mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
75f8c8b29a
* use smart pointers for almost all widget fields * use SDL2 texture for cursor * a lot af small tweaks and formatting * removed CompImage class, it is actually useless as long as regular SDLImage support margins * CGuiHandler: use smart pointers for [push|pop]Int
129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
/*
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* InfoWindows.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 "CWindowObject.h"
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#include "../../lib/FunctionList.h"
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struct SDL_Surface;
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struct Rect;
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class CAnimImage;
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class CLabel;
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class CAnimation;
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class CComponent;
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class CSelectableComponent;
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class CGGarrison;
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class CTextBox;
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class CButton;
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class CSlider;
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class CArmyTooltip;
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// Window GUI class
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class CSimpleWindow : public WindowBase
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{
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public:
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SDL_Surface * bitmap; //background
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void show(SDL_Surface * to) override;
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CSimpleWindow():bitmap(nullptr){};
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virtual ~CSimpleWindow();
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};
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/// text + comp. + ok button
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class CInfoWindow : public CSimpleWindow
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{
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public:
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typedef std::vector<std::pair<std::string, CFunctionList<void()> > > TButtonsInfo;
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typedef std::vector<std::shared_ptr<CComponent>> TCompsInfo;
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QueryID ID; //for identification
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std::shared_ptr<CTextBox> text;
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std::vector<std::shared_ptr<CButton>> buttons;
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TCompsInfo components;
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virtual void close();
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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void sliderMoved(int to);
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CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo & comps = TCompsInfo(), const TButtonsInfo & Buttons = TButtonsInfo());
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CInfoWindow();
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~CInfoWindow();
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//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static void showInfoDialog( const std::string & text, const TCompsInfo & components, PlayerColor player = PlayerColor(1));
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static void showYesNoDialog( const std::string & text, const TCompsInfo & components, const CFunctionList<void()> & onYes, const CFunctionList<void()> & onNo, PlayerColor player = PlayerColor(1));
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static std::shared_ptr<CInfoWindow> create(const std::string & text, PlayerColor playerID = PlayerColor(1), const TCompsInfo & components = TCompsInfo());
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/// create text from title and description: {title}\n\n description
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static std::string genText(std::string title, std::string description);
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};
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/// popup displayed on R-click
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class CRClickPopup : public WindowBase
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{
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public:
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virtual void close();
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void clickRight(tribool down, bool previousState) override;
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CRClickPopup();
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virtual ~CRClickPopup();
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static std::shared_ptr<WindowBase> createInfoWin(Point position, const CGObjectInstance * specific);
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static void createAndPush(const std::string & txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
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static void createAndPush(const std::string & txt, std::shared_ptr<CComponent> component);
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static void createAndPush(const CGObjectInstance * obj, const Point & p, EAlignment alignment = BOTTOMRIGHT);
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};
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/// popup displayed on R-click
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class CRClickPopupInt : public CRClickPopup
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{
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std::shared_ptr<CIntObject> inner;
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public:
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CRClickPopupInt(std::shared_ptr<CIntObject> our);
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virtual ~CRClickPopupInt();
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free; //TODO: comment me
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SDL_Surface * bitmap; //popup background
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void close() override;
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void show(SDL_Surface * to) override;
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
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CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false);
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CInfoPopup(SDL_Surface * Bitmap = nullptr, bool Free = false);
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void init(int x, int y);
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~CInfoPopup();
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};
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/// popup on adventure map for town\hero objects
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class CInfoBoxPopup : public CWindowObject
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{
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std::shared_ptr<CArmyTooltip> tooltip;
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Point toScreen(Point pos);
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public:
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CInfoBoxPopup(Point position, const CGTownInstance * town);
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CInfoBoxPopup(Point position, const CGHeroInstance * hero);
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CInfoBoxPopup(Point position, const CGGarrison * garr);
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};
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/// component selection window
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class CSelWindow : public CInfoWindow
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{
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public:
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void selectionChange(unsigned to);
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void madeChoice(); //looks for selected component and calls callback
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CSelWindow(const std::string & text, PlayerColor player, int charperline, const std::vector<std::shared_ptr<CSelectableComponent>> & comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID);
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//notification - this class inherits important destructor from CInfoWindow
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};
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