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vcmi/client/AdventureMapButton.h
Michał W. Urbańczyk daeb3af67a Early changes towards MP support.
It's possible to connect several clients (running on localhost) and enter MP pregame. The actual MP game still not playable. (though it can be started)
2010-10-24 11:35:14 +00:00

155 lines
6.8 KiB
C++

#ifndef __ADVENTUREMAPBUTTON_H__
#define __ADVENTUREMAPBUTTON_H__
#include "FunctionList.h"
#include <boost/bind.hpp>
#include "GUIBase.h"
/*
* AdventureMapButton.h, 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
*
*/
extern SDL_Color tytulowy, tlo, zwykly ;
class CAnimation;
namespace config{struct ButtonInfo;}
class CButtonBase : public KeyShortcut//basic button class
{
public:
struct TextOverlay
{
EFonts font;
std::string text;
SDL_Color color;
int x, y;
} *text;
void addTextOverlay(const std::string Text, EFonts font, SDL_Color color = zwykly);
int bitmapOffset; //TODO: comment me
int type; //advmapbutton=2 //TODO: comment me
bool abs;//TODO: comment me
//bool active; //if true, this button is active and can be pressed
bool notFreeButton; //TODO: comment me
CIntObject * ourObj; // "owner"
int state; //TODO: comment me
std::vector< CAnimation * > imgs; //images for this button
int curimg; //curently displayed image from imgs
virtual void show(SDL_Surface * to);
virtual void showAll(SDL_Surface * to);
//virtual void activate()=0;
//virtual void deactivate()=0;
CButtonBase(); //c-tor
virtual ~CButtonBase(); //d-tor
};
class AdventureMapButton : public CButtonBase
{
public:
std::map<int,std::string> hoverTexts; //state -> text for statusbar
std::string helpBox; //for right-click help
CFunctionList<void()> callback;
bool actOnDown, //runs when mouse is pressed down over it, not when up
hoverable; //if true, button will be highlighted when hovered
ui8 blocked;
void clickRight(tribool down, bool previousState);
virtual void clickLeft(tribool down, bool previousState);
void hover (bool on);
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
//void activate(); // makes button active
//void deactivate(); // makes button inactive (but doesn't delete)
AdventureMapButton(); //c-tor
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
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
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
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
//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
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 );
void setDef(const std::string & defName, bool playerColoredButton, bool reset=false);
void setPlayerColor(int player);
};
class CHighlightableButton
: public AdventureMapButton
{
public:
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);
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
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
bool onlyOn, selected;
int ID; //for identification
CFunctionList<void()> callback2; //when de-selecting
void select(bool on);
void clickLeft(tribool down, bool previousState);
};
class CHighlightableButtonsGroup : public CIntObject
{
public:
CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
std::vector<CHighlightableButton*> buttons;
bool musicLike; //determines the behaviour of this group
//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
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
CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
~CHighlightableButtonsGroup();
void activate();
void deactivate();
void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
void selectionChanged(int to);
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void block(ui8 on);
};
class CSlider : public CIntObject
{
public:
AdventureMapButton *left, *right, *slider; //if vertical then left=up
int capacity,//how many elements can be active at same time
amount, //how many elements
positions, //number of highest position (0 if there is only one)
value; //first active element
bool horizontal;
bool wheelScrolling;
bool keyScrolling;
boost::function<void(int)> moved;
void redrawSlider();
void sliderClicked();
void moveLeft();
void moveRight();
void moveTo(int to);
void block(bool on);
void setAmount(int to);
void keyPressed(const SDL_KeyboardEvent & key);
void wheelScrolled(bool down, bool in);
void clickLeft(tribool down, bool previousState);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void showAll(SDL_Surface * to);
CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
int Value=0, bool Horizontal=true, int style = 0); //style 0 - brown, 1 - blue
~CSlider();
void moveToMax();
};
#endif // __ADVENTUREMAPBUTTON_H__