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vcmi/client/widgets/TextControls.h
Ivan Savenko a015bf6507 Initial part of dynamically-sized adventure map:
- removed no longer used CConfigHandler
- remove no longer use resolutions.json
- moved widget management from adventure map to a separate class
- adventure map layout is now loaded from config
2023-05-09 13:10:33 +03:00

243 lines
7.4 KiB
C++

/*
* TextControls.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
*
*/
#pragma once
#include "../gui/CIntObject.h"
#include "../gui/TextAlignment.h"
#include "../render/Colors.h"
#include "../render/Graphics.h"
#include "../../lib/FunctionList.h"
#include <SDL_pixels.h>
class IImage;
class CSlider;
/// Base class for all text-related widgets.
/// Controls text blitting-related options
class CTextContainer : public virtual CIntObject
{
protected:
/// returns size of border, for left- or right-aligned text
virtual Point getBorderSize() = 0;
/// do actual blitting of line. Text "what" will be placed at "where" and aligned according to alignment
void blitLine(SDL_Surface * to, Rect where, std::string what);
CTextContainer(ETextAlignment alignment, EFonts font, SDL_Color color);
public:
ETextAlignment alignment;
EFonts font;
SDL_Color color; // default font color. Can be overridden by placing "{}" into the string
};
/// Label which shows text
class CLabel : public CTextContainer
{
protected:
Point getBorderSize() override;
virtual std::string visibleText();
std::shared_ptr<CIntObject> background;
std::string text;
bool autoRedraw; //whether control will redraw itself on setTxt
public:
std::string getText();
virtual void setAutoRedraw(bool option);
virtual void setText(const std::string & Txt);
virtual void setColor(const SDL_Color & Color);
size_t getWidth();
CLabel(int x = 0, int y = 0, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT,
const SDL_Color & Color = Colors::WHITE, const std::string & Text = "");
void showAll(SDL_Surface * to) override; //shows statusbar (with current text)
};
/// Small helper class to manage group of similar labels
class CLabelGroup : public CIntObject
{
std::vector<std::shared_ptr<CLabel>> labels;
EFonts font;
ETextAlignment align;
SDL_Color color;
public:
CLabelGroup(EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT, const SDL_Color & Color = Colors::WHITE);
void add(int x = 0, int y = 0, const std::string & text = "");
size_t currentSize() const;
};
/// Multi-line label that can display multiple lines of text
/// If text is too big to fit into requested area remaining part will not be visible
class CMultiLineLabel : public CLabel
{
// text to blit, split into lines that are no longer than widget width
std::vector<std::string> lines;
// area of text that actually will be printed, default is widget size
Rect visibleSize;
void splitText(const std::string & Txt, bool redrawAfter);
Rect getTextLocation();
public:
// total size of text, x = longest line of text, y = total height of lines
Point textSize;
CMultiLineLabel(Rect position, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT, const SDL_Color & Color = Colors::WHITE, const std::string & Text = "");
void setText(const std::string & Txt) override;
void showAll(SDL_Surface * to) override;
void setVisibleSize(Rect visibleSize, bool redrawElement = true);
// scrolls text visible in widget. Positive value will move text up
void scrollTextTo(int distance, bool redrawAfterScroll = true);
void scrollTextBy(int distance);
};
/// a multi-line label that tries to fit text with given available width and height;
/// if not possible, it creates a slider for scrolling text
class CTextBox : public CIntObject
{
int sliderStyle;
public:
std::shared_ptr<CMultiLineLabel> label;
std::shared_ptr<CSlider> slider;
CTextBox(std::string Text, const Rect & rect, int SliderStyle, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::TOPLEFT, const SDL_Color & Color = Colors::WHITE);
void resize(Point newSize);
void setText(const std::string & Txt);
void sliderMoved(int to);
};
/// Status bar which is shown at the bottom of the in-game screens
class CGStatusBar : public CLabel, public std::enable_shared_from_this<CGStatusBar>, public IStatusBar
{
std::string hoverText;
std::string consoleText;
bool enteringText;
void init();
CGStatusBar(std::shared_ptr<CIntObject> background_, EFonts Font = FONT_SMALL, ETextAlignment Align = ETextAlignment::CENTER, const SDL_Color & Color = Colors::WHITE);
CGStatusBar(int x, int y, std::string name, int maxw = -1);
//make CLabel API private
using CLabel::getText;
using CLabel::setAutoRedraw;
using CLabel::setText;
using CLabel::setColor;
using CLabel::getWidth;
protected:
Point getBorderSize() override;
void clickLeft(tribool down, bool previousState) override;
public:
template<typename ...Args>
static std::shared_ptr<CGStatusBar> create(Args... args)
{
std::shared_ptr<CGStatusBar> ret{new CGStatusBar{args...}};
ret->init();
return ret;
}
void show(SDL_Surface * to) override;
void deactivate() override;
// IStatusBar interface
void write(const std::string & Text) override;
void clearIfMatching(const std::string & Text) override;
void clear() override;
void setEnteringMode(bool on) override;
void setEnteredText(const std::string & text) override;
};
class CFocusable;
class IFocusListener
{
public:
virtual void focusGot() {};
virtual void focusLost() {};
virtual ~IFocusListener() = default;
};
/// UIElement which can get input focus
class CFocusable : public virtual CIntObject
{
private:
std::shared_ptr<IFocusListener> focusListener;
public:
bool focus; //only one focusable control can have focus at one moment
void giveFocus(); //captures focus
void moveFocus(); //moves focus to next active control (may be used for tab switching)
bool hasFocus() const;
static std::list<CFocusable *> focusables; //all existing objs
static CFocusable * inputWithFocus; //who has focus now
CFocusable();
CFocusable(std::shared_ptr<IFocusListener> focusListener);
~CFocusable();
};
class CTextInput;
class CKeyboardFocusListener : public IFocusListener
{
private:
static std::atomic<int> usageIndex;
CTextInput * textInput;
public:
CKeyboardFocusListener(CTextInput * textInput);
void focusGot() override;
void focusLost() override;
};
/// Text input box where players can enter text
class CTextInput : public CLabel, public CFocusable
{
std::string newText;
protected:
std::string visibleText() override;
public:
CFunctionList<void(const std::string &)> cb;
CFunctionList<void(std::string &, const std::string &)> filters;
void setText(const std::string & nText) override;
void setText(const std::string & nText, bool callCb);
CTextInput(const Rect & Pos, EFonts font, const CFunctionList<void(const std::string &)> & CB);
CTextInput(const Rect & Pos, const Point & bgOffset, const std::string & bgName, const CFunctionList<void(const std::string &)> & CB);
CTextInput(const Rect & Pos, std::shared_ptr<IImage> srf);
void clickLeft(tribool down, bool previousState) override;
void keyPressed(EShortcut key) override;
bool captureThisKey(EShortcut key) override;
void textInputed(const std::string & enteredText) override;
void textEdited(const std::string & enteredText) override;
//Filter that will block all characters not allowed in filenames
static void filenameFilter(std::string & text, const std::string & oldText);
//Filter that will allow only input of numbers in range min-max (min-max are allowed)
//min-max should be set via something like std::bind
static void numberFilter(std::string & text, const std::string & oldText, int minValue, int maxValue);
friend class CKeyboardFocusListener;
};