mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
e6f31b7500
Changes towards hot-seat support.
153 lines
6.8 KiB
C++
153 lines
6.8 KiB
C++
#ifndef __ADVENTUREMAPBUTTON_H__
|
|
#define __ADVENTUREMAPBUTTON_H__
|
|
|
|
#include "FunctionList.h"
|
|
#include <boost/bind.hpp>
|
|
#include "GUIBase.h"
|
|
|
|
/*
|
|
* AdventureMapButton.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
|
|
*
|
|
*/
|
|
|
|
extern SDL_Color tytulowy, tlo, zwykly ;
|
|
|
|
class CDefEssential;
|
|
|
|
namespace config{struct ButtonInfo;}
|
|
|
|
|
|
class CButtonBase : public KeyShortcut//basic button class
|
|
{
|
|
public:
|
|
struct TextOverlay
|
|
{
|
|
EFonts font;
|
|
std::string text;
|
|
SDL_Color color;
|
|
int x, y;
|
|
} *text;
|
|
void addTextOverlay(const std::string Text, EFonts font, SDL_Color color = zwykly);
|
|
|
|
int bitmapOffset; //TODO: comment me
|
|
int type; //advmapbutton=2 //TODO: comment me
|
|
bool abs;//TODO: comment me
|
|
//bool active; //if true, this button is active and can be pressed
|
|
bool notFreeButton; //TODO: comment me
|
|
CIntObject * ourObj; // "owner"
|
|
int state; //TODO: comment me
|
|
std::vector< std::vector<SDL_Surface*> > imgs; //images for this button
|
|
int curimg; //curently displayed image from imgs
|
|
virtual void show(SDL_Surface * to);
|
|
virtual void showAll(SDL_Surface * to);
|
|
//virtual void activate()=0;
|
|
//virtual void deactivate()=0;
|
|
CButtonBase(); //c-tor
|
|
virtual ~CButtonBase(); //d-tor
|
|
};
|
|
|
|
|
|
class AdventureMapButton : public CButtonBase
|
|
{
|
|
public:
|
|
std::map<int,std::string> hoverTexts; //state -> text for statusbar
|
|
std::string helpBox; //for right-click help
|
|
CFunctionList<void()> callback;
|
|
bool actOnDown, //runs when mouse is pressed down over it, not when up
|
|
hoverable; //if true, button will be highlighted when hovered
|
|
ui8 blocked;
|
|
|
|
void clickRight(tribool down, bool previousState);
|
|
virtual void clickLeft(tribool down, bool previousState);
|
|
void hover (bool on);
|
|
void block(ui8 on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks
|
|
//void activate(); // makes button active
|
|
//void deactivate(); // makes button inactive (but doesn't delete)
|
|
|
|
AdventureMapButton(); //c-tor
|
|
AdventureMapButton( const std::map<int,std::string> &, 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
|
|
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
|
|
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
|
|
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
|
|
//AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
|
|
|
|
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 );
|
|
void setDef(const std::string & defName, bool playerColoredButton);
|
|
void setPlayerColor(int player);
|
|
};
|
|
|
|
class CHighlightableButton
|
|
: public AdventureMapButton
|
|
{
|
|
public:
|
|
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);
|
|
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
|
|
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
|
|
bool onlyOn, selected;
|
|
CFunctionList<void()> callback2; //when de-selecting
|
|
void select(bool on);
|
|
void clickLeft(tribool down, bool previousState);
|
|
};
|
|
|
|
class CHighlightableButtonsGroup : public CIntObject
|
|
{
|
|
public:
|
|
CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
|
|
std::vector<CHighlightableButton*> buttons;
|
|
bool musicLike; //determines the behaviour of this group
|
|
|
|
//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
|
|
void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
|
|
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
|
|
CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
|
|
~CHighlightableButtonsGroup();
|
|
void activate();
|
|
void deactivate();
|
|
void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
|
|
void selectionChanged(int to);
|
|
void show(SDL_Surface * to);
|
|
void showAll(SDL_Surface * to);
|
|
void block(ui8 on);
|
|
};
|
|
|
|
|
|
class CSlider : public CIntObject
|
|
{
|
|
public:
|
|
AdventureMapButton *left, *right, *slider; //if vertical then left=up
|
|
int capacity,//how many elements can be active at same time
|
|
amount, //how many elements
|
|
positions, //number of highest position (0 if there is only one)
|
|
value; //first active element
|
|
bool horizontal;
|
|
CDefEssential *imgs ;
|
|
|
|
boost::function<void(int)> moved;
|
|
//void(T::*moved)(int to);
|
|
//T* owner;
|
|
|
|
void redrawSlider();
|
|
|
|
void sliderClicked();
|
|
void moveLeft();
|
|
void clickLeft(tribool down, bool previousState);
|
|
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
|
|
void moveRight();
|
|
void moveTo(int to);
|
|
void block(bool on);
|
|
void setAmount(int to);
|
|
//void activate(); // makes button active
|
|
//void deactivate(); // makes button inactive (but doesn't delete)
|
|
//void show(SDL_Surface * to);
|
|
CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
|
|
int Value=0, bool Horizontal=true, int style = 0); //style 0 - brown, 1 - blue
|
|
~CSlider();
|
|
};
|
|
|
|
#endif // __ADVENTUREMAPBUTTON_H__
|