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							- #pragma once
 
- #include "../widgets/AdventureMapClasses.h"
 
- #include "../widgets/TextControls.h"
 
- #include "../widgets/MiscWidgets.h"
 
- #include "../widgets/Images.h"
 
- #include "CWindowObject.h"
 
- /*
 
-  * CQuestLog.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
 
-  *
 
-  */
 
- class CCreature;
 
- class CStackInstance;
 
- class CButton;
 
- class CToggleButton;
 
- class CGHeroInstance;
 
- class CComponentBox;
 
- class LRClickableAreaWText;
 
- class CButton;
 
- class CPicture;
 
- class CCreaturePic;
 
- class LRClickableAreaWTextComp;
 
- class CSlider;
 
- class CLabel;
 
- struct QuestInfo;
 
- const int QUEST_COUNT = 6;
 
- const int DESCRIPTION_HEIGHT_MAX = 355;
 
- class CQuestLabel : public LRClickableAreaWText, public CMultiLineLabel
 
- {
 
- public:
 
- 	std::function<void()> callback;
 
- 	CQuestLabel (Rect position, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text =  "")
 
- 		: CMultiLineLabel (position, FONT_SMALL, TOPLEFT, Colors::WHITE, Text){};
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void showAll(SDL_Surface * to);
 
- };
 
- class CQuestIcon : public CAnimImage
 
- {
 
- public:
 
- 	std::function<void()> callback; //TODO: merge with other similar classes?
 
- 	CQuestIcon (const std::string &defname, int index, int x=0, int y=0);
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void showAll(SDL_Surface * to);
 
- };
 
- class CQuestMinimap : public CMinimap
 
- {
 
- 	std::vector <shared_ptr<CQuestIcon>> icons;
 
- 	void clickLeft(tribool down, bool previousState){}; //minimap ignores clicking on its surface
 
- 	void iconClicked();
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent){};
 
- public:
 
- 	const QuestInfo * currentQuest;
 
- 	CQuestMinimap (const Rect & position);
 
- 	//should be called to invalidate whole map - different player or level
 
- 	void update();
 
- 	void addQuestMarks (const QuestInfo * q);
 
- 	void showAll(SDL_Surface * to);
 
- };
 
- class CQuestLog : public CWindowObject
 
- {
 
- 	int questIndex;
 
- 	const QuestInfo * currentQuest;
 
- 	CComponentBox * componentsBox;
 
- 	bool hideComplete;
 
- 	CToggleButton * hideCompleteButton;
 
- 	CLabel * hideCompleteLabel;
 
- 	const std::vector<QuestInfo> quests;
 
- 	std::vector <shared_ptr<CQuestLabel>> labels;
 
- 	CTextBox * description;
 
- 	CQuestMinimap * minimap;
 
- 	CSlider * slider; //scrolls quests
 
- 	CButton *ok;
 
- 	void init ();
 
- public:
 
- 	CQuestLog (const std::vector<QuestInfo> & Quests);
 
- 	~CQuestLog(){};
 
- 	void selectQuest (int which, int labelId);
 
- 	void updateMinimap (int which){};
 
- 	void printDescription (int which){};
 
- 	void sliderMoved (int newpos);
 
- 	void recreateLabelList();
 
- 	void recreateQuestList (int pos);
 
- 	void toggleComplete(bool on);
 
- 	void showAll (SDL_Surface * to);
 
- };
 
 
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