mirror of
https://github.com/vcmi/vcmi.git
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289 lines
8.8 KiB
C++
289 lines
8.8 KiB
C++
/*
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* Buttons.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 "../gui/CIntObject.h"
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#include "../gui/SDL_Extensions.h"
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#include "../../lib/FunctionList.h"
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#include <SDL_pixels.h>
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VCMI_LIB_NAMESPACE_BEGIN
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namespace config
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{
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struct ButtonInfo;
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}
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class Rect;
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VCMI_LIB_NAMESPACE_END
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struct SDL_Surface;
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class CAnimImage;
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class CLabel;
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class CAnimation;
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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 CButton : public CKeyShortcut
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{
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CFunctionList<void()> callback;
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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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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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ButtonState state;//current state of button from enum
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std::array<int, 4> stateToIndex; // mapping of button state to index of frame in animation
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std::array<std::string, 4> hoverTexts; //texts for statusbar, if empty - first entry will be used
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std::array<boost::optional<SDL_Color>, 4> stateToBorderColor; // mapping of button state to border color
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std::string helpBox; //for right-click help
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std::shared_ptr<CAnimImage> image; //image for this button
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std::shared_ptr<CIntObject> overlay;//object-overlay, can be null
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bool animateLonelyFrame = false;
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protected:
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void onButtonClicked(); // calls callback
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void update();//to refresh button after image or text change
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// internal method to change state. Public change can be done only via block()
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void setState(ButtonState newState);
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ButtonState getState();
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public:
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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 (e.g. main menu)
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soundDisabled;
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// sets border color for each button state;
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// if it's set, the button will have 1-px border around it with this color
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void setBorderColor(boost::optional<SDL_Color> normalBorderColor,
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boost::optional<SDL_Color> pressedBorderColor,
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boost::optional<SDL_Color> blockedBorderColor,
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boost::optional<SDL_Color> highlightedBorderColor);
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// sets the same border color for all button states.
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void setBorderColor(boost::optional<SDL_Color> borderColor);
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/// adds one more callback to on-click actions
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void addCallback(std::function<void()> callback);
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/// adds overlay on top of button image. Only one overlay can be active at once
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void addOverlay(std::shared_ptr<CIntObject> newOverlay);
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void addTextOverlay(const std::string & Text, EFonts font, SDL_Color color = Colors::WHITE);
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void addImage(std::string filename);
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void addHoverText(ButtonState state, std::string text);
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void setImageOrder(int state1, int state2, int state3, int state4);
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void setAnimateLonelyFrame(bool agreement);
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void block(bool on);
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/// State modifiers
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bool isBlocked();
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bool isHighlighted();
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/// Constructor
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CButton(Point position, const std::string & defName, const std::pair<std::string, std::string> & help,
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CFunctionList<void()> Callback = 0, int key=0, bool playerColoredButton = false );
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/// Appearance modifiers
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void setIndex(size_t index, bool playerColoredButton=false);
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void setImage(std::shared_ptr<CAnimation> anim, bool playerColoredButton=false, int animFlags=0);
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void setPlayerColor(PlayerColor player);
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/// CIntObject overrides
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void clickRight(tribool down, bool previousState) override;
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void clickLeft(tribool down, bool previousState) override;
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void hover (bool on) override;
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void showAll(SDL_Surface * to) override;
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/// generates tooltip that can be passed into constructor
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static std::pair<std::string, std::string> tooltip();
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static std::pair<std::string, std::string> tooltipLocalized(const std::string & key);
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static std::pair<std::string, std::string> tooltip(const std::string & hover, const std::string & help = "");
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};
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class CToggleBase
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{
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CFunctionList<void(bool)> callback;
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protected:
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bool selected;
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// internal method for overrides
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virtual void doSelect(bool on);
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// returns true if toggle can change its state
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bool canActivate();
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public:
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/// if set to false - button can not be deselected normally
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bool allowDeselection;
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CToggleBase(CFunctionList<void(bool)> callback);
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virtual ~CToggleBase();
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/// Changes selection to "on", and calls callback
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void setSelected(bool on);
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void addCallback(std::function<void(bool)> callback);
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/// Set whether the toggle is currently enabled for user to use, this is only inplemented in ToggleButton, not for other toggles yet.
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virtual void setEnabled(bool enabled);
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};
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/// A button which can be selected/deselected, checkbox
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class CToggleButton : public CButton, public CToggleBase
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{
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void doSelect(bool on) override;
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void setEnabled(bool enabled) override;
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public:
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CToggleButton(Point position, const std::string &defName, const std::pair<std::string, std::string> &help,
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CFunctionList<void(bool)> Callback = 0, int key=0, bool playerColoredButton = false );
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void clickLeft(tribool down, bool previousState) override;
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// bring overrides into scope
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//using CButton::addCallback;
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using CToggleBase::addCallback;
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};
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class CToggleGroup : public CIntObject
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{
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CFunctionList<void(int)> onChange; //called when changing selected button with new button's id
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int selectedID;
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void selectionChanged(int to);
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public:
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std::map<int, std::shared_ptr<CToggleBase>> buttons;
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CToggleGroup(const CFunctionList<void(int)> & OnChange);
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void addCallback(std::function<void(int)> callback);
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void resetCallback();
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/// add one toggle/button into group
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void addToggle(int index, std::shared_ptr<CToggleBase> button);
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/// Changes selection to specific value. Will select toggle with this ID, if present
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void setSelected(int id);
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/// in some cases, e.g. LoadGame difficulty selection, after refreshing the UI, the ToggleGroup should
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/// reset all of it's child buttons to BLOCK state, then make selection again
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void setSelectedOnly(int id);
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int getSelected() const;
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};
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/// A typical slider for volume with an animated indicator
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class CVolumeSlider : public CIntObject
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{
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public:
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enum ETooltipMode
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{
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MUSIC,
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SOUND
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};
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private:
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int value;
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CFunctionList<void(int)> onChange;
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std::shared_ptr<CAnimImage> animImage;
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ETooltipMode mode;
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void setVolume(const int v);
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public:
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/// @param position coordinates of slider
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/// @param defName name of def animation for slider
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/// @param value initial value for volume
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/// @param mode that determines tooltip texts
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CVolumeSlider(const Point & position, const std::string & defName, const int value, ETooltipMode mode);
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void moveTo(int id);
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void addCallback(std::function<void(int)> callback);
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void wheelScrolled(bool down, bool in) override;
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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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//if vertical then left=up
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std::shared_ptr<CButton> left;
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std::shared_ptr<CButton> right;
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std::shared_ptr<CButton> slider;
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int capacity;//how many elements can be active at same time (e.g. hero list = 5)
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int positions; //number of highest position (0 if there is only one)
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bool horizontal;
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int amount; //total amount of elements (e.g. hero list = 0-8)
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int value; //first active element
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int scrollStep; // how many elements will be scrolled via one click, default = 1
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CFunctionList<void(int)> moved;
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void updateSliderPos();
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void sliderClicked();
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public:
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enum EStyle
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{
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BROWN,
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BLUE
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};
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void block(bool on);
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/// Controls how many items wil be scrolled via one click
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void setScrollStep(int to);
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/// Value modifiers
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void moveLeft();
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void moveRight();
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void moveTo(int value);
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void moveBy(int amount);
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void moveToMin();
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void moveToMax();
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/// Amount modifier
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void setAmount(int to);
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/// Accessors
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int getAmount() const;
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int getValue() const;
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int getCapacity() const;
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void addCallback(std::function<void(int)> callback);
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void keyPressed(const SDL_KeyboardEvent & key) override;
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void wheelScrolled(bool down, bool in) override;
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void clickLeft(tribool down, bool previousState) override;
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void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
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void showAll(SDL_Surface * to) override;
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/// @param position coordinates of slider
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/// @param length length of slider ribbon, including left/right buttons
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/// @param Moved function that will be called whenever slider moves
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/// @param Capacity maximal number of visible at once elements
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/// @param Amount total amount of elements, including not visible
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/// @param Value starting position
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CSlider(Point position, int length, std::function<void(int)> Moved, int Capacity, int Amount,
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int Value=0, bool Horizontal=true, EStyle style = BROWN);
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~CSlider();
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};
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