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01ca21ae67
Scenario: In LoadGame Lobby screen, the difficulty toggle group is showing multiple choices, but actually only one valid is working. The reason is, in the Lobby screen Initialization code will set the difficulty = 0, and each time the player changes a map in the selection, the toggle group control is not resetting the difficulty buttons to disabled state. How fix: Add a new method to ToggleGroup class: setSelectedOnly, which will disable all other buttons and then set the selected button. Note: During the game loading time, the client is loading the map, and send a NetPack to server: LobbySetMap, and send a NetPack to Interface: LobbyUpdateState. In the LobbyUpdateState it sets the map difficulty.
276 lines
8.7 KiB
C++
276 lines
8.7 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 "../gui/SDL_Extensions.h"
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#include "../../lib/FunctionList.h"
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struct SDL_Surface;
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struct Rect;
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class CAnimImage;
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class CLabel;
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class CAnimation;
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namespace config
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{
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struct ButtonInfo;
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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 CKeyShortcut
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{
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CFunctionList<void()> callback;
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public:
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enum ButtonState
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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
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};
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private:
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std::vector<std::string> imageNames;//store list of images that can be used by this button
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size_t currentImage;
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ButtonState state;//current state of button from enum
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std::array<int, 4> stateToIndex; // mapping of button state to index of frame in animation
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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::array<boost::optional<SDL_Color>, 4> stateToBorderColor; // mapping of button state to border color
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std::string helpBox; //for right-click help
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std::shared_ptr<CAnimImage> image; //image for this button
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std::shared_ptr<CIntObject> overlay;//object-overlay, can be null
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bool animateLonelyFrame = false;
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protected:
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void onButtonClicked(); // calls callback
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void update();//to refresh button after image or text change
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// internal method to change state. Public change can be done only via block()
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void setState(ButtonState newState);
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ButtonState getState();
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public:
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bool actOnDown,//runs when mouse is pressed down over it, not when up
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hoverable,//if true, button will be highlighted when hovered (e.g. main menu)
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soundDisabled;
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// sets border color for each button state;
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// if it's set, the button will have 1-px border around it with this color
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void setBorderColor(boost::optional<SDL_Color> normalBorderColor,
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boost::optional<SDL_Color> pressedBorderColor,
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boost::optional<SDL_Color> blockedBorderColor,
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boost::optional<SDL_Color> highlightedBorderColor);
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// sets the same border color for all button states.
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void setBorderColor(boost::optional<SDL_Color> borderColor);
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/// adds one more callback to on-click actions
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void addCallback(std::function<void()> callback);
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/// adds overlay on top of button image. Only one overlay can be active at once
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void addOverlay(std::shared_ptr<CIntObject> newOverlay);
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void addTextOverlay(const std::string & Text, EFonts font, SDL_Color color = Colors::WHITE);
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void addImage(std::string filename);
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void addHoverText(ButtonState state, std::string text);
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void setImageOrder(int state1, int state2, int state3, int state4);
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void setAnimateLonelyFrame(bool agreement);
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void block(bool on);
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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 std::string & defName, const std::pair<std::string, std::string> & help,
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CFunctionList<void()> Callback = 0, int key=0, bool playerColoredButton = false );
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/// Appearance modifiers
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void setIndex(size_t index, bool playerColoredButton=false);
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void setImage(std::shared_ptr<CAnimation> anim, bool playerColoredButton=false, int animFlags=0);
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void setPlayerColor(PlayerColor player);
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/// CIntObject overrides
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void clickRight(tribool down, bool previousState) override;
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void clickLeft(tribool down, bool previousState) override;
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void hover (bool on) override;
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void showAll(SDL_Surface * 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> tooltip(const JsonNode & localizedTexts);
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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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protected:
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bool selected;
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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();
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public:
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/// if set to false - button can not be deselected normally
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bool allowDeselection;
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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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void addCallback(std::function<void(bool)> callback);
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/// Set whether the toggle is currently enabled for user to use, this is only inplemented 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 std::string &defName, const std::pair<std::string, std::string> &help,
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CFunctionList<void(bool)> Callback = 0, int key=0, bool playerColoredButton = false );
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void clickLeft(tribool down, bool previousState) 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(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, 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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};
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/// A typical slider for volume with an animated indicator
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class CVolumeSlider : public CIntObject
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{
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int value;
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CFunctionList<void(int)> onChange;
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std::shared_ptr<CAnimImage> animImage;
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const std::pair<std::string, std::string> * const helpHandlers;
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void setVolume(const int v);
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public:
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/// @param position coordinates of slider
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/// @param defName name of def animation for slider
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/// @param value initial value for volume
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/// @param help pointer to first helptext of slider
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CVolumeSlider(const Point & position, const std::string & defName, const int value,
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const std::pair<std::string, std::string> * const help);
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void moveTo(int id);
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void addCallback(std::function<void(int)> callback);
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void wheelScrolled(bool down, bool in) override;
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};
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/// A typical slider which can be orientated horizontally/vertically.
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class CSlider : public CIntObject
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{
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//if vertical then left=up
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std::shared_ptr<CButton> left;
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std::shared_ptr<CButton> right;
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std::shared_ptr<CButton> slider;
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int capacity;//how many elements can be active at same time (e.g. hero list = 5)
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int positions; //number of highest position (0 if there is only one)
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bool horizontal;
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int amount; //total amount of elements (e.g. hero list = 0-8)
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int value; //first active element
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int scrollStep; // how many elements will be scrolled via one click, default = 1
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CFunctionList<void(int)> moved;
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void updateSliderPos();
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void sliderClicked();
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public:
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enum EStyle
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{
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BROWN,
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BLUE
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};
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void block(bool on);
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/// Controls how many items wil be scrolled via one click
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void setScrollStep(int to);
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/// Value modifiers
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void moveLeft();
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void moveRight();
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void moveTo(int value);
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void moveBy(int amount);
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void moveToMin();
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void moveToMax();
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/// Amount modifier
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void setAmount(int to);
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/// Accessors
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int getAmount();
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int getValue();
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void addCallback(std::function<void(int)> callback);
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void keyPressed(const SDL_KeyboardEvent & key) override;
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void wheelScrolled(bool down, bool in) override;
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void clickLeft(tribool down, bool previousState) override;
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void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
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void showAll(SDL_Surface * to) override;
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/// @param position coordinates of slider
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/// @param length length of slider ribbon, including left/right buttons
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/// @param Moved function that will be called whenever slider moves
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/// @param Capacity maximal number of visible at once elements
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/// @param Amount total amount of elements, including not visible
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/// @param Value starting position
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CSlider(Point position, int length, std::function<void(int)> Moved, int Capacity, int Amount,
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int Value=0, bool Horizontal=true, EStyle style = BROWN);
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~CSlider();
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};
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