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5d2f5c2e33
- (linux) fixed video in campaigns menu
169 lines
6.7 KiB
C++
169 lines
6.7 KiB
C++
#ifndef __ADVENTUREMAPBUTTON_H__
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#define __ADVENTUREMAPBUTTON_H__
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#include "FunctionList.h"
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#include <boost/bind.hpp>
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#include "GUIBase.h"
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/*
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* AdventureMapButton.h, 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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extern SDL_Color tytulowy, tlo, zwykly ;
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class CAnimation;
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class CAnimImage;
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class CLabel;
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namespace config{struct ButtonInfo;}
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/// Base class for buttons.
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class CButtonBase : public KeyShortcut
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{
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public:
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enum ButtonState
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{
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NORMAL=0,
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PRESSED=1,
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BLOCKED=2,
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HIGHLIGHTED=3
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};
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private:
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int bitmapOffset; // base offset of visible bitmap from animation
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ButtonState state;//current state of button from enum
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public:
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bool swappedImages,//fix for some buttons: normal and pressed image are swapped
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keepFrame; // don't change visual representation
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void addTextOverlay(const std::string &Text, EFonts font, SDL_Color color = zwykly);
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void update();//to refresh button after image or text change
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void setOffset(int newOffset);
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void setState(ButtonState newState);
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ButtonState getState();
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//just to make code clearer
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void block(bool on);
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bool isBlocked();
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bool isHighlighted();
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CAnimImage * image; //image for this button
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CLabel * text;//text overlay
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CButtonBase(); //c-tor
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virtual ~CButtonBase(); //d-tor
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};
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/// Typical Heroes 3 button which can be inactive or active and can
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/// hold further information if you right-click it
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class AdventureMapButton : public CButtonBase
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{
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std::vector<std::string> imageNames;//store list of images that can be used by this button
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size_t currentImage;
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public:
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std::map<int, std::string> hoverTexts; //text for statusbar
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std::string helpBox; //for right-click help
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CFunctionList<void()> callback;
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bool actOnDown,//runs when mouse is pressed down over it, not when up
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hoverable,//if true, button will be highlighted when hovered
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borderEnabled,
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soundDisabled;
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SDL_Color borderColor;
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void clickRight(tribool down, bool previousState);
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virtual void clickLeft(tribool down, bool previousState);
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void hover (bool on);
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AdventureMapButton(); //c-tor
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AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::pair<std::string, std::string> &help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
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void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );
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void setIndex(size_t index, bool playerColoredButton=false);
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void setImage(CAnimation* anim, bool playerColoredButton=false);
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void setPlayerColor(int player);
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void showAll(SDL_Surface *to);
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};
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/// A button which can be selected/deselected
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class CHighlightableButton
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: public AdventureMapButton
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{
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public:
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CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0);
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CHighlightableButton(const std::pair<std::string, std::string> &help, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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CHighlightableButton(const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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bool onlyOn;//button can not be de-selected
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bool selected;//state of highlightable button
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int ID; //for identification
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CFunctionList<void()> callback2; //when de-selecting
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void select(bool on);
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void clickLeft(tribool down, bool previousState);
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};
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/// A group of buttons where one button can be selected
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class CHighlightableButtonsGroup : public CIntObject
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{
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public:
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CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
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std::vector<CHighlightableButton*> buttons;
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bool musicLike; //determines the behaviour of this group
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//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
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void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
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void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
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CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
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~CHighlightableButtonsGroup();
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void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
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void selectionChanged(int to);
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void block(ui8 on);
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};
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/// A typical slider which can be orientated horizontally/vertically.
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class CSlider : public CIntObject
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{
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public:
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AdventureMapButton *left, *right, *slider; //if vertical then left=up
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int capacity,//how many elements can be active at same time
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amount, //how many elements
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positions, //number of highest position (0 if there is only one)
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value; //first active element
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bool horizontal;
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bool wheelScrolling;
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bool keyScrolling;
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boost::function<void(int)> moved;
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void redrawSlider();
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void sliderClicked();
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void moveLeft();
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void moveRight();
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void moveTo(int to);
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void block(bool on);
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void setAmount(int to);
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void keyPressed(const SDL_KeyboardEvent & key);
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void wheelScrolled(bool down, bool in);
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void clickLeft(tribool down, bool previousState);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void showAll(SDL_Surface * to);
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CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
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int Value=0, bool Horizontal=true, int style = 0); //style 0 - brown, 1 - blue
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~CSlider();
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void moveToMax();
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};
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#endif // __ADVENTUREMAPBUTTON_H__
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