CCreatureWindow.h 5.6 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/HeroBonus.h"
  12. #include "../widgets/MiscWidgets.h"
  13. #include "CWindowObject.h"
  14. class UnitView;
  15. class CCommanderInstance;
  16. class CStackInstance;
  17. class CStack;
  18. struct UpgradeInfo;
  19. class CTabbedInt;
  20. class CButton;
  21. class CMultiLineLabel;
  22. class CListBox;
  23. class CCommanderArtPlace;
  24. class CCommanderSkillIcon : public LRClickableAreaWText //TODO: maybe bring commander skill button initialization logic inside?
  25. {
  26. std::shared_ptr<CIntObject> object; // passive object that will be used to determine clickable area
  27. public:
  28. CCommanderSkillIcon(std::shared_ptr<CIntObject> object_, std::function<void()> callback);
  29. std::function<void()> callback;
  30. void clickLeft(tribool down, bool previousState) override;
  31. void clickRight(tribool down, bool previousState) override;
  32. void setObject(std::shared_ptr<CIntObject> object);
  33. };
  34. class CStackWindow : public CWindowObject
  35. {
  36. struct BonusInfo
  37. {
  38. std::string name;
  39. std::string description;
  40. std::string imagePath;
  41. };
  42. class CWindowSection : public CIntObject
  43. {
  44. private:
  45. std::shared_ptr<CPicture> background;
  46. protected:
  47. CStackWindow * parent;
  48. public:
  49. CWindowSection(CStackWindow * parent, std::string backgroundPath, int yOffset);
  50. };
  51. class ActiveSpellsSection : public CWindowSection
  52. {
  53. std::vector<std::shared_ptr<CAnimImage>> spellIcons;
  54. std::vector<std::shared_ptr<LRClickableAreaWText>> clickableAreas;
  55. public:
  56. ActiveSpellsSection(CStackWindow * owner, int yOffset);
  57. };
  58. class BonusLineSection : public CWindowSection
  59. {
  60. std::array<std::shared_ptr<CPicture>, 2> icon;
  61. std::array<std::shared_ptr<CLabel>, 2> name;
  62. std::array<std::shared_ptr<CMultiLineLabel>, 2> description;
  63. public:
  64. BonusLineSection(CStackWindow * owner, size_t lineIndex);
  65. };
  66. class BonusesSection : public CWindowSection
  67. {
  68. std::shared_ptr<CListBox> lines;
  69. public:
  70. BonusesSection(CStackWindow * owner, int yOffset, boost::optional<size_t> preferredSize = boost::optional<size_t>());
  71. };
  72. class ButtonsSection : public CWindowSection
  73. {
  74. std::shared_ptr<CButton> dismiss;
  75. std::array<std::shared_ptr<CButton>, 3> upgrade;// no more than 3 buttons - space limit
  76. std::shared_ptr<CButton> exit;
  77. public:
  78. ButtonsSection(CStackWindow * owner, int yOffset);
  79. };
  80. class CommanderMainSection : public CWindowSection
  81. {
  82. std::vector<std::shared_ptr<CCommanderSkillIcon>> skillIcons;
  83. std::vector<std::shared_ptr<CCommanderArtPlace>> artifacts;
  84. std::shared_ptr<CPicture> abilitiesBackground;
  85. std::shared_ptr<CListBox> abilities;
  86. std::shared_ptr<CButton> leftBtn;
  87. std::shared_ptr<CButton> rightBtn;
  88. public:
  89. CommanderMainSection(CStackWindow * owner, int yOffset);
  90. };
  91. class MainSection : public CWindowSection
  92. {
  93. enum class EStat : size_t
  94. {
  95. ATTACK,
  96. DEFENCE,
  97. SHOTS,
  98. DAMAGE,
  99. HEALTH,
  100. HEALTH_LEFT,
  101. SPEED,
  102. MANA,
  103. AFTER_LAST
  104. };
  105. std::shared_ptr<CCreaturePic> animation;
  106. std::shared_ptr<CLabel> name;
  107. std::shared_ptr<CPicture> icons;
  108. std::shared_ptr<MoraleLuckBox> morale;
  109. std::shared_ptr<MoraleLuckBox> luck;
  110. std::vector<std::shared_ptr<CLabel>> stats;
  111. std::shared_ptr<CAnimImage> expRankIcon;
  112. std::shared_ptr<LRClickableAreaWText> expArea;
  113. std::shared_ptr<CLabel> expLabel;
  114. void addStatLabel(EStat index, int64_t value1, int64_t value2);
  115. void addStatLabel(EStat index, int64_t value);
  116. static std::string getBackgroundName(bool showExp, bool showArt);
  117. std::array<std::string, 8> statNames;
  118. std::array<std::string, 8> statFormats;
  119. public:
  120. MainSection(CStackWindow * owner, int yOffset, bool showExp, bool showArt);
  121. };
  122. std::shared_ptr<CAnimImage> stackArtifactIcon;
  123. std::shared_ptr<LRClickableAreaWTextComp> stackArtifactHelp;
  124. std::shared_ptr<CButton> stackArtifactButton;
  125. std::shared_ptr<UnitView> info;
  126. std::vector<BonusInfo> activeBonuses;
  127. size_t activeTab;
  128. std::shared_ptr<CTabbedInt> commanderTab;
  129. std::map<size_t, std::shared_ptr<CButton>> switchButtons;
  130. std::shared_ptr<CWindowSection> mainSection;
  131. std::shared_ptr<CWindowSection> activeSpellsSection;
  132. std::shared_ptr<CWindowSection> commanderMainSection;
  133. std::shared_ptr<CWindowSection> commanderBonusesSection;
  134. std::shared_ptr<CWindowSection> bonusesSection;
  135. std::shared_ptr<CWindowSection> buttonsSection;
  136. std::shared_ptr<CCommanderSkillIcon> selectedIcon;
  137. si32 selectedSkill;
  138. void setSelection(si32 newSkill, std::shared_ptr<CCommanderSkillIcon> newIcon);
  139. std::shared_ptr<CIntObject> switchTab(size_t index);
  140. void removeStackArtifact(ArtifactPosition pos);
  141. void initSections();
  142. void initBonusesList();
  143. void init();
  144. std::string generateStackExpDescription();
  145. public:
  146. // for battles
  147. CStackWindow(const CStack * stack, bool popup);
  148. // for non-existing stacks, e.g. recruit screen
  149. CStackWindow(const CCreature * creature, bool popup);
  150. // for normal stacks in armies
  151. CStackWindow(const CStackInstance * stack, bool popup);
  152. CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
  153. // for commanders & commander level-up dialog
  154. CStackWindow(const CCommanderInstance * commander, bool popup);
  155. CStackWindow(const CCommanderInstance * commander, std::vector<ui32> &skills, std::function<void(ui32)> callback);
  156. ~CStackWindow();
  157. };