true);
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slider->setAmount(currentLabel);
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if (currentLabel > QUEST_COUNT)
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{
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slider->block(false);
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slider->scrollToMax();
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}
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else
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{
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slider->block(true);
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slider->scrollToMin();
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}
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}
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void CQuestLog::showAll(Canvas & to)
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{
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CWindowObject::showAll(to);
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if(questIndex >= 0 && questIndex < labels.size())
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{
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//TODO: use child object to selection rect
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Rect rect = Rect::createAround(labels[questIndex]->pos, 1);
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rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics
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rect.w += 2;
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to.drawBorder(rect, Colors::METALLIC_GOLD);
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}
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}
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void CQuestLog::recreateQuestList (int newpos)
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{
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for (int i = 0; i < labels.size(); ++i)
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{
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labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31);
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if (i >= newpos && i < newpos + QUEST_COUNT)
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labels[i]->enable();
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else
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labels[i]->disable();
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}
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minimap->update();
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}
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void CQuestLog::selectQuest(int which, int labelId)
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{
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questIndex = labelId;
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currentQuest = &quests[which];
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minimap->currentQuest = currentQuest;
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MetaString text;
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std::vector<Component> components;
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currentQuest->quest->getVisitText(currentQuest->obj->cb, text, components, true);
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if(description->slider)
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description->slider->scrollToMin(); // scroll text to start position
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description->setText(text.toString()); //TODO: use special log entry text
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componentsBox.reset();
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int componentsSize = static_cast<int>(components.size());
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int descriptionHeight = DESCRIPTION_HEIGHT_MAX;
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if(componentsSize)
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{
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CComponent::ESize imageSize = CComponent::large;
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if (componentsSize > 4)
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{
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imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
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descriptionHeight -= 155;
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}
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else
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descriptionHeight -= 130;
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/*switch (currentQuest->quest->missionType)
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{
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case CQuest::MISSION_ARMY:
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{
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if (componentsSize > 4)
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descriptionHeight -= 195;
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else
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descriptionHeight -= 100;
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break;
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}
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case CQuest::MISSION_ART:
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{
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if (componentsSize > 4)
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descriptionHeight -= 190;
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else
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descriptionHeight -= 90;
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break;
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}
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case CQuest::MISSION_PRIMARY_STAT:
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case CQuest::MISSION_RESOURCES:
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{
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if (componentsSize > 4)
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{
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imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
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descriptionHeight -= 140;
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}
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else
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descriptionHeight -= 125;
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break;
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}
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default:
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descriptionHeight -= 115;
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break;
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}*/
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OBJECT_CONSTRUCTION;
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std::vector<std::shared_ptr<CComponent>> comps;
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for(auto & component : components)
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{
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auto c = std::make_shared<CComponent>(component, imageSize);
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comps.push_back(c);
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}
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componentsBox = std::make_shared<CComponentBox>(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight)));
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}
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description->resize(Point(385, descriptionHeight));
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minimap->update();
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redraw();
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}
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void CQuestLog::sliderMoved(int newpos)
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{
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recreateQuestList(newpos); //move components
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redraw();
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}
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void CQuestLog::toggleComplete(bool on)
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{
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hideComplete = on;
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recreateLabelList();
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recreateQuestList(0);
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redraw();
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}
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