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c3ce4b25df
To all - please, avoid #include's in headers as much as possible This kills incremental build compile times
321 lines
8.3 KiB
C++
321 lines
8.3 KiB
C++
#include "StdInc.h"
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#include "CQuestLog.h"
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#include "CAdvmapInterface.h"
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#include "../CBitmapHandler.h"
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#include "../CDefHandler.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../Graphics.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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#include "../widgets/CComponent.h"
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#include "../../CCallback.h"
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#include "../../lib/CArtHandler.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/NetPacksBase.h"
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#include "../../lib/mapObjects/CQuest.h"
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/*
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* CQuestLog.cpp, 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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struct QuestInfo;
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class CAdvmapInterface;
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void CQuestLabel::clickLeft(tribool down, bool previousState)
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{
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if (down)
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callback();
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}
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void CQuestLabel::showAll(SDL_Surface * to)
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{
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if (active)
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CMultiLineLabel::showAll (to);
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}
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CQuestIcon::CQuestIcon (const std::string &defname, int index, int x, int y) :
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CAnimImage(defname, index, 0, x, y)
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{
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addUsedEvents(LCLICK);
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}
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void CQuestIcon::clickLeft(tribool down, bool previousState)
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{
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if (down)
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callback();
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}
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void CQuestIcon::showAll(SDL_Surface * to)
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{
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CSDL_Ext::CClipRectGuard guard(to, parent->pos);
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CAnimImage::showAll(to);
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}
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CQuestMinimap::CQuestMinimap (const Rect & position) :
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CMinimap (position),
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currentQuest (nullptr)
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{
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}
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void CQuestMinimap::addQuestMarks (const QuestInfo * q)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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icons.clear();
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int3 tile;
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if (q->obj)
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tile = q->obj->pos;
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else
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tile = q->tile;
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int x,y;
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minimap->tileToPixels (tile, x, y);
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if (level != tile.z)
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setLevel(tile.z);
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auto pic = make_shared<CQuestIcon>("VwSymbol.def", 3, x, y);
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pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2));
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pic->callback = std::bind (&CQuestMinimap::iconClicked, this);
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icons.push_back(pic);
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}
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void CQuestMinimap::update()
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{
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CMinimap::update();
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if (currentQuest)
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addQuestMarks (currentQuest);
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}
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void CQuestMinimap::iconClicked()
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{
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if (currentQuest->obj)
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adventureInt->centerOn (currentQuest->obj->pos);
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//moveAdvMapSelection();
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}
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void CQuestMinimap::showAll(SDL_Surface * to)
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{
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CIntObject::showAll(to); // blitting IntObject directly to hide radar
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for (auto pic : icons)
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pic->showAll(to);
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}
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CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests) :
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CWindowObject(PLAYER_COLORED | BORDERED, "questDialog"),
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questIndex(0),
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currentQuest(nullptr),
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componentsBox(nullptr),
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hideComplete(false),
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quests(Quests),
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slider(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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init();
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}
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void CQuestLog::init()
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{
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const JsonNode & texts = CGI->generaltexth->localizedTexts["questLog"];
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minimap = new CQuestMinimap (Rect (12, 12, 169, 169));
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// TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin
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description = new CTextBox ("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, TOPLEFT, Colors::WHITE);
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ok = new CButton(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close,this), SDLK_RETURN);
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// Both button and lable are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button
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hideCompleteButton = new CToggleButton(Point(10, 396), "sysopchk.def", CButton::tooltip(texts["hideComplete"]), std::bind(&CQuestLog::toggleComplete, this, _1));
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hideCompleteLabel = new CLabel(46, 398, FONT_MEDIUM, TOPLEFT, Colors::WHITE, texts["hideComplete"]["label"].String());
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slider = new CSlider(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN);
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recreateLabelList();
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recreateQuestList (0);
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}
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void CQuestLog::recreateLabelList()
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{
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if (labels.size())
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labels.clear();
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bool completeMissing = true;
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int currentLabel = 0;
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for (int i = 0; i < quests.size(); ++i)
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{
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// Quests with MISSION_NONE type don't have text for them and can't be displayed
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if (quests[i].quest->missionType == CQuest::MISSION_NONE)
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continue;
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if (quests[i].quest->progress == CQuest::COMPLETE)
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{
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completeMissing = false;
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if (hideComplete)
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continue;
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}
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MetaString text;
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quests[i].quest->getRolloverText (text, false);
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if (quests[i].obj)
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{
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if (auto seersHut = dynamic_cast<const CGSeerHut *>(quests[i].obj))
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{
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MetaString toSeer;
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toSeer << VLC->generaltexth->allTexts[347];
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toSeer.addReplacement(seersHut->seerName);
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text.addReplacement(toSeer.toString());
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}
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else
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text.addReplacement(quests[i].obj->getObjectName()); //get name of the object
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}
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auto label = make_shared<CQuestLabel>(Rect(13, 195, 149,31), FONT_SMALL, TOPLEFT, Colors::WHITE, text.toString());
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label->disable();
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label->callback = std::bind(&CQuestLog::selectQuest, this, i, currentLabel);
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labels.push_back(label);
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// Select latest active quest
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if (quests[i].quest->progress != CQuest::COMPLETE)
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selectQuest(i, currentLabel);
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currentLabel = labels.size();
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}
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if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL
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hideCompleteButton->block(true);
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slider->setAmount(currentLabel);
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if (currentLabel > QUEST_COUNT)
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{
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slider->block(false);
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slider->moveToMax();
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}
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else
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{
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slider->block(true);
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slider->moveToMin();
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}
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}
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void CQuestLog::showAll(SDL_Surface * to)
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{
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CWindowObject::showAll (to);
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if (labels.size() && labels[questIndex]->active)
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{
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Rect rect = Rect::around(labels[questIndex]->pos);
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rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics
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rect.w += 2;
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CSDL_Ext::drawBorder(to, rect, int3(Colors::METALLIC_GOLD.r, Colors::METALLIC_GOLD.g, Colors::METALLIC_GOLD.b));
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}
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}
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void CQuestLog::recreateQuestList (int newpos)
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{
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for (int i = 0; i < labels.size(); ++i)
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{
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labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31);
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if (i >= newpos && i < newpos + QUEST_COUNT)
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labels[i]->enable();
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else
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labels[i]->disable();
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}
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minimap->update();
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}
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void CQuestLog::selectQuest (int which, int labelId)
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{
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questIndex = labelId;
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currentQuest = &quests[which];
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minimap->currentQuest = currentQuest;
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MetaString text;
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std::vector<Component> components;
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currentQuest->quest->getVisitText (text, components, currentQuest->quest->isCustomFirst, true);
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if (description->slider)
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description->slider->moveToMin(); // scroll text to start position
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description->setText (text.toString()); //TODO: use special log entry text
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vstd::clear_pointer(componentsBox);
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int componentsSize = components.size();
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int descriptionHeight = DESCRIPTION_HEIGHT_MAX;
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if (componentsSize)
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{
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descriptionHeight -= 15;
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CComponent::ESize imageSize = CComponent::large;
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switch (currentQuest->quest->missionType)
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{
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case CQuest::MISSION_ARMY:
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{
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if (componentsSize > 4)
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descriptionHeight -= 195;
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else
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descriptionHeight -= 100;
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break;
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}
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case CQuest::MISSION_ART:
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{
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if (componentsSize > 4)
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descriptionHeight -= 190;
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else
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descriptionHeight -= 90;
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break;
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}
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case CQuest::MISSION_PRIMARY_STAT:
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case CQuest::MISSION_RESOURCES:
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{
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if (componentsSize > 4)
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{
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imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
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descriptionHeight -= 140;
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}
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else
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descriptionHeight -= 125;
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break;
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}
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default:
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descriptionHeight -= 115;
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break;
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}
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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std::vector<CComponent *> comps;
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for (auto & component : components)
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comps.push_back(new CComponent(component, imageSize));
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componentsBox = new CComponentBox(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight)));
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}
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description->resize(Point(385, descriptionHeight));
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minimap->update();
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redraw();
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}
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void CQuestLog::sliderMoved (int newpos)
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{
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recreateQuestList (newpos); //move components
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redraw();
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}
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void CQuestLog::toggleComplete(bool on)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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hideComplete = on;
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recreateLabelList();
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recreateQuestList(0);
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redraw();
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}
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