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CIntObjectClasses.h 18 KB

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  1. #pragma once
  2. #include "CIntObject.h"
  3. #include "SDL_Extensions.h"
  4. #include "../FunctionList.h"
  5. struct SDL_Surface;
  6. struct Rect;
  7. class CAnimImage;
  8. class CLabel;
  9. class CAnimation;
  10. class CDefHandler;
  11. /*
  12. * CPicture.h, part of VCMI engine
  13. *
  14. * Authors: listed in file AUTHORS in main folder
  15. *
  16. * License: GNU General Public License v2.0 or later
  17. * Full text of license available in license.txt file, in main folder
  18. *
  19. */
  20. // Window GUI class
  21. class CSimpleWindow : public CIntObject
  22. {
  23. public:
  24. SDL_Surface * bitmap; //background
  25. virtual void show(SDL_Surface * to);
  26. CSimpleWindow():bitmap(NULL){}; //c-tor
  27. virtual ~CSimpleWindow(); //d-tor
  28. };
  29. // Image class
  30. class CPicture : public CIntObject
  31. {
  32. void setSurface(SDL_Surface *to);
  33. public:
  34. SDL_Surface * bg;
  35. Rect * srcRect; //if NULL then whole surface will be used
  36. bool freeSurf; //whether surface will be freed upon CPicture destruction
  37. bool needRefresh;//Surface needs to be displayed each frame
  38. operator SDL_Surface*()
  39. {
  40. return bg;
  41. }
  42. CPicture(const Rect & r, const SDL_Color & color, bool screenFormat = false); //rect filled with given color
  43. CPicture(const Rect & r, ui32 color, bool screenFormat = false); //rect filled with given color
  44. CPicture(SDL_Surface * BG, int x = 0, int y=0, bool Free = true); //wrap existing SDL_Surface
  45. CPicture(const std::string &bmpname, int x=0, int y=0);
  46. CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface
  47. ~CPicture();
  48. void init();
  49. //set alpha value for whole surface. Note: may be messed up if surface is shared
  50. // 0=transparent, 255=opaque
  51. void setAlpha(int value);
  52. void scaleTo(Point size);
  53. void createSimpleRect(const Rect &r, bool screenFormat, ui32 color);
  54. void show(SDL_Surface * to);
  55. void showAll(SDL_Surface * to);
  56. void convertToScreenBPP();
  57. void colorizeAndConvert(int player);
  58. void colorize(int player);
  59. };
  60. namespace config{struct ButtonInfo;}
  61. /// Base class for buttons.
  62. class CButtonBase : public CKeyShortcut
  63. {
  64. public:
  65. enum ButtonState
  66. {
  67. NORMAL=0,
  68. PRESSED=1,
  69. BLOCKED=2,
  70. HIGHLIGHTED=3
  71. };
  72. private:
  73. int bitmapOffset; // base offset of visible bitmap from animation
  74. ButtonState state;//current state of button from enum
  75. public:
  76. bool swappedImages,//fix for some buttons: normal and pressed image are swapped
  77. keepFrame; // don't change visual representation
  78. void addTextOverlay(const std::string &Text, EFonts font, SDL_Color color = Colors::Cornsilk);
  79. void update();//to refresh button after image or text change
  80. void setOffset(int newOffset);
  81. void setState(ButtonState newState);
  82. ButtonState getState();
  83. //just to make code clearer
  84. void block(bool on);
  85. bool isBlocked();
  86. bool isHighlighted();
  87. CAnimImage * image; //image for this button
  88. CLabel * text;//text overlay
  89. CButtonBase(); //c-tor
  90. virtual ~CButtonBase(); //d-tor
  91. };
  92. /// Typical Heroes 3 button which can be inactive or active and can
  93. /// hold further information if you right-click it
  94. class CAdventureMapButton : public CButtonBase
  95. {
  96. std::vector<std::string> imageNames;//store list of images that can be used by this button
  97. size_t currentImage;
  98. public:
  99. std::map<int, std::string> hoverTexts; //text for statusbar
  100. std::string helpBox; //for right-click help
  101. CFunctionList<void()> callback;
  102. bool actOnDown,//runs when mouse is pressed down over it, not when up
  103. hoverable,//if true, button will be highlighted when hovered
  104. borderEnabled,
  105. soundDisabled;
  106. SDL_Color borderColor;
  107. void clickRight(tribool down, bool previousState);
  108. virtual void clickLeft(tribool down, bool previousState);
  109. void hover (bool on);
  110. CAdventureMapButton(); //c-tor
  111. CAdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
  112. CAdventureMapButton( const std::pair<std::string, std::string> &help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
  113. CAdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
  114. void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );
  115. void setIndex(size_t index, bool playerColoredButton=false);
  116. void setImage(CAnimation* anim, bool playerColoredButton=false, int animFlags=0);
  117. void setPlayerColor(int player);
  118. void showAll(SDL_Surface * to);
  119. };
  120. /// A button which can be selected/deselected
  121. class CHighlightableButton
  122. : public CAdventureMapButton
  123. {
  124. public:
  125. CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0);
  126. CHighlightableButton(const std::pair<std::string, std::string> &help, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
  127. CHighlightableButton(const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
  128. bool onlyOn;//button can not be de-selected
  129. bool selected;//state of highlightable button
  130. int ID; //for identification
  131. CFunctionList<void()> callback2; //when de-selecting
  132. void select(bool on);
  133. void clickLeft(tribool down, bool previousState);
  134. };
  135. /// A group of buttons where one button can be selected
  136. class CHighlightableButtonsGroup : public CIntObject
  137. {
  138. public:
  139. CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
  140. std::vector<CHighlightableButton*> buttons;
  141. bool musicLike; //determines the behaviour of this group
  142. //void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
  143. void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
  144. void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
  145. CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
  146. ~CHighlightableButtonsGroup();
  147. void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
  148. void selectionChanged(int to);
  149. void show(SDL_Surface * to);
  150. void showAll(SDL_Surface * to);
  151. void block(ui8 on);
  152. };
  153. /// A typical slider which can be orientated horizontally/vertically.
  154. class CSlider : public CIntObject
  155. {
  156. public:
  157. CAdventureMapButton *left, *right, *slider; //if vertical then left=up
  158. int capacity,//how many elements can be active at same time
  159. amount, //how many elements
  160. positions, //number of highest position (0 if there is only one)
  161. value; //first active element
  162. bool horizontal;
  163. bool wheelScrolling;
  164. bool keyScrolling;
  165. boost::function<void(int)> moved;
  166. void redrawSlider();
  167. void sliderClicked();
  168. void moveLeft();
  169. void moveRight();
  170. void moveTo(int to);
  171. void block(bool on);
  172. void setAmount(int to);
  173. void keyPressed(const SDL_KeyboardEvent & key);
  174. void wheelScrolled(bool down, bool in);
  175. void clickLeft(tribool down, bool previousState);
  176. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  177. void showAll(SDL_Surface * to);
  178. CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
  179. int Value=0, bool Horizontal=true, int style = 0); //style 0 - brown, 1 - blue
  180. ~CSlider();
  181. void moveToMax();
  182. };
  183. /// Used as base for Tabs and List classes
  184. class CObjectList : public CIntObject
  185. {
  186. public:
  187. typedef boost::function<CIntObject* (size_t)> CreateFunc;
  188. typedef boost::function<void(CIntObject *)> DestroyFunc;
  189. private:
  190. CreateFunc createObject;
  191. DestroyFunc destroyObject;
  192. protected:
  193. //Internal methods for safe creation of items (Children capturing and activation/deactivation if needed)
  194. void deleteItem(CIntObject* item);
  195. CIntObject* createItem(size_t index);
  196. CObjectList(CreateFunc create, DestroyFunc destroy = DestroyFunc());//Protected constructor
  197. };
  198. /// Window element with multiple tabs
  199. class CTabbedInt : public CObjectList
  200. {
  201. private:
  202. CIntObject * activeTab;
  203. size_t activeID;
  204. public:
  205. //CreateFunc, DestroyFunc - see CObjectList
  206. //Pos - position of object, all tabs will be moved to this position
  207. //ActiveID - ID of initially active tab
  208. CTabbedInt(CreateFunc create, DestroyFunc destroy = DestroyFunc(), Point position=Point(), size_t ActiveID=0);
  209. void setActive(size_t which);
  210. //recreate active tab
  211. void reset();
  212. //return currently active item
  213. CIntObject * getItem();
  214. };
  215. /// List of IntObjects with optional slider
  216. class CListBox : public CObjectList
  217. {
  218. private:
  219. std::list< CIntObject* > items;
  220. size_t first;
  221. size_t totalSize;
  222. Point itemOffset;
  223. CSlider * slider;
  224. void updatePositions();
  225. public:
  226. //CreateFunc, DestroyFunc - see CObjectList
  227. //Pos - position of first item
  228. //ItemOffset - distance between items in the list
  229. //VisibleSize - maximal number of displayable at once items
  230. //TotalSize
  231. //Slider - slider style, bit field: 1 = present(disabled), 2=horisontal(vertical), 4=blue(brown)
  232. //SliderPos - position of slider, if present
  233. CListBox(CreateFunc create, DestroyFunc destroy, Point Pos, Point ItemOffset, size_t VisibleSize,
  234. size_t TotalSize, size_t InitialPos=0, int Slider=0, Rect SliderPos=Rect() );
  235. //recreate all visible items
  236. void reset();
  237. //change or get total amount of items in the list
  238. void resize(size_t newSize);
  239. size_t size();
  240. //return item with index which or null if not present
  241. CIntObject * getItem(size_t which);
  242. //return currently active items
  243. const std::list< CIntObject * > & getItems();
  244. //get index of this item. -1 if not found
  245. size_t getIndexOf(CIntObject * item);
  246. //scroll list to make item which visible
  247. void scrollTo(size_t which);
  248. //scroll list to specified position
  249. void moveToPos(size_t which);
  250. void moveToNext();
  251. void moveToPrev();
  252. size_t getPos();
  253. };
  254. /// Status bar which is shown at the bottom of the in-game screens
  255. class CStatusBar : public CIntObject, public IStatusBar
  256. {
  257. public:
  258. SDL_Surface * bg; //background
  259. int middlex, middley; //middle of statusbar
  260. std::string current; //text currently printed
  261. CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
  262. ~CStatusBar(); //d-tor
  263. void print(const std::string & text); //prints text and refreshes statusbar
  264. void clear();//clears statusbar and refreshes
  265. void showAll(SDL_Surface * to); //shows statusbar (with current text)
  266. void show(SDL_Surface * to);
  267. std::string getCurrent(); //getter for current
  268. };
  269. /// Label which shows text
  270. class CLabel : public virtual CIntObject
  271. {
  272. protected:
  273. virtual std::string visibleText();
  274. public:
  275. EAlignment alignment;
  276. EFonts font;
  277. SDL_Color color;
  278. std::string text;
  279. CPicture *bg;
  280. bool autoRedraw; //whether control will redraw itself on setTxt
  281. Point textOffset; //text will be blitted at pos + textOffset with appropriate alignment
  282. bool ignoreLeadingWhitespace;
  283. virtual void setTxt(const std::string &Txt);
  284. void showAll(SDL_Surface * to); //shows statusbar (with current text)
  285. CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::Cornsilk, const std::string &Text = "");
  286. };
  287. class CBoundedLabel : public CLabel
  288. {
  289. public:
  290. int maxW; //longest line of text in px
  291. int maxH; //total height needed to print all lines
  292. std::vector<std::string> lines;
  293. CBoundedLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::Cornsilk, const std::string &Text = "")
  294. : CLabel (x, y, Font, Align, Color, Text){};
  295. void setTxt(const std::string &Txt);
  296. void setBounds(int limitW, int limitH);
  297. void recalculateLines(const std::string &Txt);
  298. void showAll(SDL_Surface * to);
  299. };
  300. //Small helper class to manage group of similar labels
  301. class CLabelGroup : public CIntObject
  302. {
  303. std::list<CLabel*> labels;
  304. EFonts font;
  305. EAlignment align;
  306. const SDL_Color &color;
  307. public:
  308. CLabelGroup(EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::Cornsilk);
  309. void add(int x=0, int y=0, const std::string &text = "");
  310. };
  311. /// a multi-line label that tries to fit text with given available width and height; if not possible, it creates a slider for scrolling text
  312. class CTextBox : public CBoundedLabel
  313. {
  314. public:
  315. int sliderStyle;
  316. std::vector<CAnimImage* > effects;
  317. CSlider *slider;
  318. //CTextBox( std::string Text, const Point &Pos, int w, int h, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::Cornsilk);
  319. CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::Cornsilk);
  320. void showAll(SDL_Surface * to); //shows statusbar (with current text)
  321. void recalculateLines(const std::string &Txt);
  322. void sliderMoved(int to);
  323. };
  324. /// Status bar which is shown at the bottom of the in-game screens
  325. class CGStatusBar : public CLabel, public IStatusBar
  326. {
  327. void init();
  328. public:
  329. IStatusBar *oldStatusBar;
  330. //statusbar interface overloads
  331. void print(const std::string & Text); //prints text and refreshes statusbar
  332. void clear();//clears statusbar and refreshes
  333. std::string getCurrent(); //returns currently displayed text
  334. void show(SDL_Surface * to); //shows statusbar (with current text)
  335. //CGStatusBar(int x, int y, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = Colors::Cornsilk, const std::string &Text = "");
  336. CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = Colors::Cornsilk); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
  337. CGStatusBar(int x, int y, std::string name, int maxw=-1);
  338. ~CGStatusBar();
  339. void calcOffset();
  340. };
  341. /// UIElement which can get input focus
  342. class CFocusable
  343. : public virtual CIntObject
  344. {
  345. public:
  346. bool focus; //only one focusable control can have focus at one moment
  347. void giveFocus(); //captures focus
  348. void moveFocus(); //moves focus to next active control (may be used for tab switching)
  349. static std::list<CFocusable*> focusables; //all existing objs
  350. static CFocusable *inputWithFocus; //who has focus now
  351. CFocusable();
  352. ~CFocusable();
  353. };
  354. /// Text input box where players can enter text
  355. class CTextInput : public CLabel, public CFocusable
  356. {
  357. protected:
  358. std::string visibleText();
  359. public:
  360. CFunctionList<void(const std::string &)> cb;
  361. CFunctionList<void(std::string &, const std::string &)> filters;
  362. void setTxt(const std::string &nText, bool callCb = false);
  363. CTextInput(const Rect &Pos, EFonts font, const CFunctionList<void(const std::string &)> &CB);
  364. CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
  365. CTextInput(const Rect &Pos, SDL_Surface *srf = NULL);
  366. void clickLeft(tribool down, bool previousState) override;
  367. void keyPressed(const SDL_KeyboardEvent & key) override;
  368. bool captureThisEvent(const SDL_KeyboardEvent & key) override;
  369. //Filter that will block all characters not allowed in filenames
  370. static void filenameFilter(std::string &text, const std::string & oldText);
  371. //Filter that will allow only input of numbers in range min-max (min-max are allowed)
  372. //min-max should be set via something like boost::bind
  373. static void numberFilter(std::string &text, const std::string & oldText, int minValue, int maxValue);
  374. };
  375. /// Shows a text by moving the mouse cursor over the object
  376. class CHoverableArea: public virtual CIntObject
  377. {
  378. public:
  379. std::string hoverText;
  380. virtual void hover (bool on);
  381. CHoverableArea();
  382. virtual ~CHoverableArea();
  383. };
  384. /// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
  385. class LRClickableAreaWText: public CHoverableArea
  386. {
  387. public:
  388. std::string text;
  389. LRClickableAreaWText();
  390. LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = "");
  391. virtual ~LRClickableAreaWText();
  392. void init();
  393. virtual void clickLeft(tribool down, bool previousState);
  394. virtual void clickRight(tribool down, bool previousState);
  395. };
  396. /// Basic class for windows
  397. class CWindowObject : public CIntObject
  398. {
  399. CPicture * createBg(std::string imageName, bool playerColored);
  400. int getUsedEvents(int options);
  401. CIntObject *shadow;
  402. void setShadow(bool on);
  403. int options;
  404. protected:
  405. CPicture * background;
  406. //Simple function with call to GH.popInt
  407. void close();
  408. //Used only if RCLICK_POPUP was set
  409. void clickRight(tribool down, bool previousState);
  410. //To display border
  411. void showAll(SDL_Surface *to);
  412. //change or set background image
  413. void setBackground(std::string filename);
  414. void updateShadow();
  415. public:
  416. enum EOptions
  417. {
  418. PLAYER_COLORED=1, //background will be player-colored
  419. RCLICK_POPUP=2, // window will behave as right-click popup
  420. BORDERED=4, // window will have border if current resolution is bigger than size of window
  421. SHADOW_DISABLED=8 //this window won't display any shadow
  422. };
  423. /*
  424. * options - EOpions enum
  425. * imageName - name for background image, can be empty
  426. * centerAt - position of window center. Default - center of the screen
  427. */
  428. CWindowObject(int options, std::string imageName, Point centerAt);
  429. CWindowObject(int options, std::string imageName = "");
  430. ~CWindowObject();
  431. };