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							- /*
 
-  * CMainMenu.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 "../windows/CWindowObject.h"
 
- #include "../../lib/JsonNode.h"
 
- #include "../../lib/LoadProgress.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CampaignState;
 
- VCMI_LIB_NAMESPACE_END
 
- class CTextInput;
 
- class CGStatusBar;
 
- class CTextBox;
 
- class CTabbedInt;
 
- class CAnimImage;
 
- class CAnimation;
 
- class CButton;
 
- class CFilledTexture;
 
- class CLabel;
 
- // TODO: Find new location for these enums
 
- enum ESelectionScreen : ui8 {
 
- 	unknown = 0, newGame, loadGame, saveGame, scenarioInfo, campaignList
 
- };
 
- enum ELoadMode : ui8
 
- {
 
- 	NONE = 0, SINGLE, MULTI, CAMPAIGN, TUTORIAL
 
- };
 
- /// The main menu screens listed in the EState enum
 
- class CMenuScreen : public CWindowObject
 
- {
 
- 	const JsonNode & config;
 
- 	std::shared_ptr<CTabbedInt> tabs;
 
- 	std::shared_ptr<CPicture> background;
 
- 	std::vector<std::shared_ptr<CPicture>> images;
 
- 	std::shared_ptr<CIntObject> createTab(size_t index);
 
- public:
 
- 	std::vector<std::string> menuNameToEntry;
 
- 	CMenuScreen(const JsonNode & configNode);
 
- 	void show(Canvas & to) override;
 
- 	void activate() override;
 
- 	void deactivate() override;
 
- 	void switchToTab(size_t index);
 
- 	void switchToTab(std::string name);
 
- 	size_t getActiveTab() const;
 
- };
 
- class CMenuEntry : public CIntObject
 
- {
 
- 	std::vector<std::shared_ptr<CPicture>> images;
 
- 	std::vector<std::shared_ptr<CButton>> buttons;
 
- 	std::shared_ptr<CButton> createButton(CMenuScreen * parent, const JsonNode & button);
 
- public:
 
- 	CMenuEntry(CMenuScreen * parent, const JsonNode & config);
 
- };
 
- /// Multiplayer mode
 
- class CMultiMode : public WindowBase
 
- {
 
- public:
 
- 	ESelectionScreen screenType;
 
- 	std::shared_ptr<CPicture> background;
 
- 	std::shared_ptr<CPicture> picture;
 
- 	std::shared_ptr<CTextInput> playerName;
 
- 	std::shared_ptr<CButton> buttonHotseat;
 
- 	std::shared_ptr<CButton> buttonHost;
 
- 	std::shared_ptr<CButton> buttonJoin;
 
- 	std::shared_ptr<CButton> buttonCancel;
 
- 	std::shared_ptr<CGStatusBar> statusBar;
 
- 	CMultiMode(ESelectionScreen ScreenType);
 
- 	void hostTCP();
 
- 	void joinTCP();
 
- 	std::string getPlayerName();
 
- 	void onNameChange(std::string newText);
 
- };
 
- /// Hot seat player window
 
- class CMultiPlayers : public WindowBase
 
- {
 
- 	bool host;
 
- 	ELoadMode loadMode;
 
- 	ESelectionScreen screenType;
 
- 	std::shared_ptr<CPicture> background;
 
- 	std::shared_ptr<CTextBox> textTitle;
 
- 	std::array<std::shared_ptr<CTextInput>, 8> inputNames;
 
- 	std::shared_ptr<CButton> buttonOk;
 
- 	std::shared_ptr<CButton> buttonCancel;
 
- 	std::shared_ptr<CGStatusBar> statusBar;
 
- 	void onChange(std::string newText);
 
- 	void enterSelectionScreen();
 
- public:
 
- 	CMultiPlayers(const std::string & firstPlayer, ESelectionScreen ScreenType, bool Host, ELoadMode LoadMode);
 
- };
 
- /// Manages the configuration of pregame GUI elements like campaign screen, main menu, loading screen,...
 
- class CMainMenuConfig
 
- {
 
- public:
 
- 	static CMainMenuConfig & get();
 
- 	const JsonNode & getConfig() const;
 
- 	const JsonNode & getCampaigns() const;
 
- private:
 
- 	CMainMenuConfig();
 
- 	const JsonNode campaignSets;
 
- 	const JsonNode config;
 
- };
 
- /// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
 
- class CMainMenu : public CIntObject, public IUpdateable, public std::enable_shared_from_this<CMainMenu>
 
- {
 
- 	std::shared_ptr<CFilledTexture> backgroundAroundMenu;
 
- 	CMainMenu(); //Use CMainMenu::create
 
- public:
 
- 	std::shared_ptr<CMenuScreen> menu;
 
- 	~CMainMenu();
 
- 	void activate() override;
 
- 	void onScreenResize() override;
 
- 	void update() override;
 
- 	static void openLobby(ESelectionScreen screenType, bool host, const std::vector<std::string> * names, ELoadMode loadMode);
 
- 	static void openCampaignLobby(const std::string & campaignFileName, std::string campaignSet = "");
 
- 	static void openCampaignLobby(std::shared_ptr<CampaignState> campaign);
 
- 	static void startTutorial();
 
- 	static void openHighScoreScreen();
 
- 	void openCampaignScreen(std::string name);
 
- 	static std::shared_ptr<CMainMenu> create();
 
- 	static std::shared_ptr<CPicture> createPicture(const JsonNode & config);
 
- };
 
- /// Simple window to enter the server's address.
 
- class CSimpleJoinScreen : public WindowBase
 
- {
 
- 	std::shared_ptr<CPicture> background;
 
- 	std::shared_ptr<CTextBox> textTitle;
 
- 	std::shared_ptr<CButton> buttonOk;
 
- 	std::shared_ptr<CButton> buttonCancel;
 
- 	std::shared_ptr<CGStatusBar> statusBar;
 
- 	std::shared_ptr<CTextInput> inputAddress;
 
- 	std::shared_ptr<CTextInput> inputPort;
 
- 	void connectToServer();
 
- 	void leaveScreen();
 
- 	void onChange(const std::string & newText);
 
- 	void startConnectThread(const std::string & addr = {}, ui16 port = 0);
 
- 	void connectThread(const std::string & addr, ui16 port);
 
- public:
 
- 	CSimpleJoinScreen(bool host = true);
 
- };
 
- class CLoadingScreen : virtual public CWindowObject, virtual public Load::Progress
 
- {
 
- 	std::vector<std::shared_ptr<CAnimImage>> progressBlocks;
 
- 	
 
- 	ImagePath getBackground();
 
- public:	
 
- 	CLoadingScreen();
 
- 	~CLoadingScreen();
 
- 	void tick(uint32_t msPassed) override;
 
- };
 
- extern std::shared_ptr<CMainMenu> CMM;
 
 
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