MiscWidgets.cpp 16 KB

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  1. /*
  2. * MiscWidgets.cpp, 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. #include "StdInc.h"
  11. #include "MiscWidgets.h"
  12. #include "CComponent.h"
  13. #include "../gui/CGuiHandler.h"
  14. #include "../gui/CursorHandler.h"
  15. #include "../CPlayerInterface.h"
  16. #include "../CGameInfo.h"
  17. #include "../widgets/TextControls.h"
  18. #include "../widgets/CGarrisonInt.h"
  19. #include "../windows/CCastleInterface.h"
  20. #include "../windows/InfoWindows.h"
  21. #include "../render/Canvas.h"
  22. #include "../../CCallback.h"
  23. #include "../../lib/CConfigHandler.h"
  24. #include "../../lib/gameState/InfoAboutArmy.h"
  25. #include "../../lib/CGeneralTextHandler.h"
  26. #include "../../lib/GameSettings.h"
  27. #include "../../lib/TextOperations.h"
  28. #include "../../lib/mapObjects/CGHeroInstance.h"
  29. #include "../../lib/mapObjects/CGTownInstance.h"
  30. void CHoverableArea::hover (bool on)
  31. {
  32. if (on)
  33. GH.statusbar()->write(hoverText);
  34. else
  35. GH.statusbar()->clearIfMatching(hoverText);
  36. }
  37. CHoverableArea::CHoverableArea()
  38. {
  39. addUsedEvents(HOVER);
  40. }
  41. CHoverableArea::~CHoverableArea()
  42. {
  43. }
  44. void LRClickableAreaWText::clickPressed(const Point & cursorPosition)
  45. {
  46. if(!text.empty())
  47. LOCPLINT->showInfoDialog(text);
  48. }
  49. void LRClickableAreaWText::showPopupWindow(const Point & cursorPosition)
  50. {
  51. if (!text.empty())
  52. CRClickPopup::createAndPush(text);
  53. }
  54. LRClickableAreaWText::LRClickableAreaWText()
  55. {
  56. init();
  57. }
  58. LRClickableAreaWText::LRClickableAreaWText(const Rect &Pos, const std::string &HoverText, const std::string &ClickText)
  59. {
  60. init();
  61. pos = Pos + pos.topLeft();
  62. hoverText = HoverText;
  63. text = ClickText;
  64. }
  65. LRClickableAreaWText::~LRClickableAreaWText()
  66. {
  67. }
  68. void LRClickableAreaWText::init()
  69. {
  70. addUsedEvents(LCLICK | SHOW_POPUP | HOVER);
  71. }
  72. void LRClickableAreaWTextComp::clickPressed(const Point & cursorPosition)
  73. {
  74. std::vector<std::shared_ptr<CComponent>> comp(1, createComponent());
  75. LOCPLINT->showInfoDialog(text, comp);
  76. }
  77. LRClickableAreaWTextComp::LRClickableAreaWTextComp(const Rect &Pos, int BaseType)
  78. : LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1)
  79. {
  80. type = -1;
  81. }
  82. std::shared_ptr<CComponent> LRClickableAreaWTextComp::createComponent() const
  83. {
  84. if(baseType >= 0)
  85. return std::make_shared<CComponent>(CComponent::Etype(baseType), type, bonusValue);
  86. else
  87. return std::shared_ptr<CComponent>();
  88. }
  89. void LRClickableAreaWTextComp::showPopupWindow(const Point & cursorPosition)
  90. {
  91. if(auto comp = createComponent())
  92. {
  93. CRClickPopup::createAndPush(text, CInfoWindow::TCompsInfo(1, comp));
  94. return;
  95. }
  96. LRClickableAreaWText::showPopupWindow(cursorPosition); //only if with-component variant not occurred
  97. }
  98. CHeroArea::CHeroArea(int x, int y, const CGHeroInstance * _hero)
  99. : CIntObject(LCLICK | HOVER),
  100. hero(_hero)
  101. {
  102. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  103. pos.x += x;
  104. pos.w = 58;
  105. pos.y += y;
  106. pos.h = 64;
  107. if(hero)
  108. portrait = std::make_shared<CAnimImage>("PortraitsLarge", hero->portrait);
  109. }
  110. void CHeroArea::clickPressed(const Point & cursorPosition)
  111. {
  112. if(hero)
  113. LOCPLINT->openHeroWindow(hero);
  114. }
  115. void CHeroArea::hover(bool on)
  116. {
  117. if (on && hero)
  118. GH.statusbar()->write(hero->getObjectName());
  119. else
  120. GH.statusbar()->clear();
  121. }
  122. void LRClickableAreaOpenTown::clickPressed(const Point & cursorPosition)
  123. {
  124. if(town)
  125. {
  126. LOCPLINT->openTownWindow(town);
  127. if ( type == 2 )
  128. LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
  129. else if ( type == 3 && town->fortLevel() )
  130. LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
  131. }
  132. }
  133. LRClickableAreaOpenTown::LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town)
  134. : LRClickableAreaWTextComp(Pos, -1), town(Town)
  135. {
  136. }
  137. void CMinorResDataBar::show(Canvas & to)
  138. {
  139. }
  140. std::string CMinorResDataBar::buildDateString()
  141. {
  142. std::string pattern = "%s: %d, %s: %d, %s: %d";
  143. auto formatted = boost::format(pattern)
  144. % CGI->generaltexth->translate("core.genrltxt.62") % LOCPLINT->cb->getDate(Date::MONTH)
  145. % CGI->generaltexth->translate("core.genrltxt.63") % LOCPLINT->cb->getDate(Date::WEEK)
  146. % CGI->generaltexth->translate("core.genrltxt.64") % LOCPLINT->cb->getDate(Date::DAY_OF_WEEK);
  147. return boost::str(formatted);
  148. }
  149. void CMinorResDataBar::showAll(Canvas & to)
  150. {
  151. CIntObject::showAll(to);
  152. for (GameResID i=EGameResID::WOOD; i<=EGameResID::GOLD; ++i)
  153. {
  154. std::string text = std::to_string(LOCPLINT->cb->getResourceAmount(i));
  155. Point target(pos.x + 50 + 76 * GameResID(i), pos.y + pos.h/2);
  156. to.drawText(target, FONT_SMALL, Colors::WHITE, ETextAlignment::CENTER, text);
  157. }
  158. Point target(pos.x+545+(pos.w-545)/2,pos.y+pos.h/2);
  159. to.drawText(target, FONT_SMALL, Colors::WHITE, ETextAlignment::CENTER, buildDateString());
  160. }
  161. CMinorResDataBar::CMinorResDataBar()
  162. {
  163. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  164. pos.x = 7;
  165. pos.y = 575;
  166. background = std::make_shared<CPicture>("KRESBAR.bmp");
  167. background->colorize(LOCPLINT->playerID);
  168. pos.w = background->pos.w;
  169. pos.h = background->pos.h;
  170. }
  171. CMinorResDataBar::~CMinorResDataBar() = default;
  172. void CArmyTooltip::init(const InfoAboutArmy &army)
  173. {
  174. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  175. title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, army.name);
  176. std::vector<Point> slotsPos;
  177. slotsPos.push_back(Point(36, 73));
  178. slotsPos.push_back(Point(72, 73));
  179. slotsPos.push_back(Point(108, 73));
  180. slotsPos.push_back(Point(18, 122));
  181. slotsPos.push_back(Point(54, 122));
  182. slotsPos.push_back(Point(90, 122));
  183. slotsPos.push_back(Point(126, 122));
  184. for(auto & slot : army.army)
  185. {
  186. if(slot.first.getNum() >= GameConstants::ARMY_SIZE)
  187. {
  188. logGlobal->warn("%s has stack in slot %d", army.name, slot.first.getNum());
  189. continue;
  190. }
  191. icons.push_back(std::make_shared<CAnimImage>("CPRSMALL", slot.second.type->getIconIndex(), 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y));
  192. std::string subtitle;
  193. if(army.army.isDetailed)
  194. {
  195. subtitle = TextOperations::formatMetric(slot.second.count, 4);
  196. }
  197. else
  198. {
  199. //if =0 - we have no information about stack size at all
  200. if(slot.second.count)
  201. {
  202. if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
  203. {
  204. subtitle = CCreature::getQuantityRangeStringForId((CCreature::CreatureQuantityId)slot.second.count);
  205. }
  206. else
  207. {
  208. subtitle = CGI->generaltexth->arraytxt[171 + 3*(slot.second.count)];
  209. }
  210. }
  211. }
  212. subtitles.push_back(std::make_shared<CLabel>(slotsPos[slot.first.getNum()].x + 17, slotsPos[slot.first.getNum()].y + 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, subtitle));
  213. }
  214. }
  215. CArmyTooltip::CArmyTooltip(Point pos, const InfoAboutArmy & army):
  216. CIntObject(0, pos)
  217. {
  218. init(army);
  219. }
  220. CArmyTooltip::CArmyTooltip(Point pos, const CArmedInstance * army):
  221. CIntObject(0, pos)
  222. {
  223. init(InfoAboutArmy(army, true));
  224. }
  225. void CHeroTooltip::init(const InfoAboutHero & hero)
  226. {
  227. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  228. portrait = std::make_shared<CAnimImage>("PortraitsLarge", hero.portrait, 0, 3, 2);
  229. if(hero.details)
  230. {
  231. for(size_t i = 0; i < hero.details->primskills.size(); i++)
  232. labels.push_back(std::make_shared<CLabel>(75 + 28 * (int)i, 58, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE,
  233. std::to_string(hero.details->primskills[i])));
  234. labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
  235. morale = std::make_shared<CAnimImage>("IMRL22", hero.details->morale + 3, 0, 5, 74);
  236. luck = std::make_shared<CAnimImage>("ILCK22", hero.details->luck + 3, 0, 5, 91);
  237. }
  238. }
  239. CHeroTooltip::CHeroTooltip(Point pos, const InfoAboutHero &hero):
  240. CArmyTooltip(pos, hero)
  241. {
  242. init(hero);
  243. }
  244. CHeroTooltip::CHeroTooltip(Point pos, const CGHeroInstance * hero):
  245. CArmyTooltip(pos, InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED))
  246. {
  247. init(InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED));
  248. }
  249. CInteractableHeroTooltip::CInteractableHeroTooltip(Point pos, const CGHeroInstance * hero)
  250. {
  251. init(InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED));
  252. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  253. garrison = std::make_shared<CGarrisonInt>(pos + Point(0, 73), 4, Point(0, 0), hero, nullptr, true, true, CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS);
  254. }
  255. void CInteractableHeroTooltip::init(const InfoAboutHero & hero)
  256. {
  257. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  258. portrait = std::make_shared<CAnimImage>("PortraitsLarge", hero.portrait, 0, 3, 2);
  259. title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, hero.name);
  260. if(hero.details)
  261. {
  262. for(size_t i = 0; i < hero.details->primskills.size(); i++)
  263. labels.push_back(std::make_shared<CLabel>(75 + 28 * (int)i, 58, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE,
  264. std::to_string(hero.details->primskills[i])));
  265. labels.push_back(std::make_shared<CLabel>(158, 98, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(hero.details->mana)));
  266. morale = std::make_shared<CAnimImage>("IMRL22", hero.details->morale + 3, 0, 5, 74);
  267. luck = std::make_shared<CAnimImage>("ILCK22", hero.details->luck + 3, 0, 5, 91);
  268. }
  269. }
  270. void CTownTooltip::init(const InfoAboutTown & town)
  271. {
  272. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  273. //order of icons in def: fort, citadel, castle, no fort
  274. size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
  275. fort = std::make_shared<CAnimImage>("ITMCLS", fortIndex, 0, 105, 31);
  276. assert(town.tType);
  277. size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
  278. build = std::make_shared<CAnimImage>("itpt", iconIndex, 0, 3, 2);
  279. if(town.details)
  280. {
  281. hall = std::make_shared<CAnimImage>("ITMTLS", town.details->hallLevel, 0, 67, 31);
  282. if(town.details->goldIncome)
  283. {
  284. income = std::make_shared<CLabel>(157, 58, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE,
  285. std::to_string(town.details->goldIncome));
  286. }
  287. if(town.details->garrisonedHero) //garrisoned hero icon
  288. garrisonedHero = std::make_shared<CPicture>("TOWNQKGH", 149, 76);
  289. if(town.details->customRes)//silo is built
  290. {
  291. if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
  292. {
  293. res1 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::WOOD), 0, 7, 75);
  294. res2 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::ORE), 0, 7, 88);
  295. }
  296. else
  297. {
  298. res1 = std::make_shared<CAnimImage>("SMALRES", town.tType->primaryRes, 0, 7, 81);
  299. }
  300. }
  301. }
  302. }
  303. CTownTooltip::CTownTooltip(Point pos, const InfoAboutTown & town)
  304. : CArmyTooltip(pos, town)
  305. {
  306. init(town);
  307. }
  308. CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town)
  309. : CArmyTooltip(pos, InfoAboutTown(town, true))
  310. {
  311. init(InfoAboutTown(town, true));
  312. }
  313. CInteractableTownTooltip::CInteractableTownTooltip(Point pos, const CGTownInstance * town)
  314. {
  315. init(InfoAboutTown(town, true));
  316. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  317. garrison = std::make_shared<CGarrisonInt>(pos + Point(0, 73), 4, Point(0, 0), town->getUpperArmy(), nullptr, true, true, CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS);
  318. }
  319. void CInteractableTownTooltip::init(const InfoAboutTown & town)
  320. {
  321. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  322. //order of icons in def: fort, citadel, castle, no fort
  323. size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
  324. fort = std::make_shared<CAnimImage>("ITMCLS", fortIndex, 0, 105, 31);
  325. assert(town.tType);
  326. size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
  327. build = std::make_shared<CAnimImage>("itpt", iconIndex, 0, 3, 2);
  328. title = std::make_shared<CLabel>(66, 2, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, town.name);
  329. if(town.details)
  330. {
  331. hall = std::make_shared<CAnimImage>("ITMTLS", town.details->hallLevel, 0, 67, 31);
  332. if(town.details->goldIncome)
  333. {
  334. income = std::make_shared<CLabel>(157, 58, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE,
  335. std::to_string(town.details->goldIncome));
  336. }
  337. if(town.details->garrisonedHero) //garrisoned hero icon
  338. garrisonedHero = std::make_shared<CPicture>("TOWNQKGH", 149, 76);
  339. if(town.details->customRes)//silo is built
  340. {
  341. if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
  342. {
  343. res1 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::WOOD), 0, 7, 75);
  344. res2 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::ORE), 0, 7, 88);
  345. }
  346. else
  347. {
  348. res1 = std::make_shared<CAnimImage>("SMALRES", town.tType->primaryRes, 0, 7, 81);
  349. }
  350. }
  351. }
  352. }
  353. void MoraleLuckBox::set(const AFactionMember * node)
  354. {
  355. OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
  356. const int textId[] = {62, 88}; //eg %s \n\n\n {Current Luck Modifiers:}
  357. const int noneTxtId = 108; //Russian version uses same text for neutral morale\luck
  358. const int neutralDescr[] = {60, 86}; //eg {Neutral Morale} \n\n Neutral morale means your armies will neither be blessed with extra attacks or freeze in combat.
  359. const int componentType[] = {CComponent::luck, CComponent::morale};
  360. const int hoverTextBase[] = {7, 4};
  361. TConstBonusListPtr modifierList = std::make_shared<const BonusList>();
  362. bonusValue = 0;
  363. if(node)
  364. bonusValue = morale ? node->moraleValAndBonusList(modifierList) : node->luckValAndBonusList(modifierList);
  365. int mrlt = (bonusValue>0)-(bonusValue<0); //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
  366. hoverText = CGI->generaltexth->heroscrn[hoverTextBase[morale] - mrlt];
  367. baseType = componentType[morale];
  368. text = CGI->generaltexth->arraytxt[textId[morale]];
  369. boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
  370. if (morale && node && (node->getBonusBearer()->hasBonusOfType(BonusType::UNDEAD)
  371. || node->getBonusBearer()->hasBonusOfType(BonusType::NON_LIVING)))
  372. {
  373. text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
  374. bonusValue = 0;
  375. }
  376. else if(morale && node && node->getBonusBearer()->hasBonusOfType(BonusType::NO_MORALE))
  377. {
  378. auto noMorale = node->getBonusBearer()->getBonus(Selector::type()(BonusType::NO_MORALE));
  379. text += "\n" + noMorale->Description();
  380. bonusValue = 0;
  381. }
  382. else if (!morale && node && node->getBonusBearer()->hasBonusOfType(BonusType::NO_LUCK))
  383. {
  384. auto noLuck = node->getBonusBearer()->getBonus(Selector::type()(BonusType::NO_LUCK));
  385. text += "\n" + noLuck->Description();
  386. bonusValue = 0;
  387. }
  388. else
  389. {
  390. std::string addInfo = "";
  391. for(auto & bonus : * modifierList)
  392. {
  393. if(bonus->val)
  394. addInfo += "\n" + bonus->Description();
  395. }
  396. text = addInfo.empty()
  397. ? text + CGI->generaltexth->arraytxt[noneTxtId]
  398. : text + addInfo;
  399. }
  400. std::string imageName;
  401. if (small)
  402. imageName = morale ? "IMRL30": "ILCK30";
  403. else
  404. imageName = morale ? "IMRL42" : "ILCK42";
  405. image = std::make_shared<CAnimImage>(imageName, bonusValue + 3);
  406. image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2));//center icon
  407. }
  408. MoraleLuckBox::MoraleLuckBox(bool Morale, const Rect &r, bool Small)
  409. : morale(Morale),
  410. small(Small)
  411. {
  412. bonusValue = 0;
  413. pos = r + pos.topLeft();
  414. defActions = 255-DISPOSE;
  415. }
  416. CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool Animated)
  417. {
  418. OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
  419. pos.x+=x;
  420. pos.y+=y;
  421. auto faction = cre->getFaction();
  422. assert(CGI->townh->size() > faction);
  423. if(Big)
  424. bg = std::make_shared<CPicture>((*CGI->townh)[faction]->creatureBg130);
  425. else
  426. bg = std::make_shared<CPicture>((*CGI->townh)[faction]->creatureBg120);
  427. anim = std::make_shared<CCreatureAnim>(0, 0, cre->animDefName);
  428. anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
  429. anim->startPreview(cre->hasBonusOfType(BonusType::SIEGE_WEAPON));
  430. amount = std::make_shared<CLabel>(bg->pos.w, bg->pos.h, FONT_MEDIUM, ETextAlignment::BOTTOMRIGHT, Colors::WHITE);
  431. pos.w = bg->pos.w;
  432. pos.h = bg->pos.h;
  433. }
  434. void CCreaturePic::show(Canvas & to)
  435. {
  436. // redraw everything in a proper order
  437. bg->showAll(to);
  438. anim->show(to);
  439. amount->showAll(to);
  440. }
  441. void CCreaturePic::setAmount(int newAmount)
  442. {
  443. if(newAmount != 0)
  444. amount->setText(std::to_string(newAmount));
  445. else
  446. amount->setText("");
  447. }