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c10dac929d
-- New files: hch/CAnimation.h/cpp -- Class CAnimation capable to load file partially and/or keep data in compressed state -- Buttons now use CAnimation instead of CDefHandler - build system regenerated to include new files - fixed several gcc warnings - updated README.linux
154 lines
6.8 KiB
C++
154 lines
6.8 KiB
C++
#ifndef __ADVENTUREMAPBUTTON_H__
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#define __ADVENTUREMAPBUTTON_H__
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#include "FunctionList.h"
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#include <boost/bind.hpp>
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#include "GUIBase.h"
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/*
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* AdventureMapButton.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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extern SDL_Color tytulowy, tlo, zwykly ;
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class CAnimation;
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namespace config{struct ButtonInfo;}
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class CButtonBase : public KeyShortcut//basic button class
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{
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public:
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struct TextOverlay
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{
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EFonts font;
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std::string text;
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SDL_Color color;
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int x, y;
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} *text;
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void addTextOverlay(const std::string Text, EFonts font, SDL_Color color = zwykly);
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int bitmapOffset; //TODO: comment me
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int type; //advmapbutton=2 //TODO: comment me
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bool abs;//TODO: comment me
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//bool active; //if true, this button is active and can be pressed
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bool notFreeButton; //TODO: comment me
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CIntObject * ourObj; // "owner"
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int state; //TODO: comment me
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std::vector< CAnimation * > imgs; //images for this button
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int curimg; //curently displayed image from imgs
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virtual void show(SDL_Surface * to);
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virtual void showAll(SDL_Surface * to);
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//virtual void activate()=0;
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//virtual void deactivate()=0;
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CButtonBase(); //c-tor
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virtual ~CButtonBase(); //d-tor
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};
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class AdventureMapButton : public CButtonBase
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{
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public:
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std::map<int,std::string> hoverTexts; //state -> text for statusbar
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std::string helpBox; //for right-click help
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CFunctionList<void()> callback;
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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
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ui8 blocked;
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void clickRight(tribool down, bool previousState);
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virtual void clickLeft(tribool down, bool previousState);
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void hover (bool on);
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void block(ui8 on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks
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//void activate(); // makes button active
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//void deactivate(); // makes button inactive (but doesn't delete)
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AdventureMapButton(); //c-tor
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AdventureMapButton( const std::map<int,std::string> &, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::pair<std::string, std::string> help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
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//AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );
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void setDef(const std::string & defName, bool playerColoredButton, bool reset=false);
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void setPlayerColor(int player);
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};
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class CHighlightableButton
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: public AdventureMapButton
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{
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public:
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CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0);
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CHighlightableButton(const std::pair<std::string, std::string> help, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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CHighlightableButton(const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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bool onlyOn, selected;
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int ID; //for identification
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CFunctionList<void()> callback2; //when de-selecting
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void select(bool on);
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void clickLeft(tribool down, bool previousState);
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};
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class CHighlightableButtonsGroup : public CIntObject
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{
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public:
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CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
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std::vector<CHighlightableButton*> buttons;
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bool musicLike; //determines the behaviour of this group
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//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
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void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
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void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
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CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
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~CHighlightableButtonsGroup();
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void activate();
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void deactivate();
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void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
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void selectionChanged(int to);
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void show(SDL_Surface * to);
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void showAll(SDL_Surface * to);
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void block(ui8 on);
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};
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class CSlider : public CIntObject
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{
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public:
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AdventureMapButton *left, *right, *slider; //if vertical then left=up
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int capacity,//how many elements can be active at same time
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amount, //how many elements
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positions, //number of highest position (0 if there is only one)
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value; //first active element
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bool horizontal;
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bool wheelScrolling;
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bool keyScrolling;
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boost::function<void(int)> moved;
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void redrawSlider();
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void sliderClicked();
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void moveLeft();
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void moveRight();
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void moveTo(int to);
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void block(bool on);
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void setAmount(int to);
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void keyPressed(const SDL_KeyboardEvent & key);
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void wheelScrolled(bool down, bool in);
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void clickLeft(tribool down, bool previousState);
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void showAll(SDL_Surface * to);
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CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
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int Value=0, bool Horizontal=true, int style = 0); //style 0 - brown, 1 - blue
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~CSlider();
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};
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#endif // __ADVENTUREMAPBUTTON_H__
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