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Added missing files

Ivan Savenko 11 年之前
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共有 2 個文件被更改,包括 997 次插入0 次删除
  1. 787 0
      client/gui/MiscWidgets.cpp
  2. 210 0
      client/gui/MiscWidgets.h

+ 787 - 0
client/gui/MiscWidgets.cpp

@@ -0,0 +1,787 @@
+#include "StdInc.h"
+#include "MiscWidgets.h"
+
+#include "CGuiHandler.h"
+#include "CCursorHandler.h"
+
+#include "../CBitmapHandler.h"
+#include "../CPlayerInterface.h"
+#include "../CMessage.h"
+#include "../CGameInfo.h"
+#include "../CAdvmapInterface.h"
+#include "../CCastleInterface.h"
+
+#include "../../CCallback.h"
+
+#include "../../lib/mapObjects/CGHeroInstance.h"
+#include "../../lib/CGeneralTextHandler.h"
+#include "../../lib/CModHandler.h"
+
+/*
+ * MiscWidgets.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
+ *
+ */
+
+void CSelWindow::selectionChange(unsigned to)
+{
+	for (unsigned i=0;i<components.size();i++)
+	{
+		CSelectableComponent * pom = dynamic_cast<CSelectableComponent*>(components[i]);
+		if (!pom)
+			continue;
+		pom->select(i==to);
+	}
+	redraw();
+}
+
+CSelWindow::CSelWindow(const std::string &Text, PlayerColor player, int charperline, const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	ID = askID;
+	for(int i=0;i<Buttons.size();i++)
+	{
+		buttons.push_back(new CAdventureMapButton("","",Buttons[i].second,0,0,Buttons[i].first));
+		if(!i  &&  askID.getNum() >= 0)
+			buttons.back()->callback += boost::bind(&CSelWindow::madeChoice,this);
+		buttons[i]->callback += boost::bind(&CInfoWindow::close,this); //each button will close the window apart from call-defined actions
+	}
+
+	text = new CTextBox(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, CENTER, Colors::WHITE);
+
+	buttons.front()->assignedKeys.insert(SDLK_RETURN); //first button - reacts on enter
+	buttons.back()->assignedKeys.insert(SDLK_ESCAPE); //last button - reacts on escape
+
+	if(buttons.size() > 1  &&  askID.getNum() >= 0) //cancel button functionality
+		buttons.back()->callback += boost::bind(&CCallback::selectionMade,LOCPLINT->cb.get(),0,askID);
+
+	for(int i=0;i<comps.size();i++)
+	{
+		comps[i]->recActions = 255;
+		addChild(comps[i]);
+		components.push_back(comps[i]);
+		comps[i]->onSelect = boost::bind(&CSelWindow::selectionChange,this,i);
+		if(i<9)
+			comps[i]->assignedKeys.insert(SDLK_1+i);
+	}
+	CMessage::drawIWindow(this, Text, player);
+}
+
+void CSelWindow::madeChoice()
+{
+	if(ID.getNum() < 0)
+		return;
+	int ret = -1;
+	for (int i=0;i<components.size();i++)
+	{
+		if(dynamic_cast<CSelectableComponent*>(components[i])->selected)
+		{
+			ret = i;
+		}
+	}
+	LOCPLINT->cb->selectionMade(ret+1,ID);
+}
+
+CInfoWindow::CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps, const TButtonsInfo &Buttons, bool delComps)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+
+	type |= BLOCK_ADV_HOTKEYS;
+	ID = QueryID(-1);
+	for(auto & Button : Buttons)
+	{
+		CAdventureMapButton *button = new CAdventureMapButton("","",boost::bind(&CInfoWindow::close,this),0,0,Button.first);
+		button->borderColor = Colors::METALLIC_GOLD;
+		button->borderEnabled = true;
+		button->callback.add(Button.second); //each button will close the window apart from call-defined actions
+		buttons.push_back(button);
+	}
+
+	text = new CTextBox(Text, Rect(0, 0, 250, 100), 0, FONT_MEDIUM, CENTER, Colors::WHITE);
+	if(!text->slider)
+	{
+		text->resize(text->label->textSize);
+	}
+
+	if(buttons.size())
+	{
+		buttons.front()->assignedKeys.insert(SDLK_RETURN); //first button - reacts on enter
+		buttons.back()->assignedKeys.insert(SDLK_ESCAPE); //last button - reacts on escape
+	}
+
+	for(auto & comp : comps)
+	{
+		comp->recActions = 0xff;
+		addChild(comp);
+		comp->recActions &= ~(SHOWALL | UPDATE);
+		components.push_back(comp);
+	}
+	setDelComps(delComps);
+	CMessage::drawIWindow(this,Text,player);
+}
+
+CInfoWindow::CInfoWindow()
+{
+	ID = QueryID(-1);
+	setDelComps(false);
+	text = nullptr;
+}
+
+void CInfoWindow::close()
+{
+	GH.popIntTotally(this);
+	if(LOCPLINT)
+		LOCPLINT->showingDialog->setn(false);
+}
+
+void CInfoWindow::show(SDL_Surface * to)
+{
+	CIntObject::show(to);
+}
+
+CInfoWindow::~CInfoWindow()
+{
+	if(!delComps)
+	{
+		for (auto & elem : components)
+			removeChild(elem);
+	}
+}
+
+void CInfoWindow::showAll(SDL_Surface * to)
+{
+	CSimpleWindow::show(to);
+	CIntObject::showAll(to);
+}
+
+void CInfoWindow::showInfoDialog(const std::string &text, const std::vector<CComponent *> *components, bool DelComps, PlayerColor player)
+{
+	CInfoWindow * window = CInfoWindow::create(text, player, components, DelComps);
+	GH.pushInt(window);
+}
+
+void CInfoWindow::showYesNoDialog(const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps, PlayerColor player)
+{
+	assert(!LOCPLINT || LOCPLINT->showingDialog->get());
+	std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
+	pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
+	pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
+	CInfoWindow * temp = new CInfoWindow(text, player, components ? *components : std::vector<CComponent*>(), pom, DelComps);
+	for(auto & elem : onYes.funcs)
+		temp->buttons[0]->callback += elem;
+	for(auto & elem : onNo.funcs)
+		temp->buttons[1]->callback += elem;
+
+	GH.pushInt(temp);
+}
+
+void CInfoWindow::showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const boost::function<void()> & onOk, bool delComps, PlayerColor player)
+{
+	std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
+	pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
+	CInfoWindow * temp = new CInfoWindow(text, player, *components, pom, delComps);
+	temp->buttons[0]->callback += onOk;
+
+	GH.pushInt(temp);
+}
+
+CInfoWindow * CInfoWindow::create(const std::string &text, PlayerColor playerID /*= 1*/, const std::vector<CComponent*> *components /*= nullptr*/, bool DelComps)
+{
+	std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
+	pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
+	CInfoWindow * ret = new CInfoWindow(text, playerID, components ? *components : std::vector<CComponent*>(), pom, DelComps);
+	return ret;
+}
+
+std::string CInfoWindow::genText(std::string title, std::string description)
+{
+	return std::string("{") + title + "}" + "\n\n" + description;
+}
+
+void CInfoWindow::setDelComps(bool DelComps)
+{
+	delComps = DelComps;
+	for(CComponent *comp : components)
+	{
+		if(delComps)
+			comp->recActions |= DISPOSE;
+		else
+			comp->recActions &= ~DISPOSE;
+	}
+}
+
+CInfoPopup::CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free)
+ :free(Free),bitmap(Bitmap)
+{
+	init(x, y);
+}
+
+
+CInfoPopup::CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free/*=false*/)
+ : free(Free),bitmap(Bitmap)
+{
+	switch(alignment)
+	{
+	case BOTTOMRIGHT:
+		init(p.x - Bitmap->w, p.y - Bitmap->h);
+		break;
+	case CENTER:
+		init(p.x - Bitmap->w/2, p.y - Bitmap->h/2);
+		break;
+	case TOPLEFT:
+		init(p.x, p.y);
+		break;
+	default:
+		assert(0); //not implemented
+	}
+}
+
+CInfoPopup::CInfoPopup(SDL_Surface *Bitmap, bool Free)
+{
+	CCS->curh->hide();
+
+	free=Free;
+	bitmap=Bitmap;
+
+	if(bitmap)
+	{
+		pos.x = screen->w/2 - bitmap->w/2;
+		pos.y = screen->h/2 - bitmap->h/2;
+		pos.h = bitmap->h;
+		pos.w = bitmap->w;
+	}
+}
+
+void CInfoPopup::close()
+{
+	if(free)
+		SDL_FreeSurface(bitmap);
+	GH.popIntTotally(this);
+}
+
+void CInfoPopup::show(SDL_Surface * to)
+{
+	blitAt(bitmap,pos.x,pos.y,to);
+}
+
+CInfoPopup::~CInfoPopup()
+{
+	CCS->curh->show();
+}
+
+void CInfoPopup::init(int x, int y)
+{
+	CCS->curh->hide();
+
+	pos.x = x;
+	pos.y = y;
+	pos.h = bitmap->h;
+	pos.w = bitmap->w;
+
+	// Put the window back on screen if necessary
+	vstd::amax(pos.x, 0);
+	vstd::amax(pos.y, 0);
+	vstd::amin(pos.x, screen->w - bitmap->w);
+	vstd::amin(pos.y, screen->h - bitmap->h);
+}
+
+
+void CRClickPopup::clickRight(tribool down, bool previousState)
+{
+	if(down)
+		return;
+	close();
+}
+
+void CRClickPopup::close()
+{
+	GH.popIntTotally(this);
+}
+
+void CRClickPopup::createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps)
+{
+	PlayerColor player = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1); //if no player, then use blue
+
+	CSimpleWindow * temp = new CInfoWindow(txt, player, comps);
+	temp->center(Point(GH.current->motion)); //center on mouse
+	temp->fitToScreen(10);
+	auto  rcpi = new CRClickPopupInt(temp,true);
+	GH.pushInt(rcpi);
+}
+
+void CRClickPopup::createAndPush(const std::string &txt, CComponent * component)
+{
+	CInfoWindow::TCompsInfo intComps;
+	intComps.push_back(component);
+
+	createAndPush(txt, intComps);
+}
+
+void CRClickPopup::createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment /*= BOTTOMRIGHT*/)
+{
+	CIntObject *iWin = createInfoWin(p, obj); //try get custom infowindow for this obj
+	if(iWin)
+		GH.pushInt(iWin);
+	else
+	{
+		if (adventureInt->curHero())
+			CRClickPopup::createAndPush(obj->getHoverText(adventureInt->curHero()));
+		else
+			CRClickPopup::createAndPush(obj->getHoverText(LOCPLINT->playerID));
+	}
+}
+
+CRClickPopup::CRClickPopup()
+{
+	addUsedEvents(RCLICK);
+}
+
+CRClickPopup::~CRClickPopup()
+{
+}
+
+void CRClickPopupInt::show(SDL_Surface * to)
+{
+	inner->show(to);
+}
+
+CRClickPopupInt::CRClickPopupInt( IShowActivatable *our, bool deleteInt )
+{
+	CCS->curh->hide();
+	inner = our;
+	delInner = deleteInt;
+}
+
+CRClickPopupInt::~CRClickPopupInt()
+{
+	if(delInner)
+		delete inner;
+
+	CCS->curh->show();
+}
+
+void CRClickPopupInt::showAll(SDL_Surface * to)
+{
+	inner->showAll(to);
+}
+
+Point CInfoBoxPopup::toScreen(Point p)
+{
+	vstd::abetween(p.x, adventureInt->terrain.pos.x + 100, adventureInt->terrain.pos.x + adventureInt->terrain.pos.w - 100);
+	vstd::abetween(p.y, adventureInt->terrain.pos.y + 100, adventureInt->terrain.pos.y + adventureInt->terrain.pos.h - 100);
+
+	return p;
+}
+
+CInfoBoxPopup::CInfoBoxPopup(Point position, const CGTownInstance * town):
+	CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position))
+{
+	InfoAboutTown iah;
+	LOCPLINT->cb->getTownInfo(town, iah);
+
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	new CTownTooltip(Point(9, 10), iah);
+}
+
+CInfoBoxPopup::CInfoBoxPopup(Point position, const CGHeroInstance * hero):
+	CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "HEROQVBK", toScreen(position))
+{
+	InfoAboutHero iah;
+	LOCPLINT->cb->getHeroInfo(hero, iah);
+
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	new CHeroTooltip(Point(9, 10), iah);
+}
+
+CInfoBoxPopup::CInfoBoxPopup(Point position, const CGGarrison * garr):
+	CWindowObject(RCLICK_POPUP | PLAYER_COLORED, "TOWNQVBK", toScreen(position))
+{
+	InfoAboutTown iah;
+	LOCPLINT->cb->getTownInfo(garr, iah);
+
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	new CArmyTooltip(Point(9, 10), iah);
+}
+
+CIntObject * CRClickPopup::createInfoWin(Point position, const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
+{
+	if(!specific)
+		specific = adventureInt->selection;
+
+	assert(specific);
+
+	switch(specific->ID)
+	{
+	case Obj::HERO:
+		return new CInfoBoxPopup(position, dynamic_cast<const CGHeroInstance *>(specific));
+	case Obj::TOWN:
+		return new CInfoBoxPopup(position, dynamic_cast<const CGTownInstance *>(specific));
+	case Obj::GARRISON:
+	case Obj::GARRISON2:
+		return new CInfoBoxPopup(position, dynamic_cast<const CGGarrison *>(specific));
+	default:
+		return nullptr;
+	}
+}
+
+
+void LRClickableAreaWTextComp::clickLeft(tribool down, bool previousState)
+{
+	if((!down) && previousState)
+	{
+		std::vector<CComponent*> comp(1, createComponent());
+		LOCPLINT->showInfoDialog(text, comp);
+	}
+}
+
+LRClickableAreaWTextComp::LRClickableAreaWTextComp(const Rect &Pos, int BaseType)
+	: LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1)
+{
+}
+
+CComponent * LRClickableAreaWTextComp::createComponent() const
+{
+	if(baseType >= 0)
+		return new CComponent(CComponent::Etype(baseType), type, bonusValue);
+	else
+		return nullptr;
+}
+
+void LRClickableAreaWTextComp::clickRight(tribool down, bool previousState)
+{
+	if(down)
+	{
+		if(CComponent *comp = createComponent())
+		{
+			CRClickPopup::createAndPush(text, CInfoWindow::TCompsInfo(1, comp));
+			return;
+		}
+	}
+
+	LRClickableAreaWText::clickRight(down, previousState); //only if with-component variant not occurred
+}
+
+CHeroArea::CHeroArea(int x, int y, const CGHeroInstance * _hero):hero(_hero)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+
+	addUsedEvents(LCLICK | RCLICK | HOVER);
+	pos.x += x;	pos.w = 58;
+	pos.y += y;	pos.h = 64;
+
+	if (hero)
+		new CAnimImage("PortraitsLarge", hero->portrait);
+}
+
+void CHeroArea::clickLeft(tribool down, bool previousState)
+{
+	if((!down) && previousState && hero)
+		LOCPLINT->openHeroWindow(hero);
+}
+
+void CHeroArea::clickRight(tribool down, bool previousState)
+{
+	if((!down) && previousState && hero)
+		LOCPLINT->openHeroWindow(hero);
+}
+
+void CHeroArea::hover(bool on)
+{
+	if (on && hero)
+		GH.statusbar->setText(hero->getObjectName());
+	else
+		GH.statusbar->clear();
+}
+
+void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
+{
+	if((!down) && previousState && town)
+		{
+		LOCPLINT->openTownWindow(town);
+		if ( type == 2 )
+			LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
+		else if ( type == 3 && town->fortLevel() )
+			LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
+		}
+}
+
+void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
+{
+	if((!down) && previousState && town)
+		LOCPLINT->openTownWindow(town);//TODO: popup?
+}
+
+LRClickableAreaOpenTown::LRClickableAreaOpenTown()
+	: LRClickableAreaWTextComp(Rect(0,0,0,0), -1)
+{
+}
+
+void CMinorResDataBar::show(SDL_Surface * to)
+{
+}
+
+void CMinorResDataBar::showAll(SDL_Surface * to)
+{
+	blitAt(bg,pos.x,pos.y,to);
+	for (Res::ERes i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
+	{
+		std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
+
+		graphics->fonts[FONT_SMALL]->renderTextCenter(to, text, Colors::WHITE, Point(pos.x + 50 + 76 * i, pos.y + pos.h/2));
+	}
+	std::vector<std::string> temp;
+
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
+
+	std::string datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+							+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
+
+	graphics->fonts[FONT_SMALL]->renderTextCenter(to, CSDL_Ext::processStr(datetext,temp), Colors::WHITE, Point(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2));
+}
+
+CMinorResDataBar::CMinorResDataBar()
+{
+	bg = BitmapHandler::loadBitmap("KRESBAR.bmp");
+	CSDL_Ext::setDefaultColorKey(bg);
+	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
+	pos.x = 7;
+	pos.y = 575;
+	pos.w = bg->w;
+	pos.h = bg->h;
+}
+
+CMinorResDataBar::~CMinorResDataBar()
+{
+	SDL_FreeSurface(bg);
+}
+
+void CArmyTooltip::init(const InfoAboutArmy &army)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+
+	new CLabel(66, 2, FONT_SMALL, TOPLEFT, Colors::WHITE, army.name);
+
+	std::vector<Point> slotsPos;
+	slotsPos.push_back(Point(36,73));
+	slotsPos.push_back(Point(72,73));
+	slotsPos.push_back(Point(108,73));
+	slotsPos.push_back(Point(18,122));
+	slotsPos.push_back(Point(54,122));
+	slotsPos.push_back(Point(90,122));
+	slotsPos.push_back(Point(126,122));
+
+	for(auto & slot : army.army)
+	{
+		if(slot.first.getNum() >= GameConstants::ARMY_SIZE)
+		{
+			logGlobal->warnStream() << "Warning: " << army.name << " has stack in slot " << slot.first;
+			continue;
+		}
+
+		new CAnimImage("CPRSMALL", slot.second.type->iconIndex, 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y);
+
+		std::string subtitle;
+		if(army.army.isDetailed)
+			subtitle = boost::lexical_cast<std::string>(slot.second.count);
+		else
+		{
+			//if =0 - we have no information about stack size at all
+			if (slot.second.count)
+				subtitle = CGI->generaltexth->arraytxt[171 + 3*(slot.second.count)];
+		}
+
+		new CLabel(slotsPos[slot.first.getNum()].x + 17, slotsPos[slot.first.getNum()].y + 41, FONT_TINY, CENTER, Colors::WHITE, subtitle);
+	}
+
+}
+
+CArmyTooltip::CArmyTooltip(Point pos, const InfoAboutArmy &army):
+	CIntObject(0, pos)
+{
+	init(army);
+}
+
+CArmyTooltip::CArmyTooltip(Point pos, const CArmedInstance * army):
+	CIntObject(0, pos)
+{
+	init(InfoAboutArmy(army, true));
+}
+
+void CHeroTooltip::init(const InfoAboutHero &hero)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	new CAnimImage("PortraitsLarge", hero.portrait, 0, 3, 2);
+
+	if(hero.details)
+	{
+		for (size_t i = 0; i < hero.details->primskills.size(); i++)
+			new CLabel(75 + 28 * i, 58, FONT_SMALL, CENTER, Colors::WHITE,
+					   boost::lexical_cast<std::string>(hero.details->primskills[i]));
+
+		new CLabel(158, 98, FONT_TINY, CENTER, Colors::WHITE,
+				   boost::lexical_cast<std::string>(hero.details->mana));
+
+		new CAnimImage("IMRL22", hero.details->morale + 3, 0, 5, 74);
+		new CAnimImage("ILCK22", hero.details->luck + 3, 0, 5, 91);
+	}
+}
+
+CHeroTooltip::CHeroTooltip(Point pos, const InfoAboutHero &hero):
+	CArmyTooltip(pos, hero)
+{
+	init(hero);
+}
+
+CHeroTooltip::CHeroTooltip(Point pos, const CGHeroInstance * hero):
+	CArmyTooltip(pos, InfoAboutHero(hero, true))
+{
+	init(InfoAboutHero(hero, true));
+}
+
+void CTownTooltip::init(const InfoAboutTown &town)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+
+	//order of icons in def: fort, citadel, castle, no fort
+	size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
+
+	new CAnimImage("ITMCLS", fortIndex, 0, 105, 31);
+
+	assert(town.tType);
+
+	size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
+
+	new CAnimImage("itpt", iconIndex, 0, 3, 2);
+
+	if(town.details)
+	{
+		new CAnimImage("ITMTLS", town.details->hallLevel, 0, 67, 31);
+
+		if (town.details->goldIncome)
+			new CLabel(157, 58, FONT_TINY, CENTER, Colors::WHITE,
+					   boost::lexical_cast<std::string>(town.details->goldIncome));
+
+		if(town.details->garrisonedHero) //garrisoned hero icon
+			new CPicture("TOWNQKGH", 149, 76);
+
+		if(town.details->customRes)//silo is built
+		{
+			if (town.tType->primaryRes == Res::WOOD_AND_ORE )// wood & ore
+			{
+				new CAnimImage("SMALRES", Res::WOOD, 0, 7, 75);
+				new CAnimImage("SMALRES", Res::ORE , 0, 7, 88);
+			}
+			else
+				new CAnimImage("SMALRES", town.tType->primaryRes, 0, 7, 81);
+		}
+	}
+}
+
+CTownTooltip::CTownTooltip(Point pos, const InfoAboutTown &town):
+	CArmyTooltip(pos, town)
+{
+	init(town);
+}
+
+CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town):
+	CArmyTooltip(pos, InfoAboutTown(town, true))
+{
+	init(InfoAboutTown(town, true));
+}
+
+
+void MoraleLuckBox::set(const IBonusBearer *node)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	const int textId[] = {62, 88}; //eg %s \n\n\n {Current Luck Modifiers:}
+	const int noneTxtId = 108; //Russian version uses same text for neutral morale\luck
+	const int neutralDescr[] = {60, 86}; //eg {Neutral Morale} \n\n Neutral morale means your armies will neither be blessed with extra attacks or freeze in combat.
+	const int componentType[] = {CComponent::luck, CComponent::morale};
+	const int hoverTextBase[] = {7, 4};
+	const Bonus::BonusType bonusType[] = {Bonus::LUCK, Bonus::MORALE};
+	int (IBonusBearer::*getValue[])() const = {&IBonusBearer::LuckVal, &IBonusBearer::MoraleVal};
+
+	int mrlt = -9;
+	TModDescr mrl;
+
+	if (node)
+	{
+		node->getModifiersWDescr(mrl, bonusType[morale]);
+		bonusValue = (node->*getValue[morale])();
+	}
+	else
+		bonusValue = 0;
+
+	mrlt = (bonusValue>0)-(bonusValue<0); //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
+	hoverText = CGI->generaltexth->heroscrn[hoverTextBase[morale] - mrlt];
+	baseType = componentType[morale];
+	text = CGI->generaltexth->arraytxt[textId[morale]];
+	boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
+	if (!mrl.size())
+		text += CGI->generaltexth->arraytxt[noneTxtId];
+	else
+	{
+		//it's a creature window
+		if ((morale && node->hasBonusOfType(Bonus::UNDEAD)) ||
+			node->hasBonusOfType(Bonus::BLOCK_MORALE) || node->hasBonusOfType(Bonus::NON_LIVING))
+		{
+			text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
+		}
+		else
+		{
+			for(auto & elem : mrl)
+			{
+				if (elem.first) //no bonuses with value 0
+					text += "\n" + elem.second;
+			}
+		}
+	}
+
+	std::string imageName;
+	if (small)
+		imageName = morale ? "IMRL30": "ILCK30";
+	else
+		imageName = morale ? "IMRL42" : "ILCK42";
+
+	delete image;
+	image = new CAnimImage(imageName, bonusValue + 3);
+	image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2));//center icon
+}
+
+MoraleLuckBox::MoraleLuckBox(bool Morale, const Rect &r, bool Small):
+	image(nullptr),
+	morale(Morale),
+	small(Small)
+{
+	bonusValue = 0;
+	pos = r + pos;
+}
+
+CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool Animated)
+{
+	OBJ_CONSTRUCTION_CAPTURING_ALL;
+	pos.x+=x;
+	pos.y+=y;
+
+	TFaction faction = cre->faction;
+
+	assert(CGI->townh->factions.size() > faction);
+
+	if(Big)
+		bg = new CPicture(CGI->townh->factions[faction]->creatureBg130);
+	else
+		bg = new CPicture(CGI->townh->factions[faction]->creatureBg120);
+	bg->needRefresh = true;
+	anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
+	anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
+	anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
+
+	pos.w = bg->pos.w;
+	pos.h = bg->pos.h;
+}

+ 210 - 0
client/gui/MiscWidgets.h

@@ -0,0 +1,210 @@
+#pragma once
+
+#include "CIntObjectClasses.h"
+#include "CComponent.h"
+
+/*
+ * MiscWidgets.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 CCreatureAnim;
+class CComponent;
+class CGGarrison;
+class CSelectableComponent;
+class InfoAboutArmy;
+class CArmedInstance;
+class IBonusBearer;
+
+/// text + comp. + ok button
+class CInfoWindow : public CSimpleWindow
+{ //window able to delete its components when closed
+	bool delComps; //whether comps will be deleted
+
+public:
+	typedef std::vector<std::pair<std::string,CFunctionList<void()> > > TButtonsInfo;
+	typedef std::vector<CComponent*> TCompsInfo;
+	QueryID ID; //for identification
+	CTextBox *text;
+	std::vector<CAdventureMapButton *> buttons;
+	std::vector<CComponent*> components;
+	CSlider *slider;
+
+	void setDelComps(bool DelComps);
+	virtual void close();
+
+	void show(SDL_Surface * to);
+	void showAll(SDL_Surface * to);
+	void sliderMoved(int to);
+
+	CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo &comps = TCompsInfo(), const TButtonsInfo &Buttons = TButtonsInfo(), bool delComps = true); //c-tor
+	CInfoWindow(); //c-tor
+	~CInfoWindow(); //d-tor
+
+	//use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
+	static void showInfoDialog( const std::string & text, const std::vector<CComponent*> *components, bool DelComps = true, PlayerColor player = PlayerColor(1));
+	static void showOkDialog(const std::string & text, const std::vector<CComponent*> *components, const boost::function<void()> & onOk, bool delComps = true, PlayerColor player = PlayerColor(1));
+	static void showYesNoDialog( const std::string & text, const std::vector<CComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, PlayerColor player = PlayerColor(1));
+	static CInfoWindow *create(const std::string &text, PlayerColor playerID = PlayerColor(1), const std::vector<CComponent*> *components = nullptr, bool DelComps = false);
+
+	/// create text from title and description: {title}\n\n description
+	static std::string genText(std::string title, std::string description);
+};
+
+/// popup displayed on R-click
+class CRClickPopup : public CIntObject
+{
+public:
+	virtual void close();
+	void clickRight(tribool down, bool previousState);
+
+	CRClickPopup();
+	virtual ~CRClickPopup(); //d-tor
+
+	static CIntObject* createInfoWin(Point position, const CGObjectInstance * specific);
+	static void createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps = CInfoWindow::TCompsInfo());
+	static void createAndPush(const std::string &txt, CComponent * component);
+	static void createAndPush(const CGObjectInstance *obj, const Point &p, EAlignment alignment = BOTTOMRIGHT);
+};
+
+/// popup displayed on R-click
+class CRClickPopupInt : public CRClickPopup
+{
+public:
+	IShowActivatable *inner;
+	bool delInner;
+
+	void show(SDL_Surface * to);
+	void showAll(SDL_Surface * to);
+	CRClickPopupInt(IShowActivatable *our, bool deleteInt); //c-tor
+	virtual ~CRClickPopupInt(); //d-tor
+};
+
+class CInfoPopup : public CRClickPopup
+{
+public:
+	bool free; //TODO: comment me
+	SDL_Surface * bitmap; //popup background
+	void close();
+	void show(SDL_Surface * to);
+	CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false); //c-tor
+	CInfoPopup(SDL_Surface * Bitmap, const Point &p, EAlignment alignment, bool Free=false); //c-tor
+	CInfoPopup(SDL_Surface * Bitmap = nullptr, bool Free = false); //default c-tor
+
+	void init(int x, int y);
+	~CInfoPopup(); //d-tor
+};
+
+/// popup on adventure map for town\hero objects
+class CInfoBoxPopup : public CWindowObject
+{
+	Point toScreen(Point pos);
+public:
+	CInfoBoxPopup(Point position, const CGTownInstance * town);
+	CInfoBoxPopup(Point position, const CGHeroInstance * hero);
+	CInfoBoxPopup(Point position, const CGGarrison * garr);
+};
+
+/// component selection window
+class CSelWindow : public CInfoWindow
+{ //warning - this window deletes its components by closing!
+public:
+	void selectionChange(unsigned to);
+	void madeChoice(); //looks for selected component and calls callback
+	CSelWindow(const std::string& text, PlayerColor player, int charperline ,const std::vector<CSelectableComponent*> &comps, const std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons, QueryID askID); //c-tor
+	CSelWindow(){}; //c-tor
+	//notification - this class inherits important destructor from CInfoWindow
+};
+
+/// base class for hero/town/garrison tooltips
+class CArmyTooltip : public CIntObject
+{
+	void init(const InfoAboutArmy &army);
+public:
+	CArmyTooltip(Point pos, const InfoAboutArmy &army);
+	CArmyTooltip(Point pos, const CArmedInstance * army);
+};
+
+/// Class for hero tooltip. Does not have any background!
+/// background for infoBox: ADSTATHR
+/// background for tooltip: HEROQVBK
+class CHeroTooltip : public CArmyTooltip
+{
+	void init(const InfoAboutHero &hero);
+public:
+	CHeroTooltip(Point pos, const InfoAboutHero &hero);
+	CHeroTooltip(Point pos, const CGHeroInstance * hero);
+};
+
+/// Class for town tooltip. Does not have any background!
+/// background for infoBox: ADSTATCS
+/// background for tooltip: TOWNQVBK
+class CTownTooltip : public CArmyTooltip
+{
+	void init(const InfoAboutTown &town);
+public:
+	CTownTooltip(Point pos, const InfoAboutTown &town);
+	CTownTooltip(Point pos, const CGTownInstance * town);
+};
+
+/// draws picture with creature on background, use Animated=true to get animation
+class CCreaturePic : public CIntObject
+{
+private:
+	CPicture *bg;
+	CCreatureAnim *anim; //displayed animation
+
+public:
+	CCreaturePic(int x, int y, const CCreature *cre, bool Big=true, bool Animated=true); //c-tor
+};
+
+/// Resource bar like that at the bottom of the adventure map screen
+class CMinorResDataBar : public CIntObject
+{
+public:
+	SDL_Surface *bg; //background bitmap
+	void show(SDL_Surface * to);
+	void showAll(SDL_Surface * to);
+	CMinorResDataBar(); //c-tor
+	~CMinorResDataBar(); //d-tor
+};
+
+class MoraleLuckBox : public LRClickableAreaWTextComp
+{
+	CAnimImage *image;
+public:
+	bool morale; //true if morale, false if luck
+	bool small;
+
+	void set(const IBonusBearer *node);
+
+	MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
+};
+
+/// Opens hero window by left-clicking on it
+class CHeroArea: public CIntObject
+{
+	const CGHeroInstance * hero;
+public:
+
+	CHeroArea(int x, int y, const CGHeroInstance * _hero);
+
+	void clickLeft(tribool down, bool previousState);
+	void clickRight(tribool down, bool previousState);
+	void hover(bool on);
+};
+
+/// Opens town screen by left-clicking on it
+class LRClickableAreaOpenTown: public LRClickableAreaWTextComp
+{
+public:
+	const CGTownInstance * town;
+	void clickLeft(tribool down, bool previousState);
+	void clickRight(tribool down, bool previousState);
+	LRClickableAreaOpenTown();
+};