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- #include "StdInc.h"
- #include "CQuestLog.h"
- #include "CAdvmapInterface.h"
- #include "../CBitmapHandler.h"
- #include "../CDefHandler.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../Graphics.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/SDL_Extensions.h"
- #include "../widgets/CComponent.h"
- #include "../../CCallback.h"
- #include "../../lib/CArtHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CGameState.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/NetPacksBase.h"
- #include "../../lib/mapObjects/CQuest.h"
- /*
- * CQuestLog.cpp, 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
- *
- */
- struct QuestInfo;
- class CAdvmapInterface;
- void CQuestLabel::clickLeft(tribool down, bool previousState)
- {
- if (down)
- callback();
- }
- void CQuestLabel::showAll(SDL_Surface * to)
- {
- if (active)
- CMultiLineLabel::showAll (to);
- }
- CQuestIcon::CQuestIcon (const std::string &defname, int index, int x, int y) :
- CAnimImage(defname, index, 0, x, y)
- {
- addUsedEvents(LCLICK);
- }
- void CQuestIcon::clickLeft(tribool down, bool previousState)
- {
- if (down)
- callback();
- }
- void CQuestIcon::showAll(SDL_Surface * to)
- {
- CSDL_Ext::CClipRectGuard guard(to, parent->pos);
- CAnimImage::showAll(to);
- }
- CQuestMinimap::CQuestMinimap (const Rect & position) :
- CMinimap (position),
- currentQuest (nullptr)
- {
- }
- void CQuestMinimap::addQuestMarks (const QuestInfo * q)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- icons.clear();
- int3 tile;
- if (q->obj)
- tile = q->obj->pos;
- else
- tile = q->tile;
- int x,y;
- minimap->tileToPixels (tile, x, y);
- if (level != tile.z)
- setLevel(tile.z);
- auto pic = std::make_shared<CQuestIcon>("VwSymbol.def", 3, x, y);
- pic->moveBy (Point ( -pic->pos.w/2, -pic->pos.h/2));
- pic->callback = std::bind (&CQuestMinimap::iconClicked, this);
- icons.push_back(pic);
- }
- void CQuestMinimap::update()
- {
- CMinimap::update();
- if (currentQuest)
- addQuestMarks (currentQuest);
- }
- void CQuestMinimap::iconClicked()
- {
- if (currentQuest->obj)
- adventureInt->centerOn (currentQuest->obj->pos);
- //moveAdvMapSelection();
- }
- void CQuestMinimap::showAll(SDL_Surface * to)
- {
- CIntObject::showAll(to); // blitting IntObject directly to hide radar
- for (auto pic : icons)
- pic->showAll(to);
- }
- CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests) :
- CWindowObject(PLAYER_COLORED | BORDERED, "questDialog"),
- questIndex(0),
- currentQuest(nullptr),
- componentsBox(nullptr),
- hideComplete(false),
- quests(Quests),
- slider(nullptr)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- init();
- }
- void CQuestLog::init()
- {
- const JsonNode & texts = CGI->generaltexth->localizedTexts["questLog"];
- minimap = new CQuestMinimap (Rect (12, 12, 169, 169));
- // 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
- description = new CTextBox ("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, TOPLEFT, Colors::WHITE);
- ok = new CButton(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close,this), SDLK_RETURN);
- // 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
- hideCompleteButton = new CToggleButton(Point(10, 396), "sysopchk.def", CButton::tooltip(texts["hideComplete"]), std::bind(&CQuestLog::toggleComplete, this, _1));
- hideCompleteLabel = new CLabel(46, 398, FONT_MEDIUM, TOPLEFT, Colors::WHITE, texts["hideComplete"]["label"].String());
- slider = new CSlider(Point(166, 195), 191, std::bind(&CQuestLog::sliderMoved, this, _1), QUEST_COUNT, 0, false, CSlider::BROWN);
- recreateLabelList();
- recreateQuestList (0);
- }
- void CQuestLog::recreateLabelList()
- {
- if (labels.size())
- labels.clear();
- bool completeMissing = true;
- int currentLabel = 0;
- for (int i = 0; i < quests.size(); ++i)
- {
- // Quests with MISSION_NONE type don't have text for them and can't be displayed
- if (quests[i].quest->missionType == CQuest::MISSION_NONE)
- continue;
- if (quests[i].quest->progress == CQuest::COMPLETE)
- {
- completeMissing = false;
- if (hideComplete)
- continue;
- }
- MetaString text;
- quests[i].quest->getRolloverText (text, false);
- if (quests[i].obj)
- {
- if (auto seersHut = dynamic_cast<const CGSeerHut *>(quests[i].obj))
- {
- MetaString toSeer;
- toSeer << VLC->generaltexth->allTexts[347];
- toSeer.addReplacement(seersHut->seerName);
- text.addReplacement(toSeer.toString());
- }
- else
- text.addReplacement(quests[i].obj->getObjectName()); //get name of the object
- }
- auto label = std::make_shared<CQuestLabel>(Rect(13, 195, 149,31), FONT_SMALL, TOPLEFT, Colors::WHITE, text.toString());
- label->disable();
- label->callback = std::bind(&CQuestLog::selectQuest, this, i, currentLabel);
- labels.push_back(label);
- // Select latest active quest
- if (quests[i].quest->progress != CQuest::COMPLETE)
- selectQuest(i, currentLabel);
- currentLabel = labels.size();
- }
- if (completeMissing) // We can't use block(completeMissing) because if false button state reset to NORMAL
- hideCompleteButton->block(true);
- slider->setAmount(currentLabel);
- if (currentLabel > QUEST_COUNT)
- {
- slider->block(false);
- slider->moveToMax();
- }
- else
- {
- slider->block(true);
- slider->moveToMin();
- }
- }
- void CQuestLog::showAll(SDL_Surface * to)
- {
- CWindowObject::showAll (to);
- if (labels.size() && labels[questIndex]->active)
- {
- Rect rect = Rect::around(labels[questIndex]->pos);
- rect.x -= 2; // Adjustment needed as we want selection box on top of border in graphics
- rect.w += 2;
- CSDL_Ext::drawBorder(to, rect, int3(Colors::METALLIC_GOLD.r, Colors::METALLIC_GOLD.g, Colors::METALLIC_GOLD.b));
- }
- }
- void CQuestLog::recreateQuestList (int newpos)
- {
- for (int i = 0; i < labels.size(); ++i)
- {
- labels[i]->pos = Rect (pos.x + 14, pos.y + 195 + (i-newpos) * 32, 151, 31);
- if (i >= newpos && i < newpos + QUEST_COUNT)
- labels[i]->enable();
- else
- labels[i]->disable();
- }
- minimap->update();
- }
- void CQuestLog::selectQuest (int which, int labelId)
- {
- questIndex = labelId;
- currentQuest = &quests[which];
- minimap->currentQuest = currentQuest;
- MetaString text;
- std::vector<Component> components;
- currentQuest->quest->getVisitText (text, components, currentQuest->quest->isCustomFirst, true);
- if (description->slider)
- description->slider->moveToMin(); // scroll text to start position
- description->setText (text.toString()); //TODO: use special log entry text
- vstd::clear_pointer(componentsBox);
- int componentsSize = components.size();
- int descriptionHeight = DESCRIPTION_HEIGHT_MAX;
- if (componentsSize)
- {
- descriptionHeight -= 15;
- CComponent::ESize imageSize = CComponent::large;
- switch (currentQuest->quest->missionType)
- {
- case CQuest::MISSION_ARMY:
- {
- if (componentsSize > 4)
- descriptionHeight -= 195;
- else
- descriptionHeight -= 100;
- break;
- }
- case CQuest::MISSION_ART:
- {
- if (componentsSize > 4)
- descriptionHeight -= 190;
- else
- descriptionHeight -= 90;
- break;
- }
- case CQuest::MISSION_PRIMARY_STAT:
- case CQuest::MISSION_RESOURCES:
- {
- if (componentsSize > 4)
- {
- imageSize = CComponent::small; // Only small icons can be used for resources as 4+ icons take too much space
- descriptionHeight -= 140;
- }
- else
- descriptionHeight -= 125;
- break;
- }
- default:
- descriptionHeight -= 115;
- break;
- }
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- std::vector<CComponent *> comps;
- for (auto & component : components)
- comps.push_back(new CComponent(component, imageSize));
- componentsBox = new CComponentBox(comps, Rect(202, 20+descriptionHeight+15, 391, DESCRIPTION_HEIGHT_MAX-(20+descriptionHeight)));
- }
- description->resize(Point(385, descriptionHeight));
- minimap->update();
- redraw();
- }
- void CQuestLog::sliderMoved (int newpos)
- {
- recreateQuestList (newpos); //move components
- redraw();
- }
- void CQuestLog::toggleComplete(bool on)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- hideComplete = on;
- recreateLabelList();
- recreateQuestList(0);
- redraw();
- }
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