mirror of
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199 lines
5.0 KiB
C++
199 lines
5.0 KiB
C++
/*
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* CMainMenu.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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#pragma once
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#include "../windows/CWindowObject.h"
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#include "../../lib/JsonNode.h"
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#include "../../lib/LoadProgress.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CampaignState;
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VCMI_LIB_NAMESPACE_END
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class CTextInput;
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class CGStatusBar;
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class CTextBox;
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class CTabbedInt;
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class CAnimImage;
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class CAnimation;
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class CButton;
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class CFilledTexture;
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class CLabel;
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// TODO: Find new location for these enums
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enum ESelectionScreen : ui8 {
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unknown = 0, newGame, loadGame, saveGame, scenarioInfo, campaignList
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};
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enum ELoadMode : ui8
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{
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NONE = 0, SINGLE, MULTI, CAMPAIGN, TUTORIAL
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};
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/// The main menu screens listed in the EState enum
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class CMenuScreen : public CWindowObject
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{
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const JsonNode & config;
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std::shared_ptr<CTabbedInt> tabs;
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std::shared_ptr<CPicture> background;
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std::vector<std::shared_ptr<CPicture>> images;
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std::shared_ptr<CIntObject> createTab(size_t index);
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public:
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std::vector<std::string> menuNameToEntry;
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CMenuScreen(const JsonNode & configNode);
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void show(Canvas & to) override;
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void activate() override;
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void deactivate() override;
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void switchToTab(size_t index);
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void switchToTab(std::string name);
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size_t getActiveTab() const;
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};
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class CMenuEntry : public CIntObject
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{
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std::vector<std::shared_ptr<CPicture>> images;
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std::vector<std::shared_ptr<CButton>> buttons;
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std::shared_ptr<CButton> createButton(CMenuScreen * parent, const JsonNode & button);
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public:
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CMenuEntry(CMenuScreen * parent, const JsonNode & config);
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};
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/// Multiplayer mode
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class CMultiMode : public WindowBase
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{
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public:
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ESelectionScreen screenType;
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CPicture> picture;
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std::shared_ptr<CTextInput> playerName;
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std::shared_ptr<CButton> buttonHotseat;
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std::shared_ptr<CButton> buttonHost;
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std::shared_ptr<CButton> buttonJoin;
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std::shared_ptr<CButton> buttonCancel;
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std::shared_ptr<CGStatusBar> statusBar;
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CMultiMode(ESelectionScreen ScreenType);
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void hostTCP();
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void joinTCP();
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std::string getPlayerName();
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void onNameChange(std::string newText);
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};
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/// Hot seat player window
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class CMultiPlayers : public WindowBase
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{
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bool host;
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ELoadMode loadMode;
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ESelectionScreen screenType;
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CTextBox> textTitle;
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std::array<std::shared_ptr<CTextInput>, 8> inputNames;
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std::shared_ptr<CButton> buttonOk;
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std::shared_ptr<CButton> buttonCancel;
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std::shared_ptr<CGStatusBar> statusBar;
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void onChange(std::string newText);
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void enterSelectionScreen();
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public:
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CMultiPlayers(const std::string & firstPlayer, ESelectionScreen ScreenType, bool Host, ELoadMode LoadMode);
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};
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/// Manages the configuration of pregame GUI elements like campaign screen, main menu, loading screen,...
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class CMainMenuConfig
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{
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public:
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static CMainMenuConfig & get();
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const JsonNode & getConfig() const;
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const JsonNode & getCampaigns() const;
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private:
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CMainMenuConfig();
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const JsonNode campaignSets;
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const JsonNode config;
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};
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/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
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class CMainMenu : public CIntObject, public IUpdateable, public std::enable_shared_from_this<CMainMenu>
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{
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std::shared_ptr<CFilledTexture> backgroundAroundMenu;
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CMainMenu(); //Use CMainMenu::create
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public:
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std::shared_ptr<CMenuScreen> menu;
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~CMainMenu();
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void activate() override;
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void onScreenResize() override;
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void update() override;
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static void openLobby(ESelectionScreen screenType, bool host, const std::vector<std::string> * names, ELoadMode loadMode);
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static void openCampaignLobby(const std::string & campaignFileName, std::string campaignSet = "");
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static void openCampaignLobby(std::shared_ptr<CampaignState> campaign);
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static void startTutorial();
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static void openHighScoreScreen();
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void openCampaignScreen(std::string name);
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static std::shared_ptr<CMainMenu> create();
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static std::shared_ptr<CPicture> createPicture(const JsonNode & config);
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};
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/// Simple window to enter the server's address.
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class CSimpleJoinScreen : public WindowBase
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{
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CTextBox> textTitle;
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std::shared_ptr<CButton> buttonOk;
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std::shared_ptr<CButton> buttonCancel;
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std::shared_ptr<CGStatusBar> statusBar;
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std::shared_ptr<CTextInput> inputAddress;
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std::shared_ptr<CTextInput> inputPort;
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void connectToServer();
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void leaveScreen();
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void onChange(const std::string & newText);
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void startConnectThread(const std::string & addr = {}, ui16 port = 0);
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void connectThread(const std::string & addr, ui16 port);
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public:
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CSimpleJoinScreen(bool host = true);
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};
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class CLoadingScreen : virtual public CWindowObject, virtual public Load::Progress
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{
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std::vector<std::shared_ptr<CAnimImage>> progressBlocks;
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ImagePath getBackground();
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public:
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CLoadingScreen();
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~CLoadingScreen();
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void tick(uint32_t msPassed) override;
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};
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extern std::shared_ptr<CMainMenu> CMM;
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