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vcmi/client/windows/CQuestLog.h
Andrey Filipenkov ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00

112 lines
3.0 KiB
C++

/*
* CQuestLog.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 "../widgets/AdventureMapClasses.h"
#include "../widgets/TextControls.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/Images.h"
#include "CWindowObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CCreature;
class CStackInstance;
class CGHeroInstance;
struct QuestInfo;
VCMI_LIB_NAMESPACE_END
class CButton;
class CToggleButton;
class CComponentBox;
class LRClickableAreaWText;
class CButton;
class CPicture;
class CCreaturePic;
class LRClickableAreaWTextComp;
class CSlider;
class CLabel;
const int QUEST_COUNT = 6;
const int DESCRIPTION_HEIGHT_MAX = 355;
class CQuestLabel : public LRClickableAreaWText, public CMultiLineLabel
{
public:
std::function<void()> callback;
CQuestLabel(Rect position, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text = "")
: CMultiLineLabel (position, FONT_SMALL, TOPLEFT, Colors::WHITE, Text){};
void clickLeft(tribool down, bool previousState) override;
void showAll(SDL_Surface * to) override;
};
class CQuestIcon : public CAnimImage
{
public:
std::function<void()> callback; //TODO: merge with other similar classes?
CQuestIcon(const std::string &defname, int index, int x=0, int y=0);
void clickLeft(tribool down, bool previousState) override;
void showAll(SDL_Surface * to) override;
};
class CQuestMinimap : public CMinimap
{
std::vector<std::shared_ptr<CQuestIcon>> icons;
void clickLeft(tribool down, bool previousState) override{}; //minimap ignores clicking on its surface
void iconClicked();
void mouseMoved (const SDL_MouseMotionEvent & sEvent) override{};
public:
const QuestInfo * currentQuest;
CQuestMinimap(const Rect & position);
//should be called to invalidate whole map - different player or level
void update();
void addQuestMarks (const QuestInfo * q);
void showAll(SDL_Surface * to) override;
};
class CQuestLog : public CWindowObject
{
int questIndex;
const QuestInfo * currentQuest;
std::shared_ptr<CComponentBox> componentsBox;
bool hideComplete;
std::shared_ptr<CToggleButton> hideCompleteButton;
std::shared_ptr<CLabel> hideCompleteLabel;
const std::vector<QuestInfo> quests;
std::vector<std::shared_ptr<CQuestLabel>> labels;
std::shared_ptr<CTextBox> description;
std::shared_ptr<CQuestMinimap> minimap;
std::shared_ptr<CSlider> slider; //scrolls quests
std::shared_ptr<CButton> ok;
public:
CQuestLog(const std::vector<QuestInfo> & Quests);
~CQuestLog(){};
void selectQuest (int which, int labelId);
void updateMinimap (int which){};
void printDescription (int which){};
void sliderMoved (int newpos);
void recreateLabelList();
void recreateQuestList (int pos);
void toggleComplete(bool on);
void showAll (SDL_Surface * to) override;
};