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186 lines
6.0 KiB
C++
186 lines
6.0 KiB
C++
#pragma once
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#include "../gui/CIntObject.h"
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#include "../gui/SDL_Extensions.h"
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#include "../../lib/FunctionList.h"
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/*
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* TextControls.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 CSlider;
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/// Base class for all text-related widgets.
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/// Controls text blitting-related options
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class CTextContainer : public virtual CIntObject
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{
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protected:
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/// returns size of border, for left- or right-aligned text
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virtual Point getBorderSize() = 0;
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/// do actual blitting of line. Text "what" will be placed at "where" and aligned according to alignment
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void blitLine(SDL_Surface * to, Rect where, std::string what);
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CTextContainer(EAlignment alignment, EFonts font, SDL_Color color);
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public:
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EAlignment alignment;
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EFonts font;
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SDL_Color color; // default font color. Can be overridden by placing "{}" into the string
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};
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/// Label which shows text
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class CLabel : public CTextContainer
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{
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protected:
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Point getBorderSize() override;
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virtual std::string visibleText();
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CPicture *bg;
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public:
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std::string text;
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bool autoRedraw; //whether control will redraw itself on setTxt
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std::string getText();
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virtual void setText(const std::string &Txt);
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CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT,
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const SDL_Color &Color = Colors::WHITE, const std::string &Text = "");
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void showAll(SDL_Surface * to) override; //shows statusbar (with current text)
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};
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/// Small helper class to manage group of similar labels
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class CLabelGroup : public CIntObject
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{
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std::list<CLabel*> labels;
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EFonts font;
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EAlignment align;
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SDL_Color color;
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public:
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CLabelGroup(EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE);
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void add(int x=0, int y=0, const std::string &text = "");
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};
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/// Multi-line label that can display multiple lines of text
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/// If text is too big to fit into requested area remaining part will not be visible
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class CMultiLineLabel : public CLabel
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{
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// text to blit, split into lines that are no longer than widget width
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std::vector<std::string> lines;
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// area of text that actually will be printed, default is widget size
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Rect visibleSize;
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void splitText(const std::string &Txt);
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Rect getTextLocation();
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public:
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// total size of text, x = longest line of text, y = total height of lines
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Point textSize;
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CMultiLineLabel(Rect position, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text = "");
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void setText(const std::string &Txt) override;
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void showAll(SDL_Surface * to) override;
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void setVisibleSize(Rect visibleSize);
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// scrolls text visible in widget. Positive value will move text up
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void scrollTextTo(int distance);
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void scrollTextBy(int distance);
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};
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/// a multi-line label that tries to fit text with given available width and height;
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/// if not possible, it creates a slider for scrolling text
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class CTextBox : public CIntObject
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{
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int sliderStyle;
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public:
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CMultiLineLabel * label;
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CSlider *slider;
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CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE);
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void resize(Point newSize);
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void setText(const std::string &Txt);
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void sliderMoved(int to);
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};
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/// Status bar which is shown at the bottom of the in-game screens
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class CGStatusBar : public CLabel
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{
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bool textLock; //Used for blocking changes to the text
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void init();
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CGStatusBar *oldStatusBar;
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protected:
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Point getBorderSize() override;
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public:
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void clear();//clears statusbar and refreshes
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void setText(const std::string & Text) override; //prints text and refreshes statusbar
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void show(SDL_Surface * to) override; //shows statusbar (with current text)
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CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = Colors::WHITE); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
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CGStatusBar(int x, int y, std::string name, int maxw=-1);
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~CGStatusBar();
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void lock(bool shouldLock); //If true, current text cannot be changed until lock(false) is called
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};
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/// UIElement which can get input focus
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class CFocusable : public virtual CIntObject
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{
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protected:
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virtual void focusGot(){};
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virtual void focusLost(){};
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public:
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bool focus; //only one focusable control can have focus at one moment
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void giveFocus(); //captures focus
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void moveFocus(); //moves focus to next active control (may be used for tab switching)
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static std::list<CFocusable*> focusables; //all existing objs
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static CFocusable *inputWithFocus; //who has focus now
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CFocusable();
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~CFocusable();
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};
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/// Text input box where players can enter text
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class CTextInput : public CLabel, public CFocusable
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{
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std::string newText;
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protected:
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std::string visibleText() override;
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void focusGot() override;
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void focusLost() override;
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public:
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CFunctionList<void(const std::string &)> cb;
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CFunctionList<void(std::string &, const std::string &)> filters;
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void setText(const std::string &nText, bool callCb = false);
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CTextInput(const Rect &Pos, EFonts font, const CFunctionList<void(const std::string &)> &CB);
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CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
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CTextInput(const Rect &Pos, SDL_Surface *srf = nullptr);
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void clickLeft(tribool down, bool previousState) override;
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void keyPressed(const SDL_KeyboardEvent & key) override;
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bool captureThisEvent(const SDL_KeyboardEvent & key) override;
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void textInputed(const SDL_TextInputEvent & event) override;
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void textEdited(const SDL_TextEditingEvent & event) override;
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//Filter that will block all characters not allowed in filenames
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static void filenameFilter(std::string &text, const std::string & oldText);
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//Filter that will allow only input of numbers in range min-max (min-max are allowed)
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//min-max should be set via something like std::bind
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static void numberFilter(std::string &text, const std::string & oldText, int minValue, int maxValue);
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};
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