mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
10fc1892a8
- renamed CAdventureMapButton to more expectable CButton - merged CButtonBase into CButton - created more generic class for clickable elements - created more generic class for selectable elements - renamed CHighlightableButton to CToggleButton - renamed CHighlightableButtonsGrous to CToggleGroup - minimized differences between API of all these classes - removed all but one contructors in buttons, with same parameters across all classes
121 lines
3.4 KiB
C++
121 lines
3.4 KiB
C++
#pragma once
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#include "../../lib/HeroBonus.h"
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#include "../widgets/MiscWidgets.h"
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#include "CWindowObject.h"
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/*
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* CCreatureWindow.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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class StackWindowInfo;
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class CCommanderInstance;
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class CStackInstance;
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class CStack;
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struct UpgradeInfo;
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class CTabbedInt;
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class CButton;
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class CClickableObject : public LRClickableAreaWText
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{
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CIntObject * object; // passive object that will be used to determine clickable area
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public:
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CClickableObject(CIntObject * object, std::function<void()> callback);
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std::function<void()> callback; //TODO: create more generic clickable class than AdvMapButton?
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void clickLeft(tribool down, bool previousState) override;
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//void clickRight(tribool down, bool previousState){};
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void setObject(CIntObject * object);
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};
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class CStackWindow : public CWindowObject
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{
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struct BonusInfo
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{
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std::string name;
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std::string description;
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std::string imagePath;
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};
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class CWindowSection : public CIntObject
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{
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CStackWindow * parent;
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CPicture * background;
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void createBackground(std::string path);
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void createBonusItem(size_t index, Point position);
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void printStatString(int index, std::string name, std::string value);
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void printStatRange(int index, std::string name, int min, int max);
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void printStatBase(int index, std::string name, int base, int current);
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void printStat(int index, std::string name, int value);
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public:
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void createStackInfo(bool showExp, bool showArt);
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void createActiveSpells();
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void createCommanderSection();
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void createCommander();
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void createCommanderAbilities();
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void createBonuses(boost::optional<size_t> size = boost::optional<size_t>());
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void createBonusEntry(size_t index);
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void createButtonPanel();
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CWindowSection(CStackWindow * parent);
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};
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CAnimImage * stackArtifactIcon;
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LRClickableAreaWTextComp * stackArtifactHelp;
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CButton * stackArtifactButton;
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std::unique_ptr<StackWindowInfo> info;
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std::vector<BonusInfo> activeBonuses;
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size_t activeTab;
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CTabbedInt * commanderTab;
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std::map<int, CButton *> switchButtons;
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void setSelection(si32 newSkill, CClickableObject * newIcon);
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CClickableObject * selectedIcon;
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si32 selectedSkill;
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CIntObject * createBonusEntry(size_t index);
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CIntObject * switchTab(size_t index);
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void removeStackArtifact(ArtifactPosition pos);
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void setStackArtifact(const CArtifactInstance * art, Point artPos);
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void initSections();
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void initBonusesList();
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void init();
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std::string generateStackExpDescription();
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CIntObject * createSkillEntry(int index);
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public:
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// for battles
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CStackWindow(const CStack * stack, bool popup);
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// for non-existing stacks, e.g. recruit screen
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CStackWindow(const CCreature * creature, bool popup);
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// for normal stacks in armies
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CStackWindow(const CStackInstance * stack, bool popup);
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CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
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// for commanders & commander level-up dialog
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CStackWindow(const CCommanderInstance * commander, bool popup);
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CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback);
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~CStackWindow();
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};
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