CCreatureWindow.h 5.9 KB

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  1. /*
  2. * CCreatureWindow.h, 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. #pragma once
  11. #include "../../lib/bonuses/Bonus.h"
  12. #include "../../lib/filesystem/ResourcePath.h"
  13. #include "../widgets/MiscWidgets.h"
  14. #include "CWindowObject.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CCommanderInstance;
  17. class CStackInstance;
  18. class CStack;
  19. struct UpgradeInfo;
  20. VCMI_LIB_NAMESPACE_END
  21. class UnitView;
  22. class CTabbedInt;
  23. class CButton;
  24. class CMultiLineLabel;
  25. class CListBox;
  26. class CArtPlace;
  27. class CCommanderArtPlace;
  28. class LRClickableArea;
  29. class CCommanderSkillIcon : public LRClickableAreaWText //TODO: maybe bring commander skill button initialization logic inside?
  30. {
  31. std::shared_ptr<CIntObject> object; // passive object that will be used to determine clickable area
  32. bool isMasterAbility; // refers to WoG abilities obtainable via combining master skills (for example attack + speed unlocks shoot)
  33. bool isSelected; // used only for programmatically created border around selected "master abilities"
  34. public:
  35. CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, bool isMasterAbility_, std::function<void()> callback);
  36. std::function<void()> callback;
  37. void clickPressed(const Point & cursorPosition) override;
  38. void setObject(std::shared_ptr<CIntObject> object);
  39. void deselect(); //TODO: consider using observer pattern instead?
  40. bool getIsMasterAbility();
  41. void show(Canvas &to) override;
  42. };
  43. class CStackWindow : public CWindowObject
  44. {
  45. struct BonusInfo
  46. {
  47. std::string name;
  48. std::string description;
  49. ImagePath imagePath;
  50. };
  51. class CWindowSection : public CIntObject
  52. {
  53. private:
  54. std::shared_ptr<CPicture> background;
  55. protected:
  56. CStackWindow * parent;
  57. public:
  58. CWindowSection(CStackWindow * parent, const ImagePath & backgroundPath, int yOffset);
  59. };
  60. class ActiveSpellsSection : public CWindowSection
  61. {
  62. std::vector<std::shared_ptr<CAnimImage>> spellIcons;
  63. std::vector<std::shared_ptr<LRClickableAreaWText>> clickableAreas;
  64. std::vector<std::shared_ptr<CLabel>> labels;
  65. public:
  66. ActiveSpellsSection(CStackWindow * owner, int yOffset);
  67. };
  68. class BonusLineSection : public CWindowSection
  69. {
  70. std::array<std::shared_ptr<CPicture>, 2> icon;
  71. std::array<std::shared_ptr<CLabel>, 2> name;
  72. std::array<std::shared_ptr<CMultiLineLabel>, 2> description;
  73. public:
  74. BonusLineSection(CStackWindow * owner, size_t lineIndex);
  75. };
  76. class BonusesSection : public CWindowSection
  77. {
  78. std::shared_ptr<CListBox> lines;
  79. public:
  80. BonusesSection(CStackWindow * owner, int yOffset, std::optional<size_t> preferredSize = std::optional<size_t>());
  81. };
  82. class ButtonsSection : public CWindowSection
  83. {
  84. std::shared_ptr<CButton> dismiss;
  85. std::array<std::shared_ptr<CButton>, 3> upgrade;// no more than 3 buttons - space limit
  86. std::shared_ptr<CButton> exit;
  87. public:
  88. ButtonsSection(CStackWindow * owner, int yOffset);
  89. };
  90. class CommanderMainSection : public CWindowSection
  91. {
  92. std::vector<std::shared_ptr<CCommanderSkillIcon>> skillIcons;
  93. std::vector<std::shared_ptr<CCommanderArtPlace>> artifacts;
  94. std::shared_ptr<CPicture> abilitiesBackground;
  95. std::shared_ptr<CListBox> abilities;
  96. std::shared_ptr<CButton> leftBtn;
  97. std::shared_ptr<CButton> rightBtn;
  98. public:
  99. CommanderMainSection(CStackWindow * owner, int yOffset);
  100. };
  101. class MainSection : public CWindowSection
  102. {
  103. enum class EStat : size_t
  104. {
  105. ATTACK,
  106. DEFENCE,
  107. SHOTS,
  108. DAMAGE,
  109. HEALTH,
  110. HEALTH_LEFT,
  111. SPEED,
  112. MANA,
  113. AFTER_LAST
  114. };
  115. std::shared_ptr<CCreaturePic> animation;
  116. std::shared_ptr<LRClickableArea> animationArea;
  117. std::shared_ptr<CLabel> name;
  118. std::shared_ptr<CPicture> icons;
  119. std::shared_ptr<MoraleLuckBox> morale;
  120. std::shared_ptr<MoraleLuckBox> luck;
  121. std::vector<std::shared_ptr<CLabel>> stats;
  122. std::shared_ptr<CAnimImage> expRankIcon;
  123. std::shared_ptr<LRClickableAreaWText> expArea;
  124. std::shared_ptr<CLabel> expLabel;
  125. void addStatLabel(EStat index, int64_t value1, int64_t value2);
  126. void addStatLabel(EStat index, int64_t value);
  127. static ImagePath getBackgroundName(bool showExp, bool showArt);
  128. std::array<std::string, 8> statNames;
  129. std::array<std::string, 8> statFormats;
  130. public:
  131. MainSection(CStackWindow * owner, int yOffset, bool showExp, bool showArt);
  132. };
  133. std::shared_ptr<CArtPlace> stackArtifact;
  134. std::shared_ptr<CButton> stackArtifactButton;
  135. std::shared_ptr<UnitView> info;
  136. std::vector<BonusInfo> activeBonuses;
  137. size_t activeTab;
  138. std::shared_ptr<CTabbedInt> commanderTab;
  139. std::map<size_t, std::shared_ptr<CButton>> switchButtons;
  140. std::shared_ptr<CWindowSection> mainSection;
  141. std::shared_ptr<CWindowSection> activeSpellsSection;
  142. std::shared_ptr<CWindowSection> commanderMainSection;
  143. std::shared_ptr<CWindowSection> commanderBonusesSection;
  144. std::shared_ptr<CWindowSection> bonusesSection;
  145. std::shared_ptr<CWindowSection> buttonsSection;
  146. std::shared_ptr<CCommanderSkillIcon> selectedIcon;
  147. si32 selectedSkill;
  148. void setSelection(si32 newSkill, std::shared_ptr<CCommanderSkillIcon> newIcon);
  149. std::shared_ptr<CIntObject> switchTab(size_t index);
  150. void removeStackArtifact(ArtifactPosition pos);
  151. void initSections();
  152. void initBonusesList();
  153. void init();
  154. std::string generateStackExpDescription();
  155. public:
  156. // for battles
  157. CStackWindow(const CStack * stack, bool popup);
  158. // for non-existing stacks, e.g. recruit screen
  159. CStackWindow(const CCreature * creature, bool popup);
  160. // for normal stacks in armies
  161. CStackWindow(const CStackInstance * stack, bool popup);
  162. CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
  163. // for commanders & commander level-up dialog
  164. CStackWindow(const CCommanderInstance * commander, bool popup);
  165. CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback);
  166. ~CStackWindow();
  167. };