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vcmi/client/CKingdomInterface.h
Ivan Savenko 2d8a15f27c - all windows except for pregame\battles are now CWindowObject-based
- added simple scaling algorithm that works with indexed surfaces
2012-06-15 17:08:19 +00:00

341 lines
8.4 KiB
C++

#pragma once
#include "GUIClasses.h"
class CAdventureMapButton;
class CAnimImage;
class CHighlightableButtonsGroup;
class CResDataBar;
class CSlider;
class CTownInfo;
class CCreaInfo;
class HeroSlots;
/*
* CKingdomInterface.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 CKingdHeroList;
class CKingdTownList;
class IInfoBoxData;
/*
* Several classes to display basically any data.
* Main part - class InfoBox which controls how data will be formatted\positioned
* InfoBox have image and 0-2 labels
* In constructor it should receive object that implements IInfoBoxData interface
*
* interface IInfoBoxData defines way to get data for use in InfoBox
* have several implementations:
* InfoBoxHeroData - to display one of fields from hero (e.g. absolute value of primary skills)
* InfoBoxCustomHeroData - to display one of hero fields without hero (e.g. bonuses from objects)
* InfoBoxTownData - data from town
* InfoBoxCustom - user-defined data
*/
/// Displays one of object propertries with image and optional labels
class InfoBox : public CIntObject
{
public:
enum InfoPos
{
POS_UP_DOWN, POS_DOWN, POS_RIGHT, POS_INSIDE, POS_CORNER, POS_NONE
};
enum InfoSize
{
SIZE_TINY, SIZE_SMALL, SIZE_MEDIUM, SIZE_BIG, SIZE_HUGE
};
private:
InfoSize size;
InfoPos infoPos;
IInfoBoxData *data;
CLabel * value;
CLabel * name;
CAnimImage * image;
CHoverableArea *hover;
public:
InfoBox(Point position, InfoPos Pos, InfoSize Size, IInfoBoxData *Data);
~InfoBox();
void clickRight(tribool down, bool previousState);
void clickLeft(tribool down, bool previousState);
//Update object if data may have changed
//void update();
};
class IInfoBoxData
{
public:
enum InfoType
{
HERO_PRIMARY_SKILL, HERO_MANA, HERO_EXPERIENCE, HERO_SPECIAL, HERO_SECONDARY_SKILL,
//TODO: Luck? Morale? Artifact?
ARMY_SLOT,//TODO
TOWN_GROWTH, TOWN_AVAILABLE, TOWN_BUILDING,//TODO
CUSTOM
};
protected:
InfoType type;
IInfoBoxData(InfoType Type);
public:
//methods that generate values for displaying
virtual std::string getValueText()=0;
virtual std::string getNameText()=0;
virtual std::string getImageName(InfoBox::InfoSize size)=0;
virtual std::string getHoverText()=0;
virtual size_t getImageIndex()=0;
//TODO: replace with something better
virtual bool prepareMessage(std::string &text, CComponent **comp)=0;
virtual ~IInfoBoxData(){};
};
class InfoBoxAbstractHeroData : public IInfoBoxData
{
protected:
virtual int getSubID()=0;
virtual si64 getValue()=0;
public:
InfoBoxAbstractHeroData(InfoType Type);
std::string getValueText();
std::string getNameText();
std::string getImageName(InfoBox::InfoSize size);
std::string getHoverText();
size_t getImageIndex();
bool prepareMessage(std::string &text, CComponent **comp);
};
class InfoBoxHeroData : public InfoBoxAbstractHeroData
{
const CGHeroInstance * hero;
int index;//index of data in hero (0-7 for sec. skill, 0-3 for pr. skill)
int getSubID();
si64 getValue();
public:
InfoBoxHeroData(InfoType Type, const CGHeroInstance *Hero, int Index=0);
//To get a bit different texts for hero window
std::string getHoverText();
std::string getValueText();
bool prepareMessage(std::string &text, CComponent **comp);
};
class InfoBoxCustomHeroData : public InfoBoxAbstractHeroData
{
int subID;//subID of data (0=attack...)
si64 value;//actual value of data, 64-bit to fit experience and negative values
int getSubID();
si64 getValue();
public:
InfoBoxCustomHeroData(InfoType Type, int subID, si64 value);
};
class InfoBoxCustom : public IInfoBoxData
{
public:
std::string valueText;
std::string nameText;
std::string imageName;
std::string hoverText;
size_t imageIndex;
InfoBoxCustom(std::string ValueText, std::string NameText, std::string ImageName, size_t ImageIndex, std::string HoverText="");
std::string getValueText();
std::string getNameText();
std::string getImageName(InfoBox::InfoSize size);
std::string getHoverText();
size_t getImageIndex();
bool prepareMessage(std::string &text, CComponent **comp);
};
//TODO!!!
class InfoBoxTownData : public IInfoBoxData
{
const CGTownInstance * town;
int index;//index of data in town
int value;//actual value of data
public:
InfoBoxTownData(InfoType Type, const CGTownInstance * Town, int Index);
InfoBoxTownData(InfoType Type, int SubID, int Value);
std::string getValueText();
std::string getNameText();
std::string getImageName(InfoBox::InfoSize size);
std::string getHoverText();
size_t getImageIndex();
};
////////////////////////////////////////////////////////////////////////////////
/// Class which holds all parts of kingdom overview window
class CKingdomInterface : public CWindowObject, public CGarrisonHolder, public CArtifactHolder
{
private:
struct OwnedObjectInfo
{
int imageID;
ui32 count;
std::string hoverText;
};
std::vector<OwnedObjectInfo> objects;
CListBox * dwellingsList;
CTabbedInt * tabArea;
//Main buttons
CAdventureMapButton *btnTowns;
CAdventureMapButton *btnHeroes;
CAdventureMapButton *btnExit;
//Buttons for scrolling dwellings list
CAdventureMapButton *dwellUp, *dwellDown;
CAdventureMapButton *dwellTop, *dwellBottom;
InfoBox * minesBox[7];
CHoverableArea * incomeArea;
CLabel * incomeAmount;
CGStatusBar * statusbar;
CResDataBar *resdatabar;
void activateTab(size_t which);
//Internal functions used during construction
void generateButtons();
void generateObjectsList(const std::vector<const CGObjectInstance * > &ownedObjects);
void generateMinesList(const std::vector<const CGObjectInstance * > &ownedObjects);
CIntObject* createOwnedObject(size_t index);
CIntObject* createMainTab(size_t index);
public:
CKingdomInterface();
void townChanged(const CGTownInstance *town);
void updateGarrisons();
void artifactRemoved(const ArtifactLocation &artLoc);
void artifactMoved(const ArtifactLocation &artLoc, const ArtifactLocation &destLoc);
void artifactDisassembled(const ArtifactLocation &artLoc);
void artifactAssembled(const ArtifactLocation &artLoc);
};
/// List item with town
class CTownItem : public CIntObject, public CGarrisonHolder
{
CAnimImage *background;
CAnimImage *picture;
CLabel *name;
CLabel *income;
CGarrisonInt *garr;
LRClickableAreaOpenTown *townArea;
HeroSlots *heroes;
CTownInfo *hall, *fort;
std::vector<CCreaInfo*> available;
std::vector<CCreaInfo*> growth;
public:
const CGTownInstance * town;
CTownItem(const CGTownInstance* town);
void updateGarrisons();
void update();
};
/// List item with hero
class CHeroItem : public CIntObject, public CWindowWithGarrison
{
const CGHeroInstance * hero;
std::vector<CIntObject *> artTabs;
CAnimImage *background;
CAnimImage *portrait;
CLabel *name;
CHeroArea *heroArea;
CLabel *artsText;
CTabbedInt *artsTabs;
CHighlightableButtonsGroup *artButtons;
std::vector<InfoBox*> heroInfo;
MoraleLuckBox * morale, * luck;
void onArtChange(int tabIndex);
CIntObject * onTabSelected(size_t index);
void onTabDeselected(CIntObject *object);
public:
CArtifactsOfHero *heroArts;
CHeroItem(const CGHeroInstance* hero, CArtifactsOfHero::SCommonPart * artsCommonPart);
};
/// Tab with all hero-specific data
class CKingdHeroList : public CIntObject, public CGarrisonHolder, public CWindowWithArtifacts
{
private:
CArtifactsOfHero::SCommonPart artsCommonPart;
std::vector<CHeroItem*> heroItems;
CListBox * heroes;
CPicture * title;
CLabel * heroLabel;
CLabel * skillsLabel;
CIntObject* createHeroItem(size_t index);
void destroyHeroItem(CIntObject *item);
public:
CKingdHeroList(size_t maxSize);
void updateGarrisons();
};
/// Tab with all town-specific data
class CKingdTownList : public CIntObject, public CGarrisonHolder
{
private:
std::vector<CTownItem*> townItems;
CListBox * towns;
CPicture * title;
CLabel * townLabel;
CLabel * garrHeroLabel;
CLabel * visitHeroLabel;
CIntObject* createTownItem(size_t index);
public:
CKingdTownList(size_t maxSize);
void townChanged(const CGTownInstance *town);
void updateGarrisons();
};