CQuestLog.cpp 8.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317
  1. /*
  2. * CQuestLog.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 "CQuestLog.h"
  12. #include "../CGameInfo.h"
  13. #include "../CPlayerInterface.h"
  14. #include "../gui/CGuiHandler.h"
  15. #include "../widgets/CComponent.h"
  16. #include "../adventureMap/CAdvMapInt.h"
  17. #include "../widgets/Buttons.h"
  18. #include "../adventureMap/CMinimap.h"
  19. #include "../renderSDL/SDL_Extensions.h"
  20. #include "../../CCallback.h"
  21. #include "../../lib/CArtHandler.h"
  22. #include "../../lib/CConfigHandler.h"
  23. #include "../../lib/CGameState.h"
  24. #include "../../lib/CGeneralTextHandler.h"
  25. #include "../../lib/NetPacksBase.h"
  26. #include "../../lib/mapObjects/CQuest.h"
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. struct QuestInfo;
  29. VCMI_LIB_NAMESPACE_END
  30. class CAdvmapInterface;
  31. void CQuestLabel::clickLeft(tribool down, bool previousState)
  32. {
  33. if (down)
  34. callback();
  35. }
  36. void CQuestLabel::showAll(SDL_Surface * to)
  37. {
  38. CMultiLineLabel::showAll (to);
  39. }
  40. CQuestIcon::CQuestIcon (const std::string &defname, int index, int x, int y) :
  41. CAnimImage(defname, index, 0, x, y)
  42. {
  43. addUsedEvents(LCLICK);
  44. }
  45. void CQuestIcon::clickLeft(tribool down, bool previousState)
  46. {
  47. if (down)
  48. callback();
  49. }
  50. void CQuestIcon::showAll(SDL_Surface * to)
  51. {
  52. CSDL_Ext::CClipRectGuard guard(to, parent->pos);
  53. CAnimImage::showAll(to);
  54. }
  55. CQuestMinimap::CQuestMinimap(const Rect & position)
  56. : CMinimap(position),
  57. currentQuest(nullptr)
  58. {
  59. }
  60. void CQuestMinimap::addQuestMarks (const QuestInfo * q)
  61. {
  62. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  63. icons.clear();
  64. int3 tile;
  65. if (q->obj)
  66. tile = q->obj->pos;
  67. else
  68. tile = q->tile;
  69. Point offset = tileToPixels(tile);
  70. onMapViewMoved(Rect(), tile.z);
  71. auto pic = std::make_shared<CQuestIcon>("VwSymbol.def", 3, offset.x, offset.y);
  72. pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2));
  73. pic->callback = std::bind (&CQuestMinimap::iconClicked, this);
  74. icons.push_back(pic);
  75. }
  76. void CQuestMinimap::update()
  77. {
  78. CMinimap::update();
  79. if(currentQuest)
  80. addQuestMarks(currentQuest);
  81. }
  82. void CQuestMinimap::iconClicked()
  83. {
  84. if(currentQuest->obj)
  85. adventureInt->centerOnTile(currentQuest->obj->pos);
  86. //moveAdvMapSelection();
  87. }
  88. void CQuestMinimap::showAll(SDL_Surface * to)
  89. {
  90. CIntObject::showAll(to); // blitting IntObject directly to hide radar
  91. // for (auto pic : icons)
  92. // pic->showAll(to);
  93. }
  94. CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests)
  95. : CWindowObject(PLAYER_COLORED | BORDERED, "questDialog"),
  96. questIndex(0),
  97. currentQuest(nullptr),
  98. hideComplete(false),
  99. quests(Quests)
  100. {
  101. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  102. minimap = std::make_shared<CQuestMinimap>(Rect(12, 12, 169, 169));
  103. // TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin
  104. description = std::make_shared<CTextBox>("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE);
  105. ok = std::make_shared<CButton>(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close, this), SDLK_RETURN);
  106. // Both button and lable are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button
  107. hideCompleteButton = std::make_shared<CToggleButton>(Point(10, 396), "sysopchk.def", CButton::tooltipLocalized("vcmi.questLog.hideComplete"), std::bind(&CQuestLog::toggleComplete, this, _1));
  108. hideCompleteLabel = std::make_shared<CLabel>(46, 398, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->translate("vcmi.questLog.hideComplete.hover"));
  109. slider = std::make_shared<CSlider>(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN);
  110. recreateLabelList();
  111. recreateQuestList(0);
  112. }
  113. void CQuestLog::recreateLabelList()
  114. {
  115. OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
  116. labels.clear();
  117. bool completeMissing = true;
  118. int currentLabel = 0;
  119. for (int i = 0; i < quests.size(); ++i)
  120. {
  121. // Quests with MISSION_NONE type don't have text for them and can't be displayed
  122. if (quests[i].quest->missionType == CQuest::MISSION_NONE)
  123. continue;
  124. if (quests[i].quest->progress == CQuest::COMPLETE)
  125. {
  126. completeMissing = false;
  127. if (hideComplete)
  128. continue;
  129. }
  130. MetaString text;
  131. quests[i].quest->getRolloverText (text, false);
  132. if (quests[i].obj)
  133. {
  134. if (auto seersHut = dynamic_cast<const CGSeerHut *>(quests[i].obj))
  135. {
  136. MetaString toSeer;
  137. toSeer << VLC->generaltexth->allTexts[347];
  138. toSeer.addReplacement(seersHut->seerName);
  139. text.addReplacement(toSeer.toString());
  140. }
  141. else
  142. text.addReplacement(quests[i].obj->getObjectName()); //get name of the object
  143. }
  144. auto label = std::make_shared<CQuestLabel>(Rect(13, 195, 149,31), FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, text.toString());
  145. label->disable();
  146. label->callback = std::bind(&CQuestLog::selectQuest, this, i, currentLabel);
  147. labels.push_back(label);
  148. // Select latest active quest
  149. if (quests[i].quest->progress != CQuest::COMPLETE)
  150. selectQuest(i, currentLabel);
  151. currentLabel = static_cast<int>(labels.size());
  152. }
  153. if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL
  154. hideCompleteButton->block(true);
  155. slider->setAmount(currentLabel);
  156. if (currentLabel > QUEST_COUNT)
  157. {
  158. slider->block(false);
  159. slider->moveToMax();
  160. }
  161. else
  162. {
  163. slider->block(true);
  164. slider->moveToMin();
  165. }
  166. }
  167. void CQuestLog::showAll(SDL_Surface * to)
  168. {
  169. CWindowObject::showAll(to);
  170. if(questIndex >= 0 && questIndex < labels.size())
  171. {
  172. //TODO: use child object to selection rect
  173. Rect rect = Rect::createAround(labels[questIndex]->pos, 1);
  174. rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics
  175. rect.w += 2;
  176. CSDL_Ext::drawBorder(to, rect, Colors::METALLIC_GOLD);
  177. }
  178. }
  179. void CQuestLog::recreateQuestList (int newpos)
  180. {
  181. for (int i = 0; i < labels.size(); ++i)
  182. {
  183. labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31);
  184. if (i >= newpos && i < newpos + QUEST_COUNT)
  185. labels[i]->enable();
  186. else
  187. labels[i]->disable();
  188. }
  189. minimap->update();
  190. }
  191. void CQuestLog::selectQuest(int which, int labelId)
  192. {
  193. questIndex = labelId;
  194. currentQuest = &quests[which];
  195. minimap->currentQuest = currentQuest;
  196. MetaString text;
  197. std::vector<Component> components;
  198. currentQuest->quest->getVisitText (text, components, currentQuest->quest->isCustomFirst, true);
  199. if(description->slider)
  200. description->slider->moveToMin(); // scroll text to start position
  201. description->setText(text.toString()); //TODO: use special log entry text
  202. componentsBox.reset();
  203. int componentsSize = static_cast<int>(components.size());
  204. int descriptionHeight = DESCRIPTION_HEIGHT_MAX;
  205. if(componentsSize)
  206. {
  207. descriptionHeight -= 15;
  208. CComponent::ESize imageSize = CComponent::large;
  209. switch (currentQuest->quest->missionType)
  210. {
  211. case CQuest::MISSION_ARMY:
  212. {
  213. if (componentsSize > 4)
  214. descriptionHeight -= 195;
  215. else
  216. descriptionHeight -= 100;
  217. break;
  218. }
  219. case CQuest::MISSION_ART:
  220. {
  221. if (componentsSize > 4)
  222. descriptionHeight -= 190;
  223. else
  224. descriptionHeight -= 90;
  225. break;
  226. }
  227. case CQuest::MISSION_PRIMARY_STAT:
  228. case CQuest::MISSION_RESOURCES:
  229. {
  230. if (componentsSize > 4)
  231. {
  232. imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
  233. descriptionHeight -= 140;
  234. }
  235. else
  236. descriptionHeight -= 125;
  237. break;
  238. }
  239. default:
  240. descriptionHeight -= 115;
  241. break;
  242. }
  243. OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
  244. std::vector<std::shared_ptr<CComponent>> comps;
  245. for(auto & component : components)
  246. {
  247. auto c = std::make_shared<CComponent>(component, imageSize);
  248. comps.push_back(c);
  249. }
  250. componentsBox = std::make_shared<CComponentBox>(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight)));
  251. }
  252. description->resize(Point(385, descriptionHeight));
  253. minimap->update();
  254. redraw();
  255. }
  256. void CQuestLog::sliderMoved(int newpos)
  257. {
  258. recreateQuestList(newpos); //move components
  259. redraw();
  260. }
  261. void CQuestLog::toggleComplete(bool on)
  262. {
  263. hideComplete = on;
  264. recreateLabelList();
  265. recreateQuestList(0);
  266. redraw();
  267. }