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vcmi/client/windows/GUIClasses.h
Ivan Savenko f8b1f40abb
Merge pull request #4348 from MichalZr6/hill_fort_changes
Hill Fort unavailable upgrade and status bar new messages
2024-10-30 14:00:35 +02:00

528 lines
16 KiB
C++

/*
* GUIClasses.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
*
*/
#pragma once
#include "CWindowObject.h"
#include "../lib/ResourceSet.h"
#include "../widgets/Images.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
class CGDwelling;
class IMarket;
VCMI_LIB_NAMESPACE_END
class CButton;
class LRClickableArea;
class CreatureCostBox;
class CCreaturePic;
class CMinorResDataBar;
class MoraleLuckBox;
class CHeroArea;
class CSlider;
class CComponentBox;
class CTextInput;
class CListBox;
class CLabelGroup;
class CGStatusBar;
class CTextBox;
class CGarrisonInt;
class CGarrisonSlot;
class CHeroArea;
class CAnimImage;
class CFilledTexture;
class IImage;
class VideoWidget;
class VideoWidgetOnce;
class GraphicalPrimitiveCanvas;
class TransparentFilledRectangle;
class CSecSkillPlace;
enum class EUserEvent;
/// Recruitment window where you can recruit creatures
class CRecruitmentWindow : public CStatusbarWindow
{
class CCreatureCard : public CIntObject, public std::enable_shared_from_this<CCreatureCard>
{
CRecruitmentWindow * parent;
std::shared_ptr<CCreaturePic> animation;
bool selected;
public:
const CCreature * creature;
si32 amount;
void select(bool on);
CCreatureCard(CRecruitmentWindow * window, const CCreature * crea, int totalAmount);
void clickPressed(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
void showAll(Canvas & to) override;
};
std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
std::function<void()> onClose;
int level;
const CArmedInstance * dst;
std::shared_ptr<CCreatureCard> selected;
std::vector<std::shared_ptr<CCreatureCard>> cards;
std::shared_ptr<CSlider> slider;
std::shared_ptr<CButton> maxButton;
std::shared_ptr<CButton> buyButton;
std::shared_ptr<CButton> cancelButton;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> availableValue;
std::shared_ptr<CLabel> toRecruitValue;
std::shared_ptr<CLabel> availableTitle;
std::shared_ptr<CLabel> toRecruitTitle;
std::shared_ptr<CreatureCostBox> costPerTroopValue;
std::shared_ptr<CreatureCostBox> totalCostValue;
void select(std::shared_ptr<CCreatureCard> card);
void buy();
void sliderMoved(int to);
void showAll(Canvas & to) override;
public:
const CGDwelling * const dwelling;
CRecruitmentWindow(const CGDwelling * Dwelling, int Level, const CArmedInstance * Dst, const std::function<void(CreatureID,int)> & Recruit, const std::function<void()> & onClose, int y_offset = 0);
void availableCreaturesChanged();
void close() override;
};
/// Split window where creatures can be split up into two single unit stacks
class CSplitWindow : public CWindowObject
{
std::function<void(int, int)> callback;
int leftAmount;
int rightAmount;
int leftMin;
int rightMin;
std::shared_ptr<CLabel> title;
std::shared_ptr<CSlider> slider;
std::shared_ptr<CCreaturePic> animLeft;
std::shared_ptr<CCreaturePic> animRight;
std::shared_ptr<CButton> ok;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CTextInput> leftInput;
std::shared_ptr<CTextInput> rightInput;
void setAmountText(std::string text, bool left);
void setAmount(int value, bool left);
void sliderMoved(int value);
void apply();
public:
/**
* creature - displayed creature
* callback(leftAmount, rightAmount) - function to call on close
* leftMin, rightMin - minimal amount of creatures in each stack
* leftAmount, rightAmount - amount of creatures in each stack
*/
CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback, int leftMin, int rightMin, int leftAmount, int rightAmount);
};
/// Raised up level window where you can select one out of two skills
class CLevelWindow : public CWindowObject
{
std::shared_ptr<CHeroArea> portrait;
std::shared_ptr<CButton> ok;
std::shared_ptr<CLabel> mainTitle;
std::shared_ptr<CLabel> levelTitle;
std::shared_ptr<CAnimImage> skillIcon;
std::shared_ptr<CLabel> skillValue;
std::shared_ptr<CComponentBox> box; //skills to select
std::function<void(ui32)> cb;
void selectionChanged(unsigned to);
public:
CLevelWindow(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
void close() override;
};
/// Town portal, castle gate window
class CObjectListWindow : public CWindowObject
{
class CItem : public CIntObject
{
CObjectListWindow * parent;
std::shared_ptr<CLabel> text;
std::shared_ptr<CPicture> border;
std::shared_ptr<CPicture> icon;
public:
const size_t index;
CItem(CObjectListWindow * parent, size_t id, std::string text);
void select(bool on);
void clickPressed(const Point & cursorPosition) override;
void clickDouble(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
};
std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
std::shared_ptr<CIntObject> titleWidget;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> descr;
std::vector<std::shared_ptr<IImage>> images;
std::shared_ptr<CListBox> list;
std::shared_ptr<CButton> ok;
std::shared_ptr<CButton> exit;
std::shared_ptr<CTextInput> searchBox;
std::shared_ptr<TransparentFilledRectangle> searchBoxRectangle;
std::shared_ptr<CLabel> searchBoxDescription;
std::vector< std::pair<int, std::string> > items; //all items present in list
std::vector< std::pair<int, std::string> > itemsVisible; //visible items present in list
void init(std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, bool searchBoxEnabled);
void exitPressed();
public:
size_t selected;//index of currently selected item
std::function<void()> onExit;//optional exit callback
std::function<void(int)> onPopup;//optional popup callback
std::function<void(int)> onClicked;//optional if clicked on item callback
/// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
/// Image can be nullptr
///item names will be taken from map objects
CObjectListWindow(const std::vector<int> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback, size_t initialSelection = 0, std::vector<std::shared_ptr<IImage>> images = {}, bool searchBoxEnabled = false);
CObjectListWindow(const std::vector<std::string> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback, size_t initialSelection = 0, std::vector<std::shared_ptr<IImage>> images = {}, bool searchBoxEnabled = false);
std::shared_ptr<CIntObject> genItem(size_t index);
void elementSelected();//call callback and close this window
void changeSelection(size_t which);
void keyPressed(EShortcut key) override;
};
class CTavernWindow : public CStatusbarWindow
{
std::function<void()> onWindowClosed;
public:
class HeroPortrait : public CIntObject
{
public:
std::string hoverName;
std::string description; // "XXX is a level Y ZZZ with N artifacts"
const CGHeroInstance * h;
std::function<void()> onChoose;
void clickPressed(const Point & cursorPosition) override;
void clickDouble(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
void hover (bool on) override;
HeroPortrait(int & sel, int id, int x, int y, const CGHeroInstance * H, std::function<void()> OnChoose = nullptr);
private:
int *_sel;
const int _id;
std::shared_ptr<CAnimImage> portrait;
};
class HeroSelector : public CWindowObject
{
public:
std::shared_ptr<CFilledTexture> background;
std::shared_ptr<CSlider> slider;
const int MAX_LINES = 18;
const int ELEM_PER_LINES = 16;
HeroSelector(std::map<HeroTypeID, CGHeroInstance*> InviteableHeroes, std::function<void(CGHeroInstance*)> OnChoose);
private:
std::map<HeroTypeID, CGHeroInstance*> inviteableHeroes;
std::function<void(CGHeroInstance*)> onChoose;
std::vector<std::shared_ptr<CAnimImage>> portraits;
std::vector<std::shared_ptr<LRClickableArea>> portraitAreas;
void recreate();
void sliderMove(int slidPos);
};
//recruitable heroes
std::shared_ptr<HeroPortrait> h1;
std::shared_ptr<HeroPortrait> h2; //recruitable heroes
int selected;//0 (left) or 1 (right)
int oldSelected;//0 (left) or 1 (right)
std::shared_ptr<CButton> thiefGuild;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CButton> recruit;
const CGObjectInstance * tavernObj;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> cost;
std::shared_ptr<CLabel> heroesForHire;
std::shared_ptr<CTextBox> heroDescription;
std::shared_ptr<VideoWidget> videoPlayer;
std::shared_ptr<CTextBox> rumor;
std::shared_ptr<CLabel> inviteHero;
std::shared_ptr<CAnimImage> inviteHeroImage;
std::shared_ptr<LRClickableArea> inviteHeroImageArea;
std::map<HeroTypeID, CGHeroInstance*> inviteableHeroes;
CGHeroInstance* heroToInvite;
void addInvite();
CTavernWindow(const CGObjectInstance * TavernObj, const std::function<void()> & onWindowClosed);
void close() override;
void recruitb();
void thievesguildb();
void show(Canvas & to) override;
};
/// Here you can buy ships
class CShipyardWindow : public CStatusbarWindow
{
std::shared_ptr<CPicture> bgWater;
std::shared_ptr<CShowableAnim> bgShip;
std::shared_ptr<CLabel> title;
std::shared_ptr<CLabel> costLabel;
std::shared_ptr<CAnimImage> woodPic;
std::shared_ptr<CAnimImage> goldPic;
std::shared_ptr<CLabel> woodCost;
std::shared_ptr<CLabel> goldCost;
std::shared_ptr<CButton> build;
std::shared_ptr<CButton> quit;
public:
CShipyardWindow(const TResources & cost, int state, BoatId boatType, const std::function<void()> & onBuy);
};
/// Creature transformer window
class CTransformerWindow : public CStatusbarWindow, public IGarrisonHolder
{
class CItem : public CIntObject
{
public:
int id;//position of creature in hero army
bool left;//position of the item
int size; //size of creature stack
CTransformerWindow * parent;
std::shared_ptr<CAnimImage> icon;
std::shared_ptr<CLabel> count;
void move();
void clickPressed(const Point & cursorPosition) override;
void update();
CItem(CTransformerWindow * parent, int size, int id);
};
const CArmedInstance * army;//object with army for transforming (hero or town)
const CGHeroInstance * hero;//only if we have hero in town
const IMarket * market;//market, town garrison is used if hero == nullptr
std::shared_ptr<CLabel> titleLeft;
std::shared_ptr<CLabel> titleRight;
std::shared_ptr<CTextBox> helpLeft;
std::shared_ptr<CTextBox> helpRight;
std::vector<std::shared_ptr<CItem>> items;
std::shared_ptr<CButton> all;
std::shared_ptr<CButton> convert;
std::shared_ptr<CButton> cancel;
std::function<void()> onWindowClosed;
public:
void makeDeal();
void addAll();
void close() override;
void updateGarrisons() override;
bool holdsGarrison(const CArmedInstance * army) override;
CTransformerWindow(const IMarket * _market, const CGHeroInstance * _hero, const std::function<void()> & onWindowClosed);
};
class CUniversityWindow final : public CStatusbarWindow, public IMarketHolder
{
class CItem final : public CIntObject
{
std::shared_ptr<CSecSkillPlace> skill;
std::shared_ptr<CPicture> topBar;
std::shared_ptr<CPicture> bottomBar;
std::shared_ptr<CLabel> name;
std::shared_ptr<CLabel> level;
public:
SecondarySkill ID;//id of selected skill
CUniversityWindow * parent;
void update();
CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
};
const CGHeroInstance * hero;
const IMarket * market;
std::vector<std::shared_ptr<CItem>> items;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CIntObject> titlePic;
std::shared_ptr<CLabel> title;
std::shared_ptr<CTextBox> clerkSpeech;
std::function<void()> onWindowClosed;
public:
CUniversityWindow(const CGHeroInstance * _hero, BuildingID building, const IMarket * _market, const std::function<void()> & onWindowClosed);
void makeDeal(SecondarySkill skill);
void close() override;
// IMarketHolder impl
void updateSecondarySkills() override;
};
/// Confirmation window for University
class CUnivConfirmWindow final : public CStatusbarWindow
{
std::shared_ptr<CTextBox> clerkSpeech;
std::shared_ptr<CLabel> name;
std::shared_ptr<CLabel> level;
std::shared_ptr<CAnimImage> icon;
CUniversityWindow * owner;
std::shared_ptr<CButton> confirm;
std::shared_ptr<CButton> cancel;
std::shared_ptr<CAnimImage> costIcon;
std::shared_ptr<CLabel> cost;
void makeDeal(SecondarySkill skill);
public:
CUnivConfirmWindow(CUniversityWindow * PARENT, SecondarySkill SKILL, bool available);
};
/// Garrison window where you can take creatures out of the hero to place it on the garrison
class CGarrisonWindow : public CWindowObject, public IGarrisonHolder
{
std::shared_ptr<CLabel> title;
std::shared_ptr<CAnimImage> banner;
std::shared_ptr<CAnimImage> portrait;
std::shared_ptr<CGarrisonInt> garr;
public:
std::shared_ptr<CButton> quit;
CGarrisonWindow(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits);
void updateGarrisons() override;
bool holdsGarrison(const CArmedInstance * army) override;
};
/// Hill fort is the building where you can upgrade units
class CHillFortWindow : public CStatusbarWindow, public IGarrisonHolder
{
private:
enum class State { UNAFFORDABLE, ALREADY_UPGRADED, MAKE_UPGRADE, EMPTY, UNAVAILABLE };
static constexpr std::size_t slotsCount = 7;
//todo: mithril support
static constexpr std::size_t resCount = 7;
const CGObjectInstance * fort;
const CGHeroInstance * hero;
std::shared_ptr<CLabel> title;
std::shared_ptr<CHeroArea> heroPic;
std::array<std::shared_ptr<CAnimImage>, resCount> totalIcons;
std::array<std::shared_ptr<CLabel>, resCount> totalLabels;
std::array<std::shared_ptr<CButton>, slotsCount> upgrade;//upgrade single creature
std::array<State, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
//there is a place for only 2 resources per slot
std::array< std::array<std::shared_ptr<CAnimImage>, 2>, slotsCount> slotIcons;
std::array< std::array<std::shared_ptr<CLabel>, 2>, slotsCount> slotLabels;
std::shared_ptr<CButton> upgradeAll;
std::shared_ptr<CButton> quit;
std::shared_ptr<CGarrisonInt> garr;
std::string getDefForSlot(SlotID slot);
std::string getTextForSlot(SlotID slot);
void makeDeal(SlotID slot);//-1 for upgrading all creatures
State getState(SlotID slot);
public:
CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
void updateGarrisons() override;//update buttons after garrison changes
bool holdsGarrison(const CArmedInstance * army) override;
};
class CThievesGuildWindow : public CStatusbarWindow
{
const CGObjectInstance * owner;
std::shared_ptr<CButton> exitb;
std::shared_ptr<CMinorResDataBar> resdatabar;
std::vector<std::shared_ptr<CLabel>> rowHeaders;
std::vector<std::shared_ptr<CAnimImage>> columnBackgrounds;
std::vector<std::shared_ptr<CLabel>> columnHeaders;
std::vector<std::shared_ptr<CAnimImage>> cells;
std::vector<std::shared_ptr<CPicture>> banners;
std::vector<std::shared_ptr<CAnimImage>> bestHeroes;
std::vector<std::shared_ptr<CTextBox>> primSkillHeaders;
std::vector<std::shared_ptr<CLabel>> primSkillValues;
std::vector<std::shared_ptr<CAnimImage>> bestCreatures;
std::vector<std::shared_ptr<CLabel>> personalities;
public:
CThievesGuildWindow(const CGObjectInstance * _owner);
};
class VideoWindow : public CWindowObject
{
std::shared_ptr<VideoWidgetOnce> videoPlayer;
std::shared_ptr<CFilledTexture> backgroundAroundWindow;
std::shared_ptr<GraphicalPrimitiveCanvas> blackBackground;
std::function<void(bool)> closeCb;
void exit(bool skipped);
public:
VideoWindow(const VideoPath & video, const ImagePath & rim, bool showBackground, float scaleFactor, const std::function<void(bool)> & closeCb);
void clickPressed(const Point & cursorPosition) override;
void keyPressed(EShortcut key) override;
bool receiveEvent(const Point & position, int eventType) const override;
};