GUIClasses.h 18 KB

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  1. /*
  2. * GUIClasses.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 "CWindowObject.h"
  12. #include "../lib/GameConstants.h"
  13. #include "../lib/ResourceSet.h"
  14. #include "../lib/CConfigHandler.h"
  15. #include "../lib/int3.h"
  16. #include "../widgets/CArtifactHolder.h"
  17. #include "../widgets/CGarrisonInt.h"
  18. #include "../widgets/Images.h"
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. class CGDwelling;
  21. class IMarket;
  22. VCMI_LIB_NAMESPACE_END
  23. class CreatureCostBox;
  24. class CCreaturePic;
  25. class MoraleLuckBox;
  26. class CHeroArea;
  27. class CMinorResDataBar;
  28. class CSlider;
  29. class CComponentBox;
  30. class CTextInput;
  31. class CListBox;
  32. class CLabelGroup;
  33. class CToggleButton;
  34. class CToggleGroup;
  35. class CVolumeSlider;
  36. class CGStatusBar;
  37. class CTextBox;
  38. class CResDataBar;
  39. class CHeroWithMaybePickedArtifact;
  40. enum class EUserEvent;
  41. /// Recruitment window where you can recruit creatures
  42. class CRecruitmentWindow : public CStatusbarWindow
  43. {
  44. class CCreatureCard : public CIntObject, public std::enable_shared_from_this<CCreatureCard>
  45. {
  46. CRecruitmentWindow * parent;
  47. std::shared_ptr<CCreaturePic> animation;
  48. bool selected;
  49. public:
  50. const CCreature * creature;
  51. si32 amount;
  52. void select(bool on);
  53. CCreatureCard(CRecruitmentWindow * window, const CCreature * crea, int totalAmount);
  54. void clickLeft(tribool down, bool previousState) override;
  55. void clickRight(tribool down, bool previousState) override;
  56. void showAll(SDL_Surface * to) override;
  57. };
  58. std::function<void(CreatureID,int)> onRecruit; //void (int ID, int amount) <-- call to recruit creatures
  59. int level;
  60. const CArmedInstance * dst;
  61. std::shared_ptr<CCreatureCard> selected;
  62. std::vector<std::shared_ptr<CCreatureCard>> cards;
  63. std::shared_ptr<CSlider> slider;
  64. std::shared_ptr<CButton> maxButton;
  65. std::shared_ptr<CButton> buyButton;
  66. std::shared_ptr<CButton> cancelButton;
  67. std::shared_ptr<CLabel> title;
  68. std::shared_ptr<CLabel> availableValue;
  69. std::shared_ptr<CLabel> toRecruitValue;
  70. std::shared_ptr<CLabel> availableTitle;
  71. std::shared_ptr<CLabel> toRecruitTitle;
  72. std::shared_ptr<CreatureCostBox> costPerTroopValue;
  73. std::shared_ptr<CreatureCostBox> totalCostValue;
  74. void select(std::shared_ptr<CCreatureCard> card);
  75. void buy();
  76. void sliderMoved(int to);
  77. void showAll(SDL_Surface * to) override;
  78. public:
  79. const CGDwelling * const dwelling;
  80. CRecruitmentWindow(const CGDwelling * Dwelling, int Level, const CArmedInstance * Dst, const std::function<void(CreatureID,int)> & Recruit, int y_offset = 0);
  81. void availableCreaturesChanged();
  82. };
  83. /// Split window where creatures can be split up into two single unit stacks
  84. class CSplitWindow : public CWindowObject
  85. {
  86. std::function<void(int, int)> callback;
  87. int leftAmount;
  88. int rightAmount;
  89. int leftMin;
  90. int rightMin;
  91. std::shared_ptr<CLabel> title;
  92. std::shared_ptr<CSlider> slider;
  93. std::shared_ptr<CCreaturePic> animLeft;
  94. std::shared_ptr<CCreaturePic> animRight;
  95. std::shared_ptr<CButton> ok;
  96. std::shared_ptr<CButton> cancel;
  97. std::shared_ptr<CTextInput> leftInput;
  98. std::shared_ptr<CTextInput> rightInput;
  99. void setAmountText(std::string text, bool left);
  100. void setAmount(int value, bool left);
  101. void sliderMoved(int value);
  102. void apply();
  103. public:
  104. /**
  105. * creature - displayed creature
  106. * callback(leftAmount, rightAmount) - function to call on close
  107. * leftMin, rightMin - minimal amount of creatures in each stack
  108. * leftAmount, rightAmount - amount of creatures in each stack
  109. */
  110. CSplitWindow(const CCreature * creature, std::function<void(int, int)> callback, int leftMin, int rightMin, int leftAmount, int rightAmount);
  111. };
  112. /// Raised up level window where you can select one out of two skills
  113. class CLevelWindow : public CWindowObject
  114. {
  115. std::shared_ptr<CAnimImage> portrait;
  116. std::shared_ptr<CButton> ok;
  117. std::shared_ptr<CLabel> mainTitle;
  118. std::shared_ptr<CLabel> levelTitle;
  119. std::shared_ptr<CAnimImage> skillIcon;
  120. std::shared_ptr<CLabel> skillValue;
  121. std::shared_ptr<CComponentBox> box; //skills to select
  122. std::function<void(ui32)> cb;
  123. void selectionChanged(unsigned to);
  124. public:
  125. CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
  126. ~CLevelWindow();
  127. };
  128. /// Town portal, castle gate window
  129. class CObjectListWindow : public CWindowObject
  130. {
  131. class CItem : public CIntObject
  132. {
  133. CObjectListWindow * parent;
  134. std::shared_ptr<CLabel> text;
  135. std::shared_ptr<CPicture> border;
  136. public:
  137. const size_t index;
  138. CItem(CObjectListWindow * parent, size_t id, std::string text);
  139. void select(bool on);
  140. void clickLeft(tribool down, bool previousState) override;
  141. void onDoubleClick() override;
  142. };
  143. std::function<void(int)> onSelect;//called when OK button is pressed, returns id of selected item.
  144. std::shared_ptr<CIntObject> titleWidget;
  145. std::shared_ptr<CLabel> title;
  146. std::shared_ptr<CLabel> descr;
  147. std::shared_ptr<CListBox> list;
  148. std::shared_ptr<CButton> ok;
  149. std::shared_ptr<CButton> exit;
  150. std::vector< std::pair<int, std::string> > items;//all items present in list
  151. void init(std::shared_ptr<CIntObject> titleWidget_, std::string _title, std::string _descr);
  152. void exitPressed();
  153. public:
  154. size_t selected;//index of currently selected item
  155. std::function<void()> onExit;//optional exit callback
  156. /// Callback will be called when OK button is pressed, returns id of selected item. initState = initially selected item
  157. /// Image can be nullptr
  158. ///item names will be taken from map objects
  159. 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);
  160. 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);
  161. std::shared_ptr<CIntObject> genItem(size_t index);
  162. void elementSelected();//call callback and close this window
  163. void changeSelection(size_t which);
  164. void keyPressed(const SDL_Keycode & key) override;
  165. };
  166. class CTavernWindow : public CStatusbarWindow
  167. {
  168. public:
  169. class HeroPortrait : public CIntObject
  170. {
  171. public:
  172. std::string hoverName;
  173. std::string description; // "XXX is a level Y ZZZ with N artifacts"
  174. const CGHeroInstance * h;
  175. void clickLeft(tribool down, bool previousState) override;
  176. void clickRight(tribool down, bool previousState) override;
  177. void hover (bool on) override;
  178. HeroPortrait(int & sel, int id, int x, int y, const CGHeroInstance * H);
  179. private:
  180. int *_sel;
  181. const int _id;
  182. std::shared_ptr<CAnimImage> portrait;
  183. };
  184. //recruitable heroes
  185. std::shared_ptr<HeroPortrait> h1;
  186. std::shared_ptr<HeroPortrait> h2; //recruitable heroes
  187. int selected;//0 (left) or 1 (right)
  188. int oldSelected;//0 (left) or 1 (right)
  189. std::shared_ptr<CButton> thiefGuild;
  190. std::shared_ptr<CButton> cancel;
  191. std::shared_ptr<CButton> recruit;
  192. const CGObjectInstance * tavernObj;
  193. std::shared_ptr<CLabel> title;
  194. std::shared_ptr<CLabel> cost;
  195. std::shared_ptr<CTextBox> rumor;
  196. CTavernWindow(const CGObjectInstance * TavernObj);
  197. ~CTavernWindow();
  198. void recruitb();
  199. void thievesguildb();
  200. void show(SDL_Surface * to) override;
  201. };
  202. class CCallback;
  203. class CExchangeWindow;
  204. struct HeroArtifact
  205. {
  206. const CGHeroInstance * hero;
  207. const CArtifactInstance * artifact;
  208. ArtifactPosition artPosition;
  209. HeroArtifact(const CGHeroInstance * hero, const CArtifactInstance * artifact, ArtifactPosition artPosition)
  210. :hero(hero), artifact(artifact), artPosition(artPosition)
  211. {
  212. }
  213. };
  214. class CExchangeController
  215. {
  216. private:
  217. const CGHeroInstance * left;
  218. const CGHeroInstance * right;
  219. std::shared_ptr<CCallback> cb;
  220. CExchangeWindow * view;
  221. public:
  222. CExchangeController(CExchangeWindow * view, ObjectInstanceID hero1, ObjectInstanceID hero2);
  223. std::function<void()> onMoveArmyToRight();
  224. std::function<void()> onSwapArmy();
  225. std::function<void()> onMoveArmyToLeft();
  226. std::function<void()> onSwapArtifacts();
  227. std::function<void()> onMoveArtifactsToLeft();
  228. std::function<void()> onMoveArtifactsToRight();
  229. std::function<void()> onMoveStackToLeft(SlotID slotID);
  230. std::function<void()> onMoveStackToRight(SlotID slotID);
  231. private:
  232. void moveArmy(bool leftToRight);
  233. void moveArtifacts(bool leftToRight);
  234. void moveArtifact(const CGHeroInstance * source, const CGHeroInstance * target, ArtifactPosition srcPosition);
  235. void moveStack(const CGHeroInstance * source, const CGHeroInstance * target, SlotID sourceSlot);
  236. };
  237. class CExchangeWindow : public CStatusbarWindow, public CGarrisonHolder, public CWindowWithArtifacts
  238. {
  239. std::array<std::shared_ptr<CHeroWithMaybePickedArtifact>, 2> herosWArt;
  240. std::array<std::shared_ptr<CLabel>, 2> titles;
  241. std::vector<std::shared_ptr<CAnimImage>> primSkillImages;//shared for both heroes
  242. std::array<std::vector<std::shared_ptr<CLabel>>, 2> primSkillValues;
  243. std::array<std::vector<std::shared_ptr<CAnimImage>>, 2> secSkillIcons;
  244. std::array<std::shared_ptr<CAnimImage>, 2> specImages;
  245. std::array<std::shared_ptr<CAnimImage>, 2> expImages;
  246. std::array<std::shared_ptr<CLabel>, 2> expValues;
  247. std::array<std::shared_ptr<CAnimImage>, 2> manaImages;
  248. std::array<std::shared_ptr<CLabel>, 2> manaValues;
  249. std::array<std::shared_ptr<CAnimImage>, 2> portraits;
  250. std::vector<std::shared_ptr<LRClickableAreaWTextComp>> primSkillAreas;
  251. std::array<std::vector<std::shared_ptr<LRClickableAreaWTextComp>>, 2> secSkillAreas;
  252. std::array<std::shared_ptr<CHeroArea>, 2> heroAreas;
  253. std::array<std::shared_ptr<LRClickableAreaWText>, 2> specialtyAreas;
  254. std::array<std::shared_ptr<LRClickableAreaWText>, 2> experienceAreas;
  255. std::array<std::shared_ptr<LRClickableAreaWText>, 2> spellPointsAreas;
  256. std::array<std::shared_ptr<MoraleLuckBox>, 2> morale;
  257. std::array<std::shared_ptr<MoraleLuckBox>, 2> luck;
  258. std::shared_ptr<CButton> quit;
  259. std::array<std::shared_ptr<CButton>, 2> questlogButton;
  260. std::shared_ptr<CGarrisonInt> garr;
  261. std::shared_ptr<CButton> moveAllGarrButtonLeft;
  262. std::shared_ptr<CButton> echangeGarrButton;
  263. std::shared_ptr<CButton> moveAllGarrButtonRight;
  264. std::shared_ptr<CButton> moveArtifactsButtonLeft;
  265. std::shared_ptr<CButton> echangeArtifactsButton;
  266. std::shared_ptr<CButton> moveArtifactsButtonRight;
  267. std::vector<std::shared_ptr<CButton>> moveStackLeftButtons;
  268. std::vector<std::shared_ptr<CButton>> moveStackRightButtons;
  269. CExchangeController controller;
  270. public:
  271. std::array<const CGHeroInstance *, 2> heroInst;
  272. std::array<std::shared_ptr<CArtifactsOfHero>, 2> artifs;
  273. void updateGarrisons() override;
  274. void questlog(int whichHero); //questlog button callback; whichHero: 0 - left, 1 - right
  275. void updateWidgets();
  276. const CGarrisonSlot * getSelectedSlotID() const;
  277. CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID);
  278. };
  279. /// Here you can buy ships
  280. class CShipyardWindow : public CStatusbarWindow
  281. {
  282. std::shared_ptr<CPicture> bgWater;
  283. std::shared_ptr<CAnimImage> bgShip;
  284. std::shared_ptr<CLabel> title;
  285. std::shared_ptr<CLabel> costLabel;
  286. std::shared_ptr<CAnimImage> woodPic;
  287. std::shared_ptr<CAnimImage> goldPic;
  288. std::shared_ptr<CLabel> woodCost;
  289. std::shared_ptr<CLabel> goldCost;
  290. std::shared_ptr<CButton> build;
  291. std::shared_ptr<CButton> quit;
  292. public:
  293. CShipyardWindow(const std::vector<si32> & cost, int state, int boatType, const std::function<void()> & onBuy);
  294. };
  295. /// Puzzle screen which gets uncovered when you visit obilisks
  296. class CPuzzleWindow : public CWindowObject
  297. {
  298. private:
  299. int3 grailPos;
  300. std::shared_ptr<CPicture> logo;
  301. std::shared_ptr<CLabel> title;
  302. std::shared_ptr<CButton> quitb;
  303. std::shared_ptr<CResDataBar> resDataBar;
  304. std::vector<std::shared_ptr<CPicture>> piecesToRemove;
  305. std::vector<std::shared_ptr<CPicture>> visiblePieces;
  306. ui8 currentAlpha;
  307. public:
  308. void showAll(SDL_Surface * to) override;
  309. void show(SDL_Surface * to) override;
  310. CPuzzleWindow(const int3 & grailPos, double discoveredRatio);
  311. };
  312. /// Creature transformer window
  313. class CTransformerWindow : public CStatusbarWindow, public CGarrisonHolder
  314. {
  315. class CItem : public CIntObject
  316. {
  317. public:
  318. int id;//position of creature in hero army
  319. bool left;//position of the item
  320. int size; //size of creature stack
  321. CTransformerWindow * parent;
  322. std::shared_ptr<CAnimImage> icon;
  323. std::shared_ptr<CLabel> count;
  324. void move();
  325. void clickLeft(tribool down, bool previousState) override;
  326. void update();
  327. CItem(CTransformerWindow * parent, int size, int id);
  328. };
  329. const CArmedInstance * army;//object with army for transforming (hero or town)
  330. const CGHeroInstance * hero;//only if we have hero in town
  331. const CGTownInstance * town;//market, town garrison is used if hero == nullptr
  332. std::shared_ptr<CLabel> titleLeft;
  333. std::shared_ptr<CLabel> titleRight;
  334. std::shared_ptr<CTextBox> helpLeft;
  335. std::shared_ptr<CTextBox> helpRight;
  336. std::vector<std::shared_ptr<CItem>> items;
  337. std::shared_ptr<CButton> all;
  338. std::shared_ptr<CButton> convert;
  339. std::shared_ptr<CButton> cancel;
  340. public:
  341. void makeDeal();
  342. void addAll();
  343. void updateGarrisons() override;
  344. CTransformerWindow(const CGHeroInstance * _hero, const CGTownInstance * _town);
  345. };
  346. class CUniversityWindow : public CStatusbarWindow
  347. {
  348. class CItem : public CIntObject
  349. {
  350. std::shared_ptr<CAnimImage> icon;
  351. std::shared_ptr<CAnimImage> topBar;
  352. std::shared_ptr<CAnimImage> bottomBar;
  353. std::shared_ptr<CLabel> name;
  354. std::shared_ptr<CLabel> level;
  355. public:
  356. int ID;//id of selected skill
  357. CUniversityWindow * parent;
  358. void showAll(SDL_Surface * to) override;
  359. void clickLeft(tribool down, bool previousState) override;
  360. void clickRight(tribool down, bool previousState) override;
  361. void hover(bool on) override;
  362. int state();//0=can't learn, 1=learned, 2=can learn
  363. CItem(CUniversityWindow * _parent, int _ID, int X, int Y);
  364. };
  365. const CGHeroInstance * hero;
  366. const IMarket * market;
  367. std::shared_ptr<CAnimation> bars;
  368. std::vector<std::shared_ptr<CItem>> items;
  369. std::shared_ptr<CButton> cancel;
  370. std::shared_ptr<CIntObject> titlePic;
  371. std::shared_ptr<CLabel> title;
  372. std::shared_ptr<CTextBox> clerkSpeech;
  373. public:
  374. CUniversityWindow(const CGHeroInstance * _hero, const IMarket * _market);
  375. void makeDeal(int skill);
  376. };
  377. /// Confirmation window for University
  378. class CUnivConfirmWindow : public CStatusbarWindow
  379. {
  380. std::shared_ptr<CTextBox> clerkSpeech;
  381. std::shared_ptr<CLabel> name;
  382. std::shared_ptr<CLabel> level;
  383. std::shared_ptr<CAnimImage> icon;
  384. CUniversityWindow * owner;
  385. std::shared_ptr<CButton> confirm;
  386. std::shared_ptr<CButton> cancel;
  387. std::shared_ptr<CAnimImage> costIcon;
  388. std::shared_ptr<CLabel> cost;
  389. void makeDeal(int skill);
  390. public:
  391. CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bool available);
  392. };
  393. /// Garrison window where you can take creatures out of the hero to place it on the garrison
  394. class CGarrisonWindow : public CWindowObject, public CGarrisonHolder
  395. {
  396. std::shared_ptr<CLabel> title;
  397. std::shared_ptr<CAnimImage> banner;
  398. std::shared_ptr<CAnimImage> portrait;
  399. std::shared_ptr<CGarrisonInt> garr;
  400. public:
  401. std::shared_ptr<CButton> quit;
  402. CGarrisonWindow(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits);
  403. void updateGarrisons() override;
  404. };
  405. /// Hill fort is the building where you can upgrade units
  406. class CHillFortWindow : public CStatusbarWindow, public CGarrisonHolder
  407. {
  408. private:
  409. static const int slotsCount = 7;
  410. //todo: mithril support
  411. static const int resCount = 7;
  412. const CGObjectInstance * fort;
  413. const CGHeroInstance * hero;
  414. std::shared_ptr<CLabel> title;
  415. std::shared_ptr<CHeroArea> heroPic;
  416. std::array<std::shared_ptr<CAnimImage>, resCount> totalIcons;
  417. std::array<std::shared_ptr<CLabel>, resCount> totalLabels;
  418. std::array<std::shared_ptr<CButton>, slotsCount> upgrade;//upgrade single creature
  419. std::array<int, slotsCount + 1> currState;//current state of slot - to avoid calls to getState or updating buttons
  420. //there is a place for only 2 resources per slot
  421. std::array< std::array<std::shared_ptr<CAnimImage>, 2>, slotsCount> slotIcons;
  422. std::array< std::array<std::shared_ptr<CLabel>, 2>, slotsCount> slotLabels;
  423. std::shared_ptr<CButton> upgradeAll;
  424. std::shared_ptr<CButton> quit;
  425. std::shared_ptr<CGarrisonInt> garr;
  426. std::string getDefForSlot(SlotID slot);
  427. std::string getTextForSlot(SlotID slot);
  428. void makeDeal(SlotID slot);//-1 for upgrading all creatures
  429. int getState(SlotID slot); //-1 = no creature 0=can't upgrade, 1=upgraded, 2=can upgrade
  430. public:
  431. CHillFortWindow(const CGHeroInstance * visitor, const CGObjectInstance * object);
  432. void updateGarrisons() override;//update buttons after garrison changes
  433. };
  434. class CThievesGuildWindow : public CStatusbarWindow
  435. {
  436. const CGObjectInstance * owner;
  437. std::shared_ptr<CButton> exitb;
  438. std::shared_ptr<CMinorResDataBar> resdatabar;
  439. std::vector<std::shared_ptr<CLabel>> rowHeaders;
  440. std::vector<std::shared_ptr<CAnimImage>> columnBackgrounds;
  441. std::vector<std::shared_ptr<CLabel>> columnHeaders;
  442. std::vector<std::shared_ptr<CAnimImage>> cells;
  443. std::vector<std::shared_ptr<CPicture>> banners;
  444. std::vector<std::shared_ptr<CAnimImage>> bestHeroes;
  445. std::vector<std::shared_ptr<CTextBox>> primSkillHeaders;
  446. std::vector<std::shared_ptr<CLabel>> primSkillValues;
  447. std::vector<std::shared_ptr<CAnimImage>> bestCreatures;
  448. std::vector<std::shared_ptr<CLabel>> personalities;
  449. public:
  450. CThievesGuildWindow(const CGObjectInstance * _owner);
  451. };