1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/widgets/MiscWidgets.h
2016-11-27 18:17:20 +03:00

156 lines
4.0 KiB
C++

#pragma once
#include "../gui/CIntObject.h"
/*
* MiscWidgets.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
*
*/
class CLabel;
class CCreatureAnim;
class CComponent;
class CGGarrison;
class CSelectableComponent;
struct InfoAboutArmy;
class CArmedInstance;
class IBonusBearer;
class CAnimImage;
/// Shows a text by moving the mouse cursor over the object
class CHoverableArea: public virtual CIntObject
{
public:
std::string hoverText;
virtual void hover (bool on) override;
CHoverableArea();
virtual ~CHoverableArea();
};
/// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
class LRClickableAreaWText: public CHoverableArea
{
public:
std::string text;
LRClickableAreaWText();
LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = "");
virtual ~LRClickableAreaWText();
void init();
virtual void clickLeft(tribool down, bool previousState) override;
virtual void clickRight(tribool down, bool previousState) override;
};
/// base class for hero/town/garrison tooltips
class CArmyTooltip : public CIntObject
{
void init(const InfoAboutArmy &army);
public:
CArmyTooltip(Point pos, const InfoAboutArmy &army);
CArmyTooltip(Point pos, const CArmedInstance * army);
};
/// Class for hero tooltip. Does not have any background!
/// background for infoBox: ADSTATHR
/// background for tooltip: HEROQVBK
class CHeroTooltip : public CArmyTooltip
{
void init(const InfoAboutHero &hero);
public:
CHeroTooltip(Point pos, const InfoAboutHero &hero);
CHeroTooltip(Point pos, const CGHeroInstance * hero);
};
/// Class for town tooltip. Does not have any background!
/// background for infoBox: ADSTATCS
/// background for tooltip: TOWNQVBK
class CTownTooltip : public CArmyTooltip
{
void init(const InfoAboutTown &town);
public:
CTownTooltip(Point pos, const InfoAboutTown &town);
CTownTooltip(Point pos, const CGTownInstance * town);
};
/// draws picture with creature on background, use Animated=true to get animation
class CCreaturePic : public CIntObject
{
private:
CPicture *bg;
CCreatureAnim *anim; //displayed animation
CLabel * amount;
void show(SDL_Surface *to) override;
public:
CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
void setAmount(int newAmount);
};
/// Resource bar like that at the bottom of the adventure map screen
class CMinorResDataBar : public CIntObject
{
public:
SDL_Surface *bg; //background bitmap
void show(SDL_Surface * to) override;
void showAll(SDL_Surface * to) override;
CMinorResDataBar(); //c-tor
~CMinorResDataBar(); //d-tor
};
/// Opens hero window by left-clicking on it
class CHeroArea: public CIntObject
{
const CGHeroInstance * hero;
public:
CHeroArea(int x, int y, const CGHeroInstance * _hero);
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void hover(bool on) override;
};
/// Can interact on left and right mouse clicks
class LRClickableAreaWTextComp: public LRClickableAreaWText
{
public:
int baseType;
int bonusValue, type;
virtual void clickLeft(tribool down, bool previousState) override;
virtual void clickRight(tribool down, bool previousState) override;
LRClickableAreaWTextComp(const Rect &Pos = Rect(0,0,0,0), int BaseType = -1);
CComponent * createComponent() const;
};
/// Opens town screen by left-clicking on it
class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
{
public:
const CGTownInstance * town;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town);
};
class MoraleLuckBox : public LRClickableAreaWTextComp
{
CAnimImage *image;
public:
bool morale; //true if morale, false if luck
bool small;
void set(const IBonusBearer *node);
MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
};