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- /*
- * GUIClasses.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
- *
- */
- #pragma once
- #include "CWindowObject.h"
- #include "../lib/ResourceSet.h"
- #include "../widgets/Images.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGHeroInstance;
- class CGObjectInstance;
- class CGDwelling;
- class IMarket;
- VCMI_LIB_NAMESPACE_END
- class CButton;
- class LRClickableArea;
- class CreatureCostBox;
- class CCreaturePic;
- class CMinorResDataBar;
- class MoraleLuckBox;
- class CHeroArea;
- class CSlider;
- class CComponentBox;
- class CTextInput;
- class CListBox;
- class CLabelGroup;
- class CGStatusBar;
- class CTextBox;
- class CGarrisonInt;
- class CGarrisonSlot;
- class CHeroArea;
- class CAnimImage;
- class CFilledTexture;
- class IImage;
- class VideoWidget;
- class VideoWidgetOnce;
- class GraphicalPrimitiveCanvas;
- class TransparentFilledRectangle;
- enum class EUserEvent;
- /// Recruitment window where you can recruit creatures
- class CRecruitmentWindow : public CStatusbarWindow
- {
- class CCreatureCard : public CIntObject, public std::enable_shared_from_this<CCreatureCard>
- {
- CRecruitmentWindow * parent;
- std::shared_ptr<CCreaturePic> animation;
- bool selected;
- public:
- const CCreature * creature;
- si32 amount;
- void select(bool on);
- CCreatureCard(CRecruitmentWindow * window, const CCreature * crea, int totalAmount);
- void clickPressed(const Point & cursorPosition) override;
- void showPopupWindow(const Point & cursorPosition) override;
- void showAll(Canvas & to) override;
- };
- std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
- std::function<void()> onClose;
- int level;
- const CArmedInstance * dst;
- std::shared_ptr<CCreatureCard> selected;
- std::vector<std::shared_ptr<CCreatureCard>> cards;
- std::shared_ptr<CSlider> slider;
- std::shared_ptr<CButton> maxButton;
- std::shared_ptr<CButton> buyButton;
- std::shared_ptr<CButton> cancelButton;
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CLabel> availableValue;
- std::shared_ptr<CLabel> toRecruitValue;
- std::shared_ptr<CLabel> availableTitle;
- std::shared_ptr<CLabel> toRecruitTitle;
- std::shared_ptr<CreatureCostBox> costPerTroopValue;
- std::shared_ptr<CreatureCostBox> totalCostValue;
- void select(std::shared_ptr<CCreatureCard> card);
- void buy();
- void sliderMoved(int to);
- void showAll(Canvas & to) override;
- public:
- const CGDwelling * const dwelling;
- CRecruitmentWindow(const CGDwelling * Dwelling, int Level, const CArmedInstance * Dst, const std::function<void(CreatureID,int)> & Recruit, const std::function<void()> & onClose, int y_offset = 0);
- void availableCreaturesChanged();
- void close() override;
- };
- /// Split window where creatures can be split up into two single unit stacks
- class CSplitWindow : public CWindowObject
- {
- std::function<void(int, int)> callback;
- int leftAmount;
- int rightAmount;
- int leftMin;
- int rightMin;
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CSlider> slider;
- std::shared_ptr<CCreaturePic> animLeft;
- std::shared_ptr<CCreaturePic> animRight;
- std::shared_ptr<CButton> ok;
- std::shared_ptr<CButton> cancel;
- std::shared_ptr<CTextInput> leftInput;
- std::shared_ptr<CTextInput> rightInput;
- void setAmountText(std::string text, bool left);
- void setAmount(int value, bool left);
- void sliderMoved(int value);
- void apply();
- public:
- /**
- * creature - displayed creature
- * callback(leftAmount, rightAmount) - function to call on close
- * leftMin, rightMin - minimal amount of creatures in each stack
- * leftAmount, rightAmount - amount of creatures in each stack
- */
- CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback, int leftMin, int rightMin, int leftAmount, int rightAmount);
- };
- /// Raised up level window where you can select one out of two skills
- class CLevelWindow : public CWindowObject
- {
- std::shared_ptr<CHeroArea> portrait;
- std::shared_ptr<CButton> ok;
- std::shared_ptr<CLabel> mainTitle;
- std::shared_ptr<CLabel> levelTitle;
- std::shared_ptr<CAnimImage> skillIcon;
- std::shared_ptr<CLabel> skillValue;
- std::shared_ptr<CComponentBox> box; //skills to select
- std::function<void(ui32)> cb;
- void selectionChanged(unsigned to);
- public:
- CLevelWindow(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
- void close() override;
- };
- /// Town portal, castle gate window
- class CObjectListWindow : public CWindowObject
- {
- class CItem : public CIntObject
- {
- CObjectListWindow * parent;
- std::shared_ptr<CLabel> text;
- std::shared_ptr<CPicture> border;
- std::shared_ptr<CPicture> icon;
- public:
- const size_t index;
- CItem(CObjectListWindow * parent, size_t id, std::string text);
- void select(bool on);
- void clickPressed(const Point & cursorPosition) override;
- void clickDouble(const Point & cursorPosition) override;
- void showPopupWindow(const Point & cursorPosition) override;
- };
- std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
- std::shared_ptr<CIntObject> titleWidget;
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CLabel> descr;
- std::vector<std::shared_ptr<IImage>> images;
- std::shared_ptr<CListBox> list;
- std::shared_ptr<CButton> ok;
- std::shared_ptr<CButton> exit;
- std::shared_ptr<CTextInput> searchBox;
- std::shared_ptr<TransparentFilledRectangle> searchBoxRectangle;
- std::shared_ptr<CLabel> searchBoxDescription;
- std::vector< std::pair<int, std::string> > items; //all items present in list
- std::vector< std::pair<int, std::string> > itemsVisible; //visible items present in list
- void init(std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, bool searchBoxEnabled);
- void exitPressed();
- public:
- size_t selected;//index of currently selected item
- std::function<void()> onExit;//optional exit callback
- std::function<void(int)> onPopup;//optional popup callback
- std::function<void(int)> onClicked;//optional if clicked on item callback
- /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
- /// Image can be nullptr
- ///item names will be taken from map objects
- CObjectListWindow(const std::vector<int> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback, size_t initialSelection = 0, std::vector<std::shared_ptr<IImage>> images = {}, bool searchBoxEnabled = false);
- CObjectListWindow(const std::vector<std::string> &_items, std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr, std::function<void(int)> Callback, size_t initialSelection = 0, std::vector<std::shared_ptr<IImage>> images = {}, bool searchBoxEnabled = false);
- std::shared_ptr<CIntObject> genItem(size_t index);
- void elementSelected();//call callback and close this window
- void changeSelection(size_t which);
- void keyPressed(EShortcut key) override;
- };
- class CTavernWindow : public CStatusbarWindow
- {
- std::function<void()> onWindowClosed;
- public:
- class HeroPortrait : public CIntObject
- {
- public:
- std::string hoverName;
- std::string description; // "XXX is a level Y ZZZ with N artifacts"
- const CGHeroInstance * h;
- std::function<void()> onChoose;
- void clickPressed(const Point & cursorPosition) override;
- void clickDouble(const Point & cursorPosition) override;
- void showPopupWindow(const Point & cursorPosition) override;
- void hover (bool on) override;
- HeroPortrait(int & sel, int id, int x, int y, const CGHeroInstance * H, std::function<void()> OnChoose = nullptr);
- private:
- int *_sel;
- const int _id;
- std::shared_ptr<CAnimImage> portrait;
- };
- class HeroSelector : public CWindowObject
- {
- public:
- std::shared_ptr<CFilledTexture> background;
- std::shared_ptr<CSlider> slider;
- const int MAX_LINES = 18;
- const int ELEM_PER_LINES = 16;
- HeroSelector(std::map<HeroTypeID, CGHeroInstance*> InviteableHeroes, std::function<void(CGHeroInstance*)> OnChoose);
- private:
- std::map<HeroTypeID, CGHeroInstance*> inviteableHeroes;
- std::function<void(CGHeroInstance*)> onChoose;
- std::vector<std::shared_ptr<CAnimImage>> portraits;
- std::vector<std::shared_ptr<LRClickableArea>> portraitAreas;
- void recreate();
- void sliderMove(int slidPos);
- };
- //recruitable heroes
- std::shared_ptr<HeroPortrait> h1;
- std::shared_ptr<HeroPortrait> h2; //recruitable heroes
- int selected;//0 (left) or 1 (right)
- int oldSelected;//0 (left) or 1 (right)
- std::shared_ptr<CButton> thiefGuild;
- std::shared_ptr<CButton> cancel;
- std::shared_ptr<CButton> recruit;
- const CGObjectInstance * tavernObj;
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CLabel> cost;
- std::shared_ptr<CLabel> heroesForHire;
- std::shared_ptr<CTextBox> heroDescription;
- std::shared_ptr<VideoWidget> videoPlayer;
- std::shared_ptr<CTextBox> rumor;
-
- std::shared_ptr<CLabel> inviteHero;
- std::shared_ptr<CAnimImage> inviteHeroImage;
- std::shared_ptr<LRClickableArea> inviteHeroImageArea;
- std::map<HeroTypeID, CGHeroInstance*> inviteableHeroes;
- CGHeroInstance* heroToInvite;
- void addInvite();
- CTavernWindow(const CGObjectInstance * TavernObj, const std::function<void()> & onWindowClosed);
- void close() override;
- void recruitb();
- void thievesguildb();
- void show(Canvas & to) override;
- };
- /// Here you can buy ships
- class CShipyardWindow : public CStatusbarWindow
- {
- std::shared_ptr<CPicture> bgWater;
- std::shared_ptr<CShowableAnim> bgShip;
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CLabel> costLabel;
- std::shared_ptr<CAnimImage> woodPic;
- std::shared_ptr<CAnimImage> goldPic;
- std::shared_ptr<CLabel> woodCost;
- std::shared_ptr<CLabel> goldCost;
- std::shared_ptr<CButton> build;
- std::shared_ptr<CButton> quit;
- public:
- CShipyardWindow(const TResources & cost, int state, BoatId boatType, const std::function<void()> & onBuy);
- };
- /// Creature transformer window
- class CTransformerWindow : public CStatusbarWindow, public IGarrisonHolder
- {
- class CItem : public CIntObject
- {
- public:
- int id;//position of creature in hero army
- bool left;//position of the item
- int size; //size of creature stack
- CTransformerWindow * parent;
- std::shared_ptr<CAnimImage> icon;
- std::shared_ptr<CLabel> count;
- void move();
- void clickPressed(const Point & cursorPosition) override;
- void update();
- CItem(CTransformerWindow * parent, int size, int id);
- };
- const CArmedInstance * army;//object with army for transforming (hero or town)
- const CGHeroInstance * hero;//only if we have hero in town
- const IMarket * market;//market, town garrison is used if hero == nullptr
- std::shared_ptr<CLabel> titleLeft;
- std::shared_ptr<CLabel> titleRight;
- std::shared_ptr<CTextBox> helpLeft;
- std::shared_ptr<CTextBox> helpRight;
- std::vector<std::shared_ptr<CItem>> items;
- std::shared_ptr<CButton> all;
- std::shared_ptr<CButton> convert;
- std::shared_ptr<CButton> cancel;
- std::function<void()> onWindowClosed;
- public:
- void makeDeal();
- void addAll();
- void close() override;
- void updateGarrisons() override;
- bool holdsGarrison(const CArmedInstance * army) override;
- CTransformerWindow(const IMarket * _market, const CGHeroInstance * _hero, const std::function<void()> & onWindowClosed);
- };
- class CUniversityWindow final : public CStatusbarWindow, public IMarketHolder
- {
- class CItem final : public CIntObject
- {
- std::shared_ptr<CAnimImage> icon;
- std::shared_ptr<CPicture> topBar;
- std::shared_ptr<CPicture> bottomBar;
- std::shared_ptr<CLabel> name;
- std::shared_ptr<CLabel> level;
- public:
- SecondarySkill ID;//id of selected skill
- CUniversityWindow * parent;
- void clickPressed(const Point & cursorPosition) override;
- void showPopupWindow(const Point & cursorPosition) override;
- void hover(bool on) override;
- void update();
- CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
- };
- const CGHeroInstance * hero;
- const IMarket * market;
- std::vector<std::shared_ptr<CItem>> items;
- std::shared_ptr<CButton> cancel;
- std::shared_ptr<CIntObject> titlePic;
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CTextBox> clerkSpeech;
- std::function<void()> onWindowClosed;
- public:
- CUniversityWindow(const CGHeroInstance * _hero, BuildingID building, const IMarket * _market, const std::function<void()> & onWindowClosed);
- void makeDeal(SecondarySkill skill);
- void close() override;
- // IMarketHolder impl
- void updateSecondarySkills() override;
- };
- /// Confirmation window for University
- class CUnivConfirmWindow final : public CStatusbarWindow
- {
- std::shared_ptr<CTextBox> clerkSpeech;
- std::shared_ptr<CLabel> name;
- std::shared_ptr<CLabel> level;
- std::shared_ptr<CAnimImage> icon;
- CUniversityWindow * owner;
- std::shared_ptr<CButton> confirm;
- std::shared_ptr<CButton> cancel;
- std::shared_ptr<CAnimImage> costIcon;
- std::shared_ptr<CLabel> cost;
- void makeDeal(SecondarySkill skill);
- public:
- CUnivConfirmWindow(CUniversityWindow * PARENT, SecondarySkill SKILL, bool available);
- };
- /// Garrison window where you can take creatures out of the hero to place it on the garrison
- class CGarrisonWindow : public CWindowObject, public IGarrisonHolder
- {
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CAnimImage> banner;
- std::shared_ptr<CAnimImage> portrait;
- std::shared_ptr<CGarrisonInt> garr;
- public:
- std::shared_ptr<CButton> quit;
- CGarrisonWindow(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits);
- void updateGarrisons() override;
- bool holdsGarrison(const CArmedInstance * army) override;
- };
- /// Hill fort is the building where you can upgrade units
- class CHillFortWindow : public CStatusbarWindow, public IGarrisonHolder
- {
- private:
- static const int slotsCount = 7;
- //todo: mithril support
- static const int resCount = 7;
- const CGObjectInstance * fort;
- const CGHeroInstance * hero;
- std::shared_ptr<CLabel> title;
- std::shared_ptr<CHeroArea> heroPic;
- std::array<std::shared_ptr<CAnimImage>, resCount> totalIcons;
- std::array<std::shared_ptr<CLabel>, resCount> totalLabels;
- std::array<std::shared_ptr<CButton>, slotsCount> upgrade;//upgrade single creature
- std::array<int, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
- //there is a place for only 2 resources per slot
- std::array< std::array<std::shared_ptr<CAnimImage>, 2>, slotsCount> slotIcons;
- std::array< std::array<std::shared_ptr<CLabel>, 2>, slotsCount> slotLabels;
- std::shared_ptr<CButton> upgradeAll;
- std::shared_ptr<CButton> quit;
- std::shared_ptr<CGarrisonInt> garr;
- std::string getDefForSlot(SlotID slot);
- std::string getTextForSlot(SlotID slot);
- void makeDeal(SlotID slot);//-1 for upgrading all creatures
- int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
- public:
- CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
- void updateGarrisons() override;//update buttons after garrison changes
- bool holdsGarrison(const CArmedInstance * army) override;
- };
- class CThievesGuildWindow : public CStatusbarWindow
- {
- const CGObjectInstance * owner;
- std::shared_ptr<CButton> exitb;
- std::shared_ptr<CMinorResDataBar> resdatabar;
- std::vector<std::shared_ptr<CLabel>> rowHeaders;
- std::vector<std::shared_ptr<CAnimImage>> columnBackgrounds;
- std::vector<std::shared_ptr<CLabel>> columnHeaders;
- std::vector<std::shared_ptr<CAnimImage>> cells;
- std::vector<std::shared_ptr<CPicture>> banners;
- std::vector<std::shared_ptr<CAnimImage>> bestHeroes;
- std::vector<std::shared_ptr<CTextBox>> primSkillHeaders;
- std::vector<std::shared_ptr<CLabel>> primSkillValues;
- std::vector<std::shared_ptr<CAnimImage>> bestCreatures;
- std::vector<std::shared_ptr<CLabel>> personalities;
- public:
- CThievesGuildWindow(const CGObjectInstance * _owner);
- };
- class VideoWindow : public CWindowObject
- {
- std::shared_ptr<VideoWidgetOnce> videoPlayer;
- std::shared_ptr<CFilledTexture> backgroundAroundWindow;
- std::shared_ptr<GraphicalPrimitiveCanvas> blackBackground;
- std::function<void(bool)> closeCb;
- void exit(bool skipped);
- public:
- VideoWindow(VideoPath video, ImagePath rim, bool showBackground, float scaleFactor, std::function<void(bool)> closeCb);
- void clickPressed(const Point & cursorPosition) override;
- void keyPressed(EShortcut key) override;
- bool receiveEvent(const Point & position, int eventType) const override;
- };
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