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vcmi/client/AdventureMapButton.h
Michał W. Urbańczyk efb1049860 * fixed crashes with paths when fastly switching heroes
* fixed and improved slider behavior
* fixed possible thread access conflicts
* support for attacking town with visiting hero
* fixed dwellings saving
* minor improvements
2009-09-12 22:17:23 +00:00

149 lines
6.6 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
*
*/
class CDefEssential;
namespace config{struct ButtonInfo;}
class CButtonBase : public KeyShortcut//basic buttton class
{
public:
struct TextOverlay
{
EFonts font;
std::string text;
int x, y;
} *text;
void addTextOverlay(const std::string Text, EFonts font);
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< std::vector<SDL_Surface*> > 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);
};
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;
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;
CDefEssential *imgs ;
boost::function<void(int)> moved;
//void(T::*moved)(int to);
//T* owner;
void redrawSlider();
void sliderClicked();
void moveLeft();
void clickLeft(tribool down, bool previousState);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void moveRight();
void moveTo(int to);
void block(bool on);
void setAmount(int to);
//void activate(); // makes button active
//void deactivate(); // makes button inactive (but doesn't delete)
//void show(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();
};
#endif // __ADVENTUREMAPBUTTON_H__