MiscWidgets.cpp 16 KB

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  1. /*
  2. * MiscWidgets.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "MiscWidgets.h"
  12. #include "CComponent.h"
  13. #include "../gui/CGuiHandler.h"
  14. #include "../gui/CursorHandler.h"
  15. #include "../CPlayerInterface.h"
  16. #include "../CGameInfo.h"
  17. #include "../widgets/TextControls.h"
  18. #include "../widgets/CGarrisonInt.h"
  19. #include "../windows/CCastleInterface.h"
  20. #include "../windows/InfoWindows.h"
  21. #include "../render/Canvas.h"
  22. #include "../../CCallback.h"
  23. #include "../../lib/CConfigHandler.h"
  24. #include "../../lib/gameState/InfoAboutArmy.h"
  25. #include "../../lib/CGeneralTextHandler.h"
  26. #include "../../lib/CModHandler.h"
  27. #include "../../lib/GameSettings.h"
  28. #include "../../lib/TextOperations.h"
  29. #include "../../lib/mapObjects/CGHeroInstance.h"
  30. #include "../../lib/mapObjects/CGTownInstance.h"
  31. void CHoverableArea::hover (bool on)
  32. {
  33. if (on)
  34. GH.statusbar()->write(hoverText);
  35. else
  36. GH.statusbar()->clearIfMatching(hoverText);
  37. }
  38. CHoverableArea::CHoverableArea()
  39. {
  40. addUsedEvents(HOVER);
  41. }
  42. CHoverableArea::~CHoverableArea()
  43. {
  44. }
  45. void LRClickableAreaWText::clickPressed(const Point & cursorPosition)
  46. {
  47. if(!text.empty())
  48. LOCPLINT->showInfoDialog(text);
  49. }
  50. void LRClickableAreaWText::showPopupWindow(const Point & cursorPosition)
  51. {
  52. if (!text.empty())
  53. CRClickPopup::createAndPush(text);
  54. }
  55. LRClickableAreaWText::LRClickableAreaWText()
  56. {
  57. init();
  58. }
  59. LRClickableAreaWText::LRClickableAreaWText(const Rect &Pos, const std::string &HoverText, const std::string &ClickText)
  60. {
  61. init();
  62. pos = Pos + pos.topLeft();
  63. hoverText = HoverText;
  64. text = ClickText;
  65. }
  66. LRClickableAreaWText::~LRClickableAreaWText()
  67. {
  68. }
  69. void LRClickableAreaWText::init()
  70. {
  71. addUsedEvents(LCLICK | SHOW_POPUP | HOVER);
  72. }
  73. void LRClickableAreaWTextComp::clickPressed(const Point & cursorPosition)
  74. {
  75. std::vector<std::shared_ptr<CComponent>> comp(1, createComponent());
  76. LOCPLINT->showInfoDialog(text, comp);
  77. }
  78. LRClickableAreaWTextComp::LRClickableAreaWTextComp(const Rect &Pos, int BaseType)
  79. : LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1)
  80. {
  81. type = -1;
  82. }
  83. std::shared_ptr<CComponent> LRClickableAreaWTextComp::createComponent() const
  84. {
  85. if(baseType >= 0)
  86. return std::make_shared<CComponent>(CComponent::Etype(baseType), type, bonusValue);
  87. else
  88. return std::shared_ptr<CComponent>();
  89. }
  90. void LRClickableAreaWTextComp::showPopupWindow(const Point & cursorPosition)
  91. {
  92. if(auto comp = createComponent())
  93. {
  94. CRClickPopup::createAndPush(text, CInfoWindow::TCompsInfo(1, comp));
  95. return;
  96. }
  97. LRClickableAreaWText::showPopupWindow(cursorPosition); //only if with-component variant not occurred
  98. }
  99. CHeroArea::CHeroArea(int x, int y, const CGHeroInstance * _hero)
  100. : CIntObject(LCLICK | HOVER),
  101. hero(_hero)
  102. {
  103. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  104. pos.x += x;
  105. pos.w = 58;
  106. pos.y += y;
  107. pos.h = 64;
  108. if(hero)
  109. portrait = std::make_shared<CAnimImage>("PortraitsLarge", hero->portrait);
  110. }
  111. void CHeroArea::clickPressed(const Point & cursorPosition)
  112. {
  113. if(hero)
  114. LOCPLINT->openHeroWindow(hero);
  115. }
  116. void CHeroArea::hover(bool on)
  117. {
  118. if (on && hero)
  119. GH.statusbar()->write(hero->getObjectName());
  120. else
  121. GH.statusbar()->clear();
  122. }
  123. void LRClickableAreaOpenTown::clickPressed(const Point & cursorPosition)
  124. {
  125. if(town)
  126. {
  127. LOCPLINT->openTownWindow(town);
  128. if ( type == 2 )
  129. LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
  130. else if ( type == 3 && town->fortLevel() )
  131. LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
  132. }
  133. }
  134. LRClickableAreaOpenTown::LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town)
  135. : LRClickableAreaWTextComp(Pos, -1), town(Town)
  136. {
  137. }
  138. void CMinorResDataBar::show(Canvas & to)
  139. {
  140. }
  141. std::string CMinorResDataBar::buildDateString()
  142. {
  143. std::string pattern = "%s: %d, %s: %d, %s: %d";
  144. auto formatted = boost::format(pattern)
  145. % CGI->generaltexth->translate("core.genrltxt.62") % LOCPLINT->cb->getDate(Date::MONTH)
  146. % CGI->generaltexth->translate("core.genrltxt.63") % LOCPLINT->cb->getDate(Date::WEEK)
  147. % CGI->generaltexth->translate("core.genrltxt.64") % LOCPLINT->cb->getDate(Date::DAY_OF_WEEK);
  148. return boost::str(formatted);
  149. }
  150. void CMinorResDataBar::showAll(Canvas & to)
  151. {
  152. CIntObject::showAll(to);
  153. for (GameResID i=EGameResID::WOOD; i<=EGameResID::GOLD; ++i)
  154. {
  155. std::string text = std::to_string(LOCPLINT->cb->getResourceAmount(i));
  156. Point target(pos.x + 50 + 76 * GameResID(i), pos.y + pos.h/2);
  157. to.drawText(target, FONT_SMALL, Colors::WHITE, ETextAlignment::CENTER, text);
  158. }
  159. Point target(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2);
  160. to.drawText(target, FONT_SMALL, Colors::WHITE, ETextAlignment::CENTER, buildDateString());
  161. }
  162. CMinorResDataBar::CMinorResDataBar()
  163. {
  164. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  165. pos.x = 7;
  166. pos.y = 575;
  167. background = std::make_shared<CPicture>("KRESBAR.bmp");
  168. background->colorize(LOCPLINT->playerID);
  169. pos.w = background->pos.w;
  170. pos.h = background->pos.h;
  171. }
  172. CMinorResDataBar::~CMinorResDataBar() = default;
  173. void CArmyTooltip::init(const InfoAboutArmy &army)
  174. {
  175. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  176. title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, army.name);
  177. std::vector<Point> slotsPos;
  178. slotsPos.push_back(Point(36, 73));
  179. slotsPos.push_back(Point(72, 73));
  180. slotsPos.push_back(Point(108, 73));
  181. slotsPos.push_back(Point(18, 122));
  182. slotsPos.push_back(Point(54, 122));
  183. slotsPos.push_back(Point(90, 122));
  184. slotsPos.push_back(Point(126, 122));
  185. for(auto & slot : army.army)
  186. {
  187. if(slot.first.getNum() >= GameConstants::ARMY_SIZE)
  188. {
  189. logGlobal->warn("%s has stack in slot %d", army.name, slot.first.getNum());
  190. continue;
  191. }
  192. icons.push_back(std::make_shared<CAnimImage>("CPRSMALL", slot.second.type->getIconIndex(), 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y));
  193. std::string subtitle;
  194. if(army.army.isDetailed)
  195. {
  196. subtitle = TextOperations::formatMetric(slot.second.count, 4);
  197. }
  198. else
  199. {
  200. //if =0 - we have no information about stack size at all
  201. if(slot.second.count)
  202. {
  203. if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
  204. {
  205. subtitle = CCreature::getQuantityRangeStringForId((CCreature::CreatureQuantityId)slot.second.count);
  206. }
  207. else
  208. {
  209. subtitle = CGI->generaltexth->arraytxt[171 + 3*(slot.second.count)];
  210. }
  211. }
  212. }
  213. subtitles.push_back(std::make_shared<CLabel>(slotsPos[slot.first.getNum()].x + 17, slotsPos[slot.first.getNum()].y + 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, subtitle));
  214. }
  215. }
  216. CArmyTooltip::CArmyTooltip(Point pos, const InfoAboutArmy & army):
  217. CIntObject(0, pos)
  218. {
  219. init(army);
  220. }
  221. CArmyTooltip::CArmyTooltip(Point pos, const CArmedInstance * army):
  222. CIntObject(0, pos)
  223. {
  224. init(InfoAboutArmy(army, true));
  225. }
  226. void CHeroTooltip::init(const InfoAboutHero & hero)
  227. {
  228. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  229. portrait = std::make_shared<CAnimImage>("PortraitsLarge", hero.portrait, 0, 3, 2);
  230. if(hero.details)
  231. {
  232. for(size_t i = 0; i < hero.details->primskills.size(); i++)
  233. labels.push_back(std::make_shared<CLabel>(75 + 28 * (int)i, 58, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE,
  234. std::to_string(hero.details->primskills[i])));
  235. labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
  236. morale = std::make_shared<CAnimImage>("IMRL22", hero.details->morale + 3, 0, 5, 74);
  237. luck = std::make_shared<CAnimImage>("ILCK22", hero.details->luck + 3, 0, 5, 91);
  238. }
  239. }
  240. CHeroTooltip::CHeroTooltip(Point pos, const InfoAboutHero &hero):
  241. CArmyTooltip(pos, hero)
  242. {
  243. init(hero);
  244. }
  245. CHeroTooltip::CHeroTooltip(Point pos, const CGHeroInstance * hero):
  246. CArmyTooltip(pos, InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED))
  247. {
  248. init(InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED));
  249. }
  250. CInteractableHeroTooltip::CInteractableHeroTooltip(Point pos, const CGHeroInstance * hero)
  251. {
  252. init(InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED));
  253. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  254. garrison = std::make_shared<CGarrisonInt>(pos + Point(0, 73), 4, Point(0, 0), hero, nullptr, true, true, CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS);
  255. }
  256. void CInteractableHeroTooltip::init(const InfoAboutHero & hero)
  257. {
  258. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  259. portrait = std::make_shared<CAnimImage>("PortraitsLarge", hero.portrait, 0, 3, 2);
  260. title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, hero.name);
  261. if(hero.details)
  262. {
  263. for(size_t i = 0; i < hero.details->primskills.size(); i++)
  264. labels.push_back(std::make_shared<CLabel>(75 + 28 * (int)i, 58, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE,
  265. std::to_string(hero.details->primskills[i])));
  266. labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
  267. morale = std::make_shared<CAnimImage>("IMRL22", hero.details->morale + 3, 0, 5, 74);
  268. luck = std::make_shared<CAnimImage>("ILCK22", hero.details->luck + 3, 0, 5, 91);
  269. }
  270. }
  271. void CTownTooltip::init(const InfoAboutTown & town)
  272. {
  273. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  274. //order of icons in def: fort, citadel, castle, no fort
  275. size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
  276. fort = std::make_shared<CAnimImage>("ITMCLS", fortIndex, 0, 105, 31);
  277. assert(town.tType);
  278. size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
  279. build = std::make_shared<CAnimImage>("itpt", iconIndex, 0, 3, 2);
  280. if(town.details)
  281. {
  282. hall = std::make_shared<CAnimImage>("ITMTLS", town.details->hallLevel, 0, 67, 31);
  283. if(town.details->goldIncome)
  284. {
  285. income = std::make_shared<CLabel>(157, 58, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE,
  286. std::to_string(town.details->goldIncome));
  287. }
  288. if(town.details->garrisonedHero) //garrisoned hero icon
  289. garrisonedHero = std::make_shared<CPicture>("TOWNQKGH", 149, 76);
  290. if(town.details->customRes)//silo is built
  291. {
  292. if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
  293. {
  294. res1 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::WOOD), 0, 7, 75);
  295. res2 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::ORE), 0, 7, 88);
  296. }
  297. else
  298. {
  299. res1 = std::make_shared<CAnimImage>("SMALRES", town.tType->primaryRes, 0, 7, 81);
  300. }
  301. }
  302. }
  303. }
  304. CTownTooltip::CTownTooltip(Point pos, const InfoAboutTown & town)
  305. : CArmyTooltip(pos, town)
  306. {
  307. init(town);
  308. }
  309. CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town)
  310. : CArmyTooltip(pos, InfoAboutTown(town, true))
  311. {
  312. init(InfoAboutTown(town, true));
  313. }
  314. CInteractableTownTooltip::CInteractableTownTooltip(Point pos, const CGTownInstance * town)
  315. {
  316. init(InfoAboutTown(town, true));
  317. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  318. garrison = std::make_shared<CGarrisonInt>(pos + Point(0, 73), 4, Point(0, 0), town->getUpperArmy(), nullptr, true, true, CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS);
  319. }
  320. void CInteractableTownTooltip::init(const InfoAboutTown & town)
  321. {
  322. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  323. //order of icons in def: fort, citadel, castle, no fort
  324. size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
  325. fort = std::make_shared<CAnimImage>("ITMCLS", fortIndex, 0, 105, 31);
  326. assert(town.tType);
  327. size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
  328. build = std::make_shared<CAnimImage>("itpt", iconIndex, 0, 3, 2);
  329. title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, town.name);
  330. if(town.details)
  331. {
  332. hall = std::make_shared<CAnimImage>("ITMTLS", town.details->hallLevel, 0, 67, 31);
  333. if(town.details->goldIncome)
  334. {
  335. income = std::make_shared<CLabel>(157, 58, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE,
  336. std::to_string(town.details->goldIncome));
  337. }
  338. if(town.details->garrisonedHero) //garrisoned hero icon
  339. garrisonedHero = std::make_shared<CPicture>("TOWNQKGH", 149, 76);
  340. if(town.details->customRes)//silo is built
  341. {
  342. if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
  343. {
  344. res1 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::WOOD), 0, 7, 75);
  345. res2 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::ORE), 0, 7, 88);
  346. }
  347. else
  348. {
  349. res1 = std::make_shared<CAnimImage>("SMALRES", town.tType->primaryRes, 0, 7, 81);
  350. }
  351. }
  352. }
  353. }
  354. void MoraleLuckBox::set(const AFactionMember * node)
  355. {
  356. OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
  357. const int textId[] = {62, 88}; //eg %s \n\n\n {Current Luck Modifiers:}
  358. const int noneTxtId = 108; //Russian version uses same text for neutral morale\luck
  359. 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.
  360. const int componentType[] = {CComponent::luck, CComponent::morale};
  361. const int hoverTextBase[] = {7, 4};
  362. TConstBonusListPtr modifierList = std::make_shared<const BonusList>();
  363. bonusValue = 0;
  364. if(node)
  365. bonusValue = morale ? node->moraleValAndBonusList(modifierList) : node->luckValAndBonusList(modifierList);
  366. int mrlt = (bonusValue>0)-(bonusValue<0); //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
  367. hoverText = CGI->generaltexth->heroscrn[hoverTextBase[morale] - mrlt];
  368. baseType = componentType[morale];
  369. text = CGI->generaltexth->arraytxt[textId[morale]];
  370. boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
  371. if (morale && node && (node->getBonusBearer()->hasBonusOfType(BonusType::UNDEAD)
  372. || node->getBonusBearer()->hasBonusOfType(BonusType::NON_LIVING)))
  373. {
  374. text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
  375. bonusValue = 0;
  376. }
  377. else if(morale && node && node->getBonusBearer()->hasBonusOfType(BonusType::NO_MORALE))
  378. {
  379. auto noMorale = node->getBonusBearer()->getBonus(Selector::type()(BonusType::NO_MORALE));
  380. text += "\n" + noMorale->Description();
  381. bonusValue = 0;
  382. }
  383. else if (!morale && node && node->getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
  384. {
  385. auto noLuck = node->getBonusBearer()->getBonus(Selector::type()(BonusType::NO_LUCK));
  386. text += "\n" + noLuck->Description();
  387. bonusValue = 0;
  388. }
  389. else
  390. {
  391. std::string addInfo = "";
  392. for(auto & bonus : * modifierList)
  393. {
  394. if(bonus->val)
  395. addInfo += "\n" + bonus->Description();
  396. }
  397. text = addInfo.empty()
  398. ? text + CGI->generaltexth->arraytxt[noneTxtId]
  399. : text + addInfo;
  400. }
  401. std::string imageName;
  402. if (small)
  403. imageName = morale ? "IMRL30": "ILCK30";
  404. else
  405. imageName = morale ? "IMRL42" : "ILCK42";
  406. image = std::make_shared<CAnimImage>(imageName, bonusValue + 3);
  407. image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2));//center icon
  408. }
  409. MoraleLuckBox::MoraleLuckBox(bool Morale, const Rect &r, bool Small)
  410. : morale(Morale),
  411. small(Small)
  412. {
  413. bonusValue = 0;
  414. pos = r + pos.topLeft();
  415. defActions = 255-DISPOSE;
  416. }
  417. CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool Animated)
  418. {
  419. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  420. pos.x+=x;
  421. pos.y+=y;
  422. auto faction = cre->getFaction();
  423. assert(CGI->townh->size() > faction);
  424. if(Big)
  425. bg = std::make_shared<CPicture>((*CGI->townh)[faction]->creatureBg130);
  426. else
  427. bg = std::make_shared<CPicture>((*CGI->townh)[faction]->creatureBg120);
  428. anim = std::make_shared<CCreatureAnim>(0, 0, cre->animDefName);
  429. anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
  430. anim->startPreview(cre->hasBonusOfType(BonusType::SIEGE_WEAPON));
  431. amount = std::make_shared<CLabel>(bg->pos.w, bg->pos.h, FONT_MEDIUM, ETextAlignment::BOTTOMRIGHT, Colors::WHITE);
  432. pos.w = bg->pos.w;
  433. pos.h = bg->pos.h;
  434. }
  435. void CCreaturePic::show(Canvas & to)
  436. {
  437. // redraw everything in a proper order
  438. bg->showAll(to);
  439. anim->show(to);
  440. amount->showAll(to);
  441. }
  442. void CCreaturePic::setAmount(int newAmount)
  443. {
  444. if(newAmount != 0)
  445. amount->setText(std::to_string(newAmount));
  446. else
  447. amount->setText("");
  448. }