mirror of
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205 lines
6.6 KiB
C++
205 lines
6.6 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 "../render/EFont.h"
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#include "../../lib/FunctionList.h"
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#include "../../lib/filesystem/ResourcePath.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class Rect;
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VCMI_LIB_NAMESPACE_END
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class CAnimImage;
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class InterfaceObjectConfigurable;
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enum class EButtonState
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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 // used for: highlighted state for selectable buttons, hovered state for hoverable buttons (e.g. main menu)
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};
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class ButtonBase : public CKeyShortcut
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{
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std::shared_ptr<CAnimImage> image; //image for this button
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std::shared_ptr<InterfaceObjectConfigurable> configurable; //image for this button
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std::shared_ptr<CIntObject> overlay;//object-overlay, can be null
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std::unique_ptr<JsonNode> config;
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std::array<int, 4> stateToIndex; // mapping of button state to index of frame in animation
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EButtonState state;//current state of button from enum
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void update();//to refresh button after image or text change
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const JsonNode & getCurrentConfig() const;
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protected:
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ButtonBase(Point position, const AnimationPath & defName, EShortcut key, bool playerColoredButton);
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~ButtonBase();
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std::shared_ptr<CIntObject> getOverlay();
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void setStateImpl(EButtonState state);
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EButtonState getState() const;
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public:
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/// Appearance modifiers
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void setPlayerColor(PlayerColor player);
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void setImage(const AnimationPath & defName, bool playerColoredButton = false);
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void setConfigurable(const JsonPath & jsonName, bool playerColoredButton = false);
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void setImageOrder(int state1, int state2, int state3, int state4);
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/// adds overlay on top of button image. Only one overlay can be active at once
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void setOverlay(const std::shared_ptr<CIntObject>& newOverlay);
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void setTextOverlay(const std::string & Text, EFonts font, ColorRGBA color);
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};
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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 ButtonBase
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{
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CFunctionList<void()> callback;
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CFunctionList<void()> callbackPopup;
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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::optional<ColorRGBA> borderColor; // mapping of button state to border color
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std::string helpBox; //for right-click help
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bool actOnDown; //runs when mouse is pressed down over it, not when up
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bool hoverable; //if true, button will be highlighted when hovered (e.g. main menu)
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bool soundDisabled;
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protected:
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void onButtonClicked(); // calls callback
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// internal method to change state. Public change can be done only via block()
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void setState(EButtonState newState);
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public:
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// sets the same border color for all button states.
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void setBorderColor(std::optional<ColorRGBA> borderColor);
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/// adds one more callback to on-click actions
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void addCallback(const std::function<void()> & callback);
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void addPopupCallback(const std::function<void()> & callback);
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void addHoverText(EButtonState state, const std::string & text);
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void block(bool on);
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void setHoverable(bool on);
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void setSoundDisabled(bool on);
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void setActOnDown(bool on);
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void setHelp(const std::pair<std::string, std::string> & help);
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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 AnimationPath & defName, const std::pair<std::string, std::string> & help,
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CFunctionList<void()> Callback = 0, EShortcut key = {}, bool playerColoredButton = false );
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/// CIntObject overrides
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void showPopupWindow(const Point & cursorPosition) override;
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void clickPressed(const Point & cursorPosition) override;
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void clickReleased(const Point & cursorPosition) override;
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void clickCancel(const Point & cursorPosition) override;
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void hover (bool on) override;
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void showAll(Canvas & 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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bool selected;
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/// if set to false - button can not be deselected normally
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bool allowDeselection;
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protected:
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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() const;
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public:
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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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/// Changes selection to "on" without calling callback
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void setSelectedSilent(bool on);
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bool isSelected() const;
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void setAllowDeselection(bool on);
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void addCallback(const std::function<void(bool)> & callback);
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/// Set whether the toggle is currently enabled for user to use, this is only implemented 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 AnimationPath &defName, const std::pair<std::string, std::string> &help,
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CFunctionList<void(bool)> Callback = 0, EShortcut key = {}, bool playerColoredButton = false );
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void clickPressed(const Point & cursorPosition) override;
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void clickReleased(const Point & cursorPosition) override;
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void clickCancel(const Point & cursorPosition) 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(const 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, const 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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