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vcmi/client/windows/CQuestLog.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

321 lines
8.4 KiB
C++

#include "StdInc.h"
#include "CQuestLog.h"
#include "CAdvmapInterface.h"
#include "../CBitmapHandler.h"
#include "../CDefHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../Graphics.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../widgets/CComponent.h"
#include "../../CCallback.h"
#include "../../lib/CArtHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGameState.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/NetPacksBase.h"
#include "../../lib/mapObjects/CQuest.h"
/*
* CQuestLog.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct QuestInfo;
class CAdvmapInterface;
void CQuestLabel::clickLeft(tribool down, bool previousState)
{
if (down)
callback();
}
void CQuestLabel::showAll(SDL_Surface * to)
{
if (active)
CMultiLineLabel::showAll (to);
}
CQuestIcon::CQuestIcon (const std::string &defname, int index, int x, int y) :
CAnimImage(defname, index, 0, x, y)
{
addUsedEvents(LCLICK);
}
void CQuestIcon::clickLeft(tribool down, bool previousState)
{
if (down)
callback();
}
void CQuestIcon::showAll(SDL_Surface * to)
{
CSDL_Ext::CClipRectGuard guard(to, parent->pos);
CAnimImage::showAll(to);
}
CQuestMinimap::CQuestMinimap (const Rect & position) :
CMinimap (position),
currentQuest (nullptr)
{
}
void CQuestMinimap::addQuestMarks (const QuestInfo * q)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
icons.clear();
int3 tile;
if (q->obj)
tile = q->obj->pos;
else
tile = q->tile;
int x,y;
minimap->tileToPixels (tile, x, y);
if (level != tile.z)
setLevel(tile.z);
auto pic = std::make_shared<CQuestIcon>("VwSymbol.def", 3, x, y);
pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2));
pic->callback = std::bind (&CQuestMinimap::iconClicked, this);
icons.push_back(pic);
}
void CQuestMinimap::update()
{
CMinimap::update();
if (currentQuest)
addQuestMarks (currentQuest);
}
void CQuestMinimap::iconClicked()
{
if (currentQuest->obj)
adventureInt->centerOn (currentQuest->obj->pos);
//moveAdvMapSelection();
}
void CQuestMinimap::showAll(SDL_Surface * to)
{
CIntObject::showAll(to); // blitting IntObject directly to hide radar
for (auto pic : icons)
pic->showAll(to);
}
CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests) :
CWindowObject(PLAYER_COLORED | BORDERED, "questDialog"),
questIndex(0),
currentQuest(nullptr),
componentsBox(nullptr),
hideComplete(false),
quests(Quests),
slider(nullptr)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
init();
}
void CQuestLog::init()
{
const JsonNode & texts = CGI->generaltexth->localizedTexts["questLog"];
minimap = new CQuestMinimap (Rect (12, 12, 169, 169));
// TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin
description = new CTextBox ("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, TOPLEFT, Colors::WHITE);
ok = new CButton(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close,this), SDLK_RETURN);
// Both button and lable are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button
hideCompleteButton = new CToggleButton(Point(10, 396), "sysopchk.def", CButton::tooltip(texts["hideComplete"]), std::bind(&CQuestLog::toggleComplete, this, _1));
hideCompleteLabel = new CLabel(46, 398, FONT_MEDIUM, TOPLEFT, Colors::WHITE, texts["hideComplete"]["label"].String());
slider = new CSlider(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN);
recreateLabelList();
recreateQuestList (0);
}
void CQuestLog::recreateLabelList()
{
if (labels.size())
labels.clear();
bool completeMissing = true;
int currentLabel = 0;
for (int i = 0; i < quests.size(); ++i)
{
// Quests with MISSION_NONE type don't have text for them and can't be displayed
if (quests[i].quest->missionType == CQuest::MISSION_NONE)
continue;
if (quests[i].quest->progress == CQuest::COMPLETE)
{
completeMissing = false;
if (hideComplete)
continue;
}
MetaString text;
quests[i].quest->getRolloverText (text, false);
if (quests[i].obj)
{
if (auto seersHut = dynamic_cast<const CGSeerHut *>(quests[i].obj))
{
MetaString toSeer;
toSeer << VLC->generaltexth->allTexts[347];
toSeer.addReplacement(seersHut->seerName);
text.addReplacement(toSeer.toString());
}
else
text.addReplacement(quests[i].obj->getObjectName()); //get name of the object
}
auto label = std::make_shared<CQuestLabel>(Rect(13, 195, 149,31), FONT_SMALL, TOPLEFT, Colors::WHITE, text.toString());
label->disable();
label->callback = std::bind(&CQuestLog::selectQuest, this, i, currentLabel);
labels.push_back(label);
// Select latest active quest
if (quests[i].quest->progress != CQuest::COMPLETE)
selectQuest(i, currentLabel);
currentLabel = labels.size();
}
if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL
hideCompleteButton->block(true);
slider->setAmount(currentLabel);
if (currentLabel > QUEST_COUNT)
{
slider->block(false);
slider->moveToMax();
}
else
{
slider->block(true);
slider->moveToMin();
}
}
void CQuestLog::showAll(SDL_Surface * to)
{
CWindowObject::showAll (to);
if (labels.size() && labels[questIndex]->active)
{
Rect rect = Rect::around(labels[questIndex]->pos);
rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics
rect.w += 2;
CSDL_Ext::drawBorder(to, rect, int3(Colors::METALLIC_GOLD.r, Colors::METALLIC_GOLD.g, Colors::METALLIC_GOLD.b));
}
}
void CQuestLog::recreateQuestList (int newpos)
{
for (int i = 0; i < labels.size(); ++i)
{
labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31);
if (i >= newpos && i < newpos + QUEST_COUNT)
labels[i]->enable();
else
labels[i]->disable();
}
minimap->update();
}
void CQuestLog::selectQuest (int which, int labelId)
{
questIndex = labelId;
currentQuest = &quests[which];
minimap->currentQuest = currentQuest;
MetaString text;
std::vector<Component> components;
currentQuest->quest->getVisitText (text, components, currentQuest->quest->isCustomFirst, true);
if (description->slider)
description->slider->moveToMin(); // scroll text to start position
description->setText (text.toString()); //TODO: use special log entry text
vstd::clear_pointer(componentsBox);
int componentsSize = components.size();
int descriptionHeight = DESCRIPTION_HEIGHT_MAX;
if (componentsSize)
{
descriptionHeight -= 15;
CComponent::ESize imageSize = CComponent::large;
switch (currentQuest->quest->missionType)
{
case CQuest::MISSION_ARMY:
{
if (componentsSize > 4)
descriptionHeight -= 195;
else
descriptionHeight -= 100;
break;
}
case CQuest::MISSION_ART:
{
if (componentsSize > 4)
descriptionHeight -= 190;
else
descriptionHeight -= 90;
break;
}
case CQuest::MISSION_PRIMARY_STAT:
case CQuest::MISSION_RESOURCES:
{
if (componentsSize > 4)
{
imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
descriptionHeight -= 140;
}
else
descriptionHeight -= 125;
break;
}
default:
descriptionHeight -= 115;
break;
}
OBJ_CONSTRUCTION_CAPTURING_ALL;
std::vector<CComponent *> comps;
for (auto & component : components)
comps.push_back(new CComponent(component, imageSize));
componentsBox = new CComponentBox(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight)));
}
description->resize(Point(385, descriptionHeight));
minimap->update();
redraw();
}
void CQuestLog::sliderMoved (int newpos)
{
recreateQuestList (newpos); //move components
redraw();
}
void CQuestLog::toggleComplete(bool on)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
hideComplete = on;
recreateLabelList();
recreateQuestList(0);
redraw();
}