mirror of
https://github.com/vcmi/vcmi.git
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f596fbc9b3
Co-authored-by: Ivan Savenko <saven.ivan@gmail.com>
274 lines
7.5 KiB
C++
274 lines
7.5 KiB
C++
/*
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* BattleInterfaceClasses.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 "BattleConstants.h"
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#include "../gui/CIntObject.h"
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#include "../../lib/FunctionList.h"
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#include "../../lib/battle/BattleHex.h"
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#include "../windows/CWindowObject.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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struct BattleResult;
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struct InfoAboutHero;
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class CStack;
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namespace battle
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{
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class Unit;
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}
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VCMI_LIB_NAMESPACE_END
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class CAnimation;
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class Canvas;
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class BattleInterface;
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class CPicture;
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class CFilledTexture;
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class CButton;
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class CLabel;
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class CMultiLineLabel;
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class CTextBox;
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class CAnimImage;
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class TransparentFilledRectangle;
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class CPlayerInterface;
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class BattleRenderer;
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/// Class which shows the console at the bottom of the battle screen and manages the text of the console
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class BattleConsole : public CIntObject, public IStatusBar
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{
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private:
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const BattleInterface & owner;
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std::shared_ptr<CPicture> background;
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/// List of all texts added during battle, essentially - log of entire battle
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std::vector< std::string > logEntries;
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/// Current scrolling position, to allow showing older entries via scroll buttons
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int scrollPosition;
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/// current hover text set on mouse move, takes priority over log entries
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std::string hoverText;
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/// current text entered via in-game console, takes priority over both log entries and hover text
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std::string consoleText;
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/// if true then we are currently entering console text
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bool enteringText;
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/// splits text into individual strings for battle log
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std::vector<std::string> splitText(const std::string &text);
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/// select line(s) that will be visible in UI
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std::vector<std::string> getVisibleText();
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public:
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BattleConsole(const BattleInterface & owner, std::shared_ptr<CPicture> backgroundSource, const Point & objectPos, const Point & imagePos, const Point &size);
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void showAll(Canvas & to) override;
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void deactivate() override;
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void clickPressed(const Point & cursorPosition) override;
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bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
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void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
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void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
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// IStatusBar interface
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void write(const std::string & Text) override;
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void clearIfMatching(const std::string & Text) override;
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void clear() override;
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void setEnteringMode(bool on) override;
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void setEnteredText(const std::string & text) override;
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};
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class BattleConsoleWindow : public CWindowObject
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{
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private:
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std::shared_ptr<CFilledTexture> backgroundTexture;
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std::shared_ptr<CButton> buttonOk;
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std::shared_ptr<TransparentFilledRectangle> textBoxBackgroundBorder;
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std::shared_ptr<CTextBox> textBox;
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public:
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BattleConsoleWindow(const std::string & text);
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};
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/// Hero battle animation
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class BattleHero : public CIntObject
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{
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bool defender;
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CFunctionList<void()> phaseFinishedCallback;
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std::shared_ptr<CAnimation> animation;
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std::shared_ptr<CAnimation> flagAnimation;
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const CGHeroInstance * hero; //this animation's hero instance
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const BattleInterface & owner; //battle interface to which this animation is assigned
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EHeroAnimType phase; //stage of animation
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EHeroAnimType nextPhase; //stage of animation to be set after current phase is fully displayed
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float currentSpeed;
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float currentFrame; //frame of animation
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float flagCurrentFrame;
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void switchToNextPhase();
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void render(Canvas & canvas); //prints next frame of animation to to
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public:
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const CGHeroInstance * instance();
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void setPhase(EHeroAnimType newPhase); //sets phase of hero animation
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void collectRenderableObjects(BattleRenderer & renderer);
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void tick(uint32_t msPassed) override;
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float getFrame() const;
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void onPhaseFinished(const std::function<void()> &);
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void pause();
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void play();
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void heroLeftClicked();
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void heroRightClicked();
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BattleHero(const BattleInterface & owner, const CGHeroInstance * hero, bool defender);
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};
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class HeroInfoBasicPanel : public CIntObject //extracted from InfoWindow to fit better as non-popup embed element
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{
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private:
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std::shared_ptr<CPicture> background;
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std::vector<std::shared_ptr<CLabel>> labels;
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std::vector<std::shared_ptr<CAnimImage>> icons;
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public:
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HeroInfoBasicPanel(const InfoAboutHero & hero, Point * position, bool initializeBackground = true);
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void show(Canvas & to) override;
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void initializeData(const InfoAboutHero & hero);
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void update(const InfoAboutHero & updatedInfo);
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};
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class StackInfoBasicPanel : public CIntObject
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{
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private:
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CPicture> background2;
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std::vector<std::shared_ptr<CLabel>> labels;
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std::vector<std::shared_ptr<CMultiLineLabel>> labelsMultiline;
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std::vector<std::shared_ptr<CAnimImage>> icons;
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public:
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StackInfoBasicPanel(const CStack * stack, bool initializeBackground = true);
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void show(Canvas & to) override;
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void initializeData(const CStack * stack);
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void update(const CStack * updatedInfo);
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};
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class HeroInfoWindow : public CWindowObject
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{
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private:
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std::shared_ptr<HeroInfoBasicPanel> content;
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public:
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HeroInfoWindow(const InfoAboutHero & hero, Point * position);
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};
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/// Class which is responsible for showing the battle result window
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class BattleResultWindow : public WindowBase
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{
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private:
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std::shared_ptr<CPicture> background;
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std::vector<std::shared_ptr<CLabel>> labels;
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std::shared_ptr<CButton> exit;
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std::shared_ptr<CButton> repeat;
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std::vector<std::shared_ptr<CAnimImage>> icons;
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std::shared_ptr<CTextBox> description;
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CPlayerInterface & owner;
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enum BattleResultVideo
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{
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NONE,
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WIN,
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SURRENDER,
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RETREAT,
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RETREAT_LOOP,
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DEFEAT,
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DEFEAT_LOOP,
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DEFEAT_SIEGE,
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DEFEAT_SIEGE_LOOP,
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WIN_SIEGE,
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WIN_SIEGE_LOOP,
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};
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BattleResultVideo currentVideo;
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void playVideo(bool startLoop = false);
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void buttonPressed(int button); //internal function for button callbacks
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public:
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BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay = false);
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void bExitf(); //exit button callback
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void bRepeatf(); //repeat button callback
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std::function<void(int result)> resultCallback; //callback receiving which button was pressed
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void activate() override;
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void show(Canvas & to) override;
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};
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/// Shows the stack queue
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class StackQueue : public CIntObject
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{
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class StackBox : public CIntObject
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{
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StackQueue * owner;
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std::optional<uint32_t> boundUnitID;
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std::shared_ptr<CPicture> background;
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std::shared_ptr<CAnimImage> icon;
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std::shared_ptr<CLabel> amount;
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std::shared_ptr<CAnimImage> stateIcon;
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std::shared_ptr<CLabel> round;
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std::shared_ptr<TransparentFilledRectangle> roundRect;
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void show(Canvas & to) override;
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void showAll(Canvas & to) override;
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void showPopupWindow(const Point & cursorPosition) override;
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bool isBoundUnitHighlighted() const;
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public:
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StackBox(StackQueue * owner);
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void setUnit(const battle::Unit * unit, size_t turn = 0, std::optional<ui32> currentTurn = std::nullopt);
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std::optional<uint32_t> getBoundUnitID() const;
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};
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static const int QUEUE_SIZE_BIG = 10;
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std::shared_ptr<CFilledTexture> background;
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std::vector<std::shared_ptr<StackBox>> stackBoxes;
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BattleInterface & owner;
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std::shared_ptr<CAnimation> icons;
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std::shared_ptr<CAnimation> stateIcons;
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int32_t getSiegeShooterIconID();
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public:
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const bool embedded;
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StackQueue(bool Embedded, BattleInterface & owner);
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void update();
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std::optional<uint32_t> getHoveredUnitIdIfAny() const;
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void show(Canvas & to) override;
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};
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