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| #include "StdInc.h"#include "CIntObjectClasses.h"#include "../CBitmapHandler.h"#include "SDL_Pixels.h"#include "SDL_Extensions.h"#include "../Graphics.h"#include "../CAnimation.h"#include "CCursorHandler.h"#include "../CGameInfo.h"#include "../../CCallback.h"#include "../../lib/CConfigHandler.h"#include "../battle/CBattleInterface.h"#include "../battle/CBattleInterfaceClasses.h"#include "../CPlayerInterface.h"#include "../CMessage.h"#include "../CMusicHandler.h"#include "../GUIClasses.h"#include "CGuiHandler.h"#include "../CAdvmapInterface.h"#include "../../lib/CGeneralTextHandler.h" //for Unicode related stuffCPicture::CPicture( SDL_Surface *BG, int x, int y, bool Free ){	init();	bg = BG;	freeSurf = Free;	pos.x += x;	pos.y += y;	pos.w = BG->w;	pos.h = BG->h;}CPicture::CPicture( const std::string &bmpname, int x, int y ){	init();	bg = BitmapHandler::loadBitmap(bmpname);	freeSurf = true;;	pos.x += x;	pos.y += y;	if(bg)	{		pos.w = bg->w;		pos.h = bg->h;	}	else	{		pos.w = pos.h = 0;	}}CPicture::CPicture(const Rect &r, const SDL_Color &color, bool screenFormat /*= false*/){	init();	createSimpleRect(r, screenFormat, SDL_MapRGB(bg->format, color.r, color.g,color.b));}CPicture::CPicture(const Rect &r, ui32 color, bool screenFormat /*= false*/){	init();	createSimpleRect(r, screenFormat, color);}CPicture::CPicture(SDL_Surface *BG, const Rect &SrcRect, int x /*= 0*/, int y /*= 0*/, bool free /*= false*/){	needRefresh = false;	srcRect = new Rect(SrcRect);	pos.x += x;	pos.y += y;	pos.w = srcRect->w;	pos.h = srcRect->h;	bg = BG;	freeSurf = free;}void CPicture::setSurface(SDL_Surface *to){	bg = to;	if (srcRect)	{		pos.w = srcRect->w;		pos.h = srcRect->h;	}	else	{		pos.w = bg->w;		pos.h = bg->h;	}}CPicture::~CPicture(){	if(freeSurf)		SDL_FreeSurface(bg);	delete srcRect;}void CPicture::init(){	needRefresh = false;	srcRect = nullptr;}void CPicture::show(SDL_Surface * to){	if (needRefresh)		showAll(to);}void CPicture::showAll(SDL_Surface * to){	if(bg)	{		if(srcRect)		{			SDL_Rect srcRectCpy = *srcRect;			SDL_Rect dstRect = srcRectCpy;			dstRect.x = pos.x;			dstRect.y = pos.y;			CSDL_Ext::blitSurface(bg, &srcRectCpy, to, &dstRect);		}		else			blitAt(bg, pos, to);	}}void CPicture::convertToScreenBPP(){	SDL_Surface *hlp = bg;	bg = SDL_ConvertSurface(hlp,screen->format,0);	CSDL_Ext::setDefaultColorKey(bg);		SDL_FreeSurface(hlp);}void CPicture::setAlpha(int value){		#ifdef VCMI_SDL1	SDL_SetAlpha(bg, SDL_SRCALPHA, value);		#else	SDL_SetSurfaceAlphaMod(bg,value);	#endif // 0}void CPicture::scaleTo(Point size){	SDL_Surface * scaled = CSDL_Ext::scaleSurface(bg, size.x, size.y);	if(freeSurf)		SDL_FreeSurface(bg);	setSurface(scaled);	freeSurf = false;}void CPicture::createSimpleRect(const Rect &r, bool screenFormat, ui32 color){	pos += r;	pos.w = r.w;	pos.h = r.h;	if(screenFormat)		bg = CSDL_Ext::newSurface(r.w, r.h);	else		bg = SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 8, 0, 0, 0, 0);	SDL_FillRect(bg, nullptr, color);	freeSurf = true;}void CPicture::colorizeAndConvert(PlayerColor player){	assert(bg);	colorize(player);	convertToScreenBPP();}void CPicture::colorize(PlayerColor player){	assert(bg);	graphics->blueToPlayersAdv(bg, player);}CFilledTexture::CFilledTexture(std::string imageName, Rect position):    CIntObject(0, position.topLeft()),    texture(BitmapHandler::loadBitmap(imageName)){	pos.w = position.w;	pos.h = position.h;}CFilledTexture::~CFilledTexture(){	SDL_FreeSurface(texture);}void CFilledTexture::showAll(SDL_Surface *to){	CSDL_Ext::CClipRectGuard guard(to, pos);	CSDL_Ext::fillTexture(to, texture);}CButtonBase::CButtonBase(){	swappedImages = keepFrame = false;	bitmapOffset = 0;	state=NORMAL;	image = nullptr;	text = nullptr;}CButtonBase::~CButtonBase(){}void CButtonBase::update(){	if (text)	{		if (state == PRESSED)			text->moveTo(Point(pos.x+pos.w/2+1, pos.y+pos.h/2+1));		else			text->moveTo(Point(pos.x+pos.w/2, pos.y+pos.h/2));	}	int newPos = (int)state + bitmapOffset;	if (newPos < 0)		newPos = 0;	if (state == HIGHLIGHTED && image->size() < 4)		newPos = image->size()-1;	if (swappedImages)	{		if (newPos == 0) newPos = 1;		else if (newPos == 1) newPos = 0;	}	if (!keepFrame)		image->setFrame(newPos);	if (active)		redraw();}void CButtonBase::addTextOverlay( const std::string &Text, EFonts font, SDL_Color color){	OBJ_CONSTRUCTION_CAPTURING_ALL;	delete text;	text = new CLabel(pos.w/2, pos.h/2, font, CENTER, color, Text);	update();}void CButtonBase::setOffset(int newOffset){	if (bitmapOffset == newOffset)		return;	bitmapOffset = newOffset;	update();}void CButtonBase::setState(ButtonState newState){	if (state == newState)		return;	state = newState;	update();}CButtonBase::ButtonState CButtonBase::getState(){	return state;}bool CButtonBase::isBlocked(){	return state == BLOCKED;}bool CButtonBase::isHighlighted(){	return state == HIGHLIGHTED;}void CButtonBase::block(bool on){	setState(on?BLOCKED:NORMAL);}CAdventureMapButton::CAdventureMapButton (){	hoverable = actOnDown = borderEnabled = soundDisabled = false;	CSDL_Ext::colorSetAlpha(borderColor,1);// represents a transparent color, used for HighlightableButton	addUsedEvents(LCLICK | RCLICK | HOVER | KEYBOARD);}CAdventureMapButton::CAdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y,  const std::string &defName,int key, std::vector<std::string> * add, bool playerColoredButton ){	std::map<int,std::string> pom;	pom[0] = Name;	init(Callback, pom, HelpBox, playerColoredButton, defName, add, x, y, key);}CAdventureMapButton::CAdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key/*=0*/ ){	std::map<int,std::string> pom;	pom[0] = Name;	init(Callback, pom, HelpBox, info->playerColoured, info->defName, &info->additionalDefs, info->x, info->y, key);}CAdventureMapButton::CAdventureMapButton( const std::pair<std::string, std::string> &help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key/*=0*/, std::vector<std::string> * add /*= nullptr*/, bool playerColoredButton /*= false */ ){	std::map<int,std::string> pom;	pom[0] = help.first;	init(Callback, pom, help.second, playerColoredButton, defName, add, x, y, key);}void CAdventureMapButton::onButtonClicked(){	// debug logging to figure out pressed button (and as result - player actions) in case of crash	logAnim->traceStream() << "Button clicked at " << pos.x << "x" << pos.y;	CIntObject * parent = this->parent;	std::string prefix = "Parent is";	while (parent)	{		logAnim->traceStream() << prefix << typeid(*parent).name() << " at " << parent->pos.x << "x" << parent->pos.y;		parent = parent->parent;		prefix = '\t' + prefix;	}	callback();}void CAdventureMapButton::clickLeft(tribool down, bool previousState){	if(isBlocked())		return;	if (down)	{		if (!soundDisabled)			CCS->soundh->playSound(soundBase::button);		setState(PRESSED);	}	else if(hoverable && hovered)		setState(HIGHLIGHTED);	else		setState(NORMAL);	if (actOnDown && down)	{		onButtonClicked();	}	else if (!actOnDown && previousState && (down==false))	{		onButtonClicked();	}}void CAdventureMapButton::clickRight(tribool down, bool previousState){	if(down && helpBox.size()) //there is no point to show window with nothing inside...		CRClickPopup::createAndPush(helpBox);}void CAdventureMapButton::hover (bool on){	if(hoverable)	{		if(on)			setState(HIGHLIGHTED);		else			setState(NORMAL);	}	if(pressedL && on)		setState(PRESSED);	std::string *name = (vstd::contains(hoverTexts,getState()))		? (&hoverTexts[getState()])		: (vstd::contains(hoverTexts,0) ? (&hoverTexts[0]) : nullptr);	if(name && name->size() && !isBlocked()) //if there is no name, there is nohing to display also	{		if (LOCPLINT && LOCPLINT->battleInt) //for battle buttons		{			if(on && LOCPLINT->battleInt->console->alterTxt == "")			{				LOCPLINT->battleInt->console->alterTxt = *name;				LOCPLINT->battleInt->console->whoSetAlter = 1;			}			else if (LOCPLINT->battleInt->console->alterTxt == *name)			{				LOCPLINT->battleInt->console->alterTxt = "";				LOCPLINT->battleInt->console->whoSetAlter = 0;			}		}		else if(GH.statusbar) //for other buttons		{			if (on)				GH.statusbar->setText(*name);			else if ( GH.statusbar->getText()==(*name) )				GH.statusbar->clear();		}	}}void CAdventureMapButton::init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key){	currentImage = -1;	addUsedEvents(LCLICK | RCLICK | HOVER | KEYBOARD);	callback = Callback;	hoverable = actOnDown = borderEnabled = soundDisabled = false;	CSDL_Ext::colorSetAlpha(borderColor,1);// represents a transparent color, used for HighlightableButton	hoverTexts = Name;	helpBox=HelpBox;	if (key != SDLK_UNKNOWN)		assignedKeys.insert(key);	pos.x += x;	pos.y += y;	if (!defName.empty())		imageNames.push_back(defName);	if (add)		for (auto & elem : *add)			imageNames.push_back(elem);	setIndex(0, playerColoredButton);}void CAdventureMapButton::setIndex(size_t index, bool playerColoredButton){	if (index == currentImage || index>=imageNames.size())		return;	currentImage = index;	setImage(new CAnimation(imageNames[index]), playerColoredButton);}void CAdventureMapButton::setImage(CAnimation* anim, bool playerColoredButton, int animFlags){	OBJ_CONSTRUCTION_CAPTURING_ALL;	delete image;	image = new CAnimImage(anim, getState(), 0, 0, 0, animFlags);	if (playerColoredButton)		image->playerColored(LOCPLINT->playerID);	pos.w = image->pos.w;	pos.h = image->pos.h;}void CAdventureMapButton::setPlayerColor(PlayerColor player){	if (image)		image->playerColored(player);}void CAdventureMapButton::showAll(SDL_Surface * to){	CIntObject::showAll(to);		#ifdef VCMI_SDL1	if (borderEnabled && borderColor.unused == 0)		CSDL_Ext::drawBorder(to, pos.x-1, pos.y-1, pos.w+2, pos.h+2, int3(borderColor.r, borderColor.g, borderColor.b));		#else	if (borderEnabled && borderColor.a == 0)		CSDL_Ext::drawBorder(to, pos.x-1, pos.y-1, pos.w+2, pos.h+2, int3(borderColor.r, borderColor.g, borderColor.b));		#endif // 0}void CHighlightableButton::select(bool on){	selected = on;	if (on)	{		borderEnabled = true;		setState(HIGHLIGHTED);		callback();	}	else	{		borderEnabled = false;		setState(NORMAL);		callback2();	}	if(hoverTexts.size()>1)	{		hover(false);		hover(true);	}}void CHighlightableButton::clickLeft(tribool down, bool previousState){	if(isBlocked())		return;	if (down && !(onlyOn && isHighlighted()))	{		CCS->soundh->playSound(soundBase::button);		setState(PRESSED);	}	if(previousState)//mouse up	{		if(down == false && getState() == PRESSED)			select(!selected);		else			setState(selected?HIGHLIGHTED:NORMAL);	}}CHighlightableButton::CHighlightableButton( const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key): onlyOn(false), selected(false), callback2(onDeselect){	init(onSelect,Name,HelpBox,playerColoredButton,defName,add,x,y,key);}CHighlightableButton::CHighlightableButton( const std::pair<std::string, std::string> &help, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key/*=0*/, std::vector<std::string> * add /*= nullptr*/, bool playerColoredButton /*= false */ ): onlyOn(false), selected(false) // TODO: callback2(???){	ID = myid;	std::map<int,std::string> pom;	pom[0] = help.first;	init(onSelect, pom, help.second, playerColoredButton, defName, add, x, y, key);}CHighlightableButton::CHighlightableButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key/*=0*/, std::vector<std::string> * add /*= nullptr*/, bool playerColoredButton /*= false */ ): onlyOn(false), selected(false) // TODO: callback2(???){	ID = myid;	std::map<int,std::string> pom;	pom[0] = Name;	init(onSelect, pom,HelpBox, playerColoredButton, defName, add, x, y, key);}void CHighlightableButtonsGroup::addButton(CHighlightableButton* bt){	if (bt->parent)		bt->parent->removeChild(bt);	addChild(bt);	bt->recActions = defActions;//FIXME: not needed?	bt->callback += boost::bind(&CHighlightableButtonsGroup::selectionChanged,this,bt->ID);	bt->onlyOn = true;	buttons.push_back(bt);}void CHighlightableButtonsGroup::addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect, int key){	OBJ_CONSTRUCTION_CAPTURING_ALL;	CHighlightableButton *bt = new CHighlightableButton(OnSelect, 0, tooltip, HelpBox, false, defName, nullptr, x, y, key);	if(musicLike)	{		bt->setOffset(buttons.size()-3);	}	bt->ID = uid;	bt->callback += boost::bind(&CHighlightableButtonsGroup::selectionChanged,this,bt->ID);	bt->onlyOn = true;	buttons.push_back(bt);}CHighlightableButtonsGroup::CHighlightableButtonsGroup(const CFunctionList<void(int)> &OnChange, bool musicLikeButtons): onChange(OnChange), musicLike(musicLikeButtons){}CHighlightableButtonsGroup::~CHighlightableButtonsGroup(){}void CHighlightableButtonsGroup::select(int id, bool mode){	assert(!buttons.empty());	CHighlightableButton *bt = buttons.front();	if(mode)	{		for(auto btn : buttons)			if (btn->ID == id)				bt = btn;	}	else	{		bt = buttons[id];	}	bt->select(true);	selectionChanged(bt->ID);}void CHighlightableButtonsGroup::selectionChanged(int to){	for(auto & elem : buttons)		if(elem->ID!=to && elem->isHighlighted())			elem->select(false);	onChange(to);	if (parent)		parent->redraw();}void CHighlightableButtonsGroup::show(SDL_Surface * to){	if (musicLike)	{		for(auto & elem : buttons)			if(elem->isHighlighted())				elem->show(to);	}	else		CIntObject::show(to);}void CHighlightableButtonsGroup::showAll(SDL_Surface * to){	if (musicLike)	{		for(auto & elem : buttons)			if(elem->isHighlighted())				elem->showAll(to);	}	else		CIntObject::showAll(to);}void CHighlightableButtonsGroup::block( ui8 on ){	for(auto & elem : buttons)	{		elem->block(on);	}}void CSlider::sliderClicked(){	if(!(active & MOVE))		addUsedEvents(MOVE);}void CSlider::mouseMoved (const SDL_MouseMotionEvent & sEvent){	double v = 0;	if(horizontal)	{		if(	std::abs(sEvent.y-(pos.y+pos.h/2)) > pos.h/2+40  ||  std::abs(sEvent.x-(pos.x+pos.w/2)) > pos.w/2  )			return;		v = sEvent.x - pos.x - 24;		v *= positions;		v /= (pos.w - 48);	}	else	{		if(std::abs(sEvent.x-(pos.x+pos.w/2)) > pos.w/2+40  ||  std::abs(sEvent.y-(pos.y+pos.h/2)) > pos.h/2  )			return;		v = sEvent.y - pos.y - 24;		v *= positions;		v /= (pos.h - 48);	}	v += 0.5;	if(v!=value)	{		moveTo(v);		redrawSlider();	}}void CSlider::redrawSlider(){	//slider->show(screenBuf);}void CSlider::moveLeft(){	moveTo(value-1);}void CSlider::moveRight(){	moveTo(value+1);}void CSlider::moveTo(int to){	vstd::amax(to, 0);	vstd::amin(to, positions);	//same, old position?	if(value == to)		return;	value = to;	if(horizontal)	{		if(positions)		{			double part = static_cast<double>(to) / positions;			part*=(pos.w-48);			int newPos = part + pos.x + 16 - slider->pos.x;			slider->moveBy(Point(newPos, 0));		}		else			slider->moveTo(Point(pos.x+16, pos.y));	}	else	{		if(positions)		{			double part = static_cast<double>(to) / positions;			part*=(pos.h-48);			int newPos = part + pos.y + 16 - slider->pos.y;			slider->moveBy(Point(0, newPos));		}		else			slider->moveTo(Point(pos.x, pos.y+16));	}	if(moved)		moved(to);}void CSlider::clickLeft(tribool down, bool previousState){	if(down && !slider->isBlocked())	{		double pw = 0;		double rw = 0;		if(horizontal)		{			pw = GH.current->motion.x-pos.x-25;			rw = pw / static_cast<double>(pos.w - 48);		}		else		{			pw = GH.current->motion.y-pos.y-24;			rw = pw / (pos.h-48);		}		if(pw < -8  ||  pw > (horizontal ? pos.w : pos.h) - 40)			return;		// 		if (rw>1) return;		// 		if (rw<0) return;		slider->clickLeft(true, slider->pressedL);		moveTo(rw * positions  +  0.5);		return;	}	if(active & MOVE)		removeUsedEvents(MOVE);}CSlider::~CSlider(){}CSlider::CSlider(int x, int y, int totalw, std::function<void(int)> Moved, int Capacity, int Amount, int Value, bool Horizontal, int style):    capacity(Capacity),    amount(Amount),    scrollStep(1),    horizontal(Horizontal),    moved(Moved){	OBJ_CONSTRUCTION_CAPTURING_ALL;	setAmount(amount);	addUsedEvents(LCLICK | KEYBOARD | WHEEL);	strongInterest = true;	left = new CAdventureMapButton();	right = new CAdventureMapButton();	slider = new CAdventureMapButton();	pos.x += x;	pos.y += y;	if(horizontal)	{		left->pos.y = slider->pos.y = right->pos.y = pos.y;		left->pos.x = pos.x;		right->pos.x = pos.x + totalw - 16;	}	else	{		left->pos.x = slider->pos.x = right->pos.x = pos.x;		left->pos.y = pos.y;		right->pos.y = pos.y + totalw - 16;	}	left->callback = boost::bind(&CSlider::moveLeft,this);	right->callback = boost::bind(&CSlider::moveRight,this);	slider->callback = boost::bind(&CSlider::sliderClicked,this);	left->pos.w = left->pos.h = right->pos.w = right->pos.h = slider->pos.w = slider->pos.h = 16;	if(horizontal)	{		pos.h = 16;		pos.w = totalw;	}	else	{		pos.w = 16;		pos.h = totalw;	}	if(style == 0)	{		std::string name = horizontal?"IGPCRDIV.DEF":"OVBUTN2.DEF";		//NOTE: this images do not have "blocked" frames. They should be implemented somehow (e.g. palette transform or something...)		//use source def to create custom animations. Format "name.def:123" will load this frame from def file		auto animLeft = new CAnimation();		animLeft->setCustom(name + ":0", 0);		animLeft->setCustom(name + ":1", 1);		left->setImage(animLeft);		auto animRight = new CAnimation();		animRight->setCustom(name + ":2", 0);		animRight->setCustom(name + ":3", 1);		right->setImage(animRight);		auto animSlider = new CAnimation();		animSlider->setCustom(name + ":4", 0);		slider->setImage(animSlider);	}	else	{		left->setImage(new CAnimation(horizontal ? "SCNRBLF.DEF" : "SCNRBUP.DEF"));		right->setImage(new CAnimation(horizontal ? "SCNRBRT.DEF" : "SCNRBDN.DEF"));		slider->setImage(new CAnimation("SCNRBSL.DEF"));	}	slider->actOnDown = true;	slider->soundDisabled = true;	left->soundDisabled = true;	right->soundDisabled = true;	value = -1;	moveTo(Value);}void CSlider::block( bool on ){	left->block(on);	right->block(on);	slider->block(on);}void CSlider::setAmount( int to ){	amount = to;	positions = to - capacity;	vstd::amax(positions, 0);}void CSlider::showAll(SDL_Surface * to){	CSDL_Ext::fillRect(to, &pos, 0);	CIntObject::showAll(to);}void CSlider::show(SDL_Surface * to){	#ifdef VCMI_SDL1		CIntObject::show(to);		#else	CSDL_Ext::fillRect(to, &pos, 0);	CIntObject::showAll(to);		#endif // VCMI_SDL1}void CSlider::wheelScrolled(bool down, bool in){	moveTo(value + 3 * (down ? +scrollStep : -scrollStep));}void CSlider::keyPressed(const SDL_KeyboardEvent & key){	if(key.state != SDL_PRESSED) return;	int moveDest = 0;	switch(key.keysym.sym)	{	case SDLK_UP:	case SDLK_LEFT:		moveDest = value - scrollStep;		break;	case SDLK_DOWN:	case SDLK_RIGHT:		moveDest = value + scrollStep;		break;	case SDLK_PAGEUP:		moveDest = value - capacity + scrollStep;		break;	case SDLK_PAGEDOWN:		moveDest = value + capacity - scrollStep;		break;	case SDLK_HOME:		moveDest = 0;		break;	case SDLK_END:		moveDest = amount - capacity;		break;	default:		return;	}	moveTo(moveDest);}void CSlider::moveToMax(){	moveTo(amount);}static void intDeleter(CIntObject* object){	delete object;}CObjectList::CObjectList(CreateFunc create, DestroyFunc destroy):createObject(create),destroyObject(destroy){	if (!destroyObject)		destroyObject = intDeleter;}void CObjectList::deleteItem(CIntObject* item){	if (!item)		return;	removeChild(item);	destroyObject(item);}CIntObject* CObjectList::createItem(size_t index){	OBJ_CONSTRUCTION_CAPTURING_ALL;	CIntObject * item = createObject(index);	if (item == nullptr)		item = new CIntObject();	item->recActions = defActions;	addChild(item);	return item;}CTabbedInt::CTabbedInt(CreateFunc create, DestroyFunc destroy, Point position, size_t ActiveID):CObjectList(create, destroy),activeTab(nullptr),activeID(ActiveID){	pos += position;	reset();}void CTabbedInt::setActive(size_t which){	if (which != activeID)	{		activeID = which;		reset();	}}void CTabbedInt::reset(){	deleteItem(activeTab);	activeTab = createItem(activeID);	activeTab->moveTo(pos.topLeft());	if (active)		redraw();}CIntObject * CTabbedInt::getItem(){	return activeTab;}CListBox::CListBox(CreateFunc create, DestroyFunc destroy, Point Pos, Point ItemOffset, size_t VisibleSize,				   size_t TotalSize, size_t InitialPos, int Slider, Rect SliderPos):	CObjectList(create, destroy),	first(InitialPos),	totalSize(TotalSize),	itemOffset(ItemOffset),    slider(nullptr){	pos += Pos;	items.resize(VisibleSize, nullptr);	if (Slider & 1)	{		OBJ_CONSTRUCTION_CAPTURING_ALL;		slider = new CSlider(SliderPos.x, SliderPos.y, SliderPos.w, boost::bind(&CListBox::moveToPos, this, _1),			VisibleSize, TotalSize, InitialPos, Slider & 2, Slider & 4);	}	reset();}// Used to move active items after changing list positionvoid CListBox::updatePositions(){	Point itemPos = pos.topLeft();	for (auto & elem : items)	{		(elem)->moveTo(itemPos);		itemPos += itemOffset;	}	if (active)	{		redraw();		if (slider)			slider->moveTo(first);	}}void CListBox::reset(){	size_t current = first;	for (auto & elem : items)	{		deleteItem(elem);		elem = createItem(current++);	}	updatePositions();}void CListBox::resize(size_t newSize){	totalSize = newSize;	if (slider)		slider->setAmount(totalSize);	reset();}size_t CListBox::size(){	return totalSize;}CIntObject * CListBox::getItem(size_t which){	if (which < first || which > first + items.size() || which > totalSize)		return nullptr;	size_t i=first;	for (auto iter = items.begin(); iter != items.end(); iter++, i++)		if( i == which)			return *iter;	return nullptr;}size_t CListBox::getIndexOf(CIntObject *item){	size_t i=first;	for (auto iter = items.begin(); iter != items.end(); iter++, i++)		if(*iter == item)			return i;	return size_t(-1);}void CListBox::scrollTo(size_t which){	//scroll up	if (first > which)		moveToPos(which);	//scroll down	else if (first + items.size() <= which && which < totalSize)		moveToPos(which - items.size() + 1);}void CListBox::moveToPos(size_t which){	//Calculate new position	size_t maxPossible;	if (totalSize > items.size())		maxPossible = totalSize - items.size();	else		maxPossible = 0;	size_t newPos = std::min(which, maxPossible);	//If move distance is 1 (most of calls from Slider) - use faster shifts instead of resetting all items	if (first - newPos == 1)		moveToPrev();	else if (newPos - first == 1)		moveToNext();	else if (newPos != first)	{		first = newPos;		reset();	}}void CListBox::moveToNext(){	//Remove front item and insert new one to end	if (first + items.size() < totalSize)	{		first++;		deleteItem(items.front());		items.pop_front();		items.push_back(createItem(first+items.size()));		updatePositions();	}}void CListBox::moveToPrev(){	//Remove last item and insert new one at start	if (first)	{		first--;		deleteItem(items.back());		items.pop_back();		items.push_front(createItem(first));		updatePositions();	}}size_t CListBox::getPos(){	return first;}const std::list<CIntObject *> &CListBox::getItems(){	return items;}void CSimpleWindow::show(SDL_Surface * to){	if(bitmap)		blitAt(bitmap,pos.x,pos.y,to);}CSimpleWindow::~CSimpleWindow(){	if (bitmap)	{		SDL_FreeSurface(bitmap);		bitmap=nullptr;	}}void CHoverableArea::hover (bool on){	if (on)		GH.statusbar->setText(hoverText);	else if (GH.statusbar->getText()==hoverText)		GH.statusbar->clear();}CHoverableArea::CHoverableArea(){	addUsedEvents(HOVER);}CHoverableArea::~CHoverableArea(){}void LRClickableAreaWText::clickLeft(tribool down, bool previousState){	if(!down && previousState)	{		LOCPLINT->showInfoDialog(text);	}}void LRClickableAreaWText::clickRight(tribool down, bool previousState){	adventureInt->handleRightClick(text, down);}LRClickableAreaWText::LRClickableAreaWText(){	init();}LRClickableAreaWText::LRClickableAreaWText(const Rect &Pos, const std::string &HoverText /*= ""*/, const std::string &ClickText /*= ""*/){	init();	pos = Pos + pos;	hoverText = HoverText;	text = ClickText;}LRClickableAreaWText::~LRClickableAreaWText(){}void LRClickableAreaWText::init(){	addUsedEvents(LCLICK | RCLICK | HOVER);}std::string CLabel::visibleText(){	return text;}void CLabel::showAll(SDL_Surface * to){	CIntObject::showAll(to);	if(!visibleText().empty())		blitLine(to, pos, visibleText());}CLabel::CLabel(int x, int y, EFonts Font /*= FONT_SMALL*/, EAlignment Align, const SDL_Color &Color /*= Colors::WHITE*/, const std::string &Text /*= ""*/):CTextContainer(Align, Font, Color), text(Text){	type |= REDRAW_PARENT;	autoRedraw = true;	pos.x += x;	pos.y += y;	pos.w = pos.h = 0;	bg = nullptr;	if (alignment == TOPLEFT) // causes issues for MIDDLE	{		pos.w = graphics->fonts[font]->getStringWidth(visibleText().c_str());		pos.h = graphics->fonts[font]->getLineHeight();	}}Point CLabel::getBorderSize(){	return Point(0, 0);}std::string CLabel::getText(){	return text;}void CLabel::setText(const std::string &Txt){	text = Txt;	if(autoRedraw)	{		if(bg || !parent)			redraw();		else			parent->redraw();	}}CMultiLineLabel::CMultiLineLabel(Rect position, EFonts Font, EAlignment Align, const SDL_Color &Color, const std::string &Text):    CLabel(position.x, position.y, Font, Align, Color, Text),    visibleSize(0, 0, position.w, position.h){	pos.w = position.w;	pos.h = position.h;	splitText(Text);}void CMultiLineLabel::setVisibleSize(Rect visibleSize){	this->visibleSize = visibleSize;	redraw();}void CMultiLineLabel::scrollTextBy(int distance){	scrollTextTo(visibleSize.y + distance);}void CMultiLineLabel::scrollTextTo(int distance){	Rect size = visibleSize;	size.y = distance;	setVisibleSize(size);}void CMultiLineLabel::setText(const std::string &Txt){	splitText(Txt);	CLabel::setText(Txt);}void CTextContainer::blitLine(SDL_Surface *to, Rect destRect, std::string what){	const IFont * f = graphics->fonts[font];	Point where = destRect.topLeft();	// input is rect in which given text should be placed	// calculate proper position for top-left corner of the text	if (alignment == TOPLEFT)	{		where.x += getBorderSize().x;		where.y += getBorderSize().y;	}	if (alignment == CENTER)	{		where.x += (int(destRect.w) - int(f->getStringWidth(what))) / 2;		where.y += (int(destRect.h) - int(f->getLineHeight())) / 2;	}	if (alignment == BOTTOMRIGHT)	{		where.x += getBorderSize().x + destRect.w - f->getStringWidth(what);		where.y += getBorderSize().y + destRect.h - f->getLineHeight();	}	size_t begin = 0;	std::string delimeters = "{}";	size_t currDelimeter = 0;	do	{		size_t end = what.find_first_of(delimeters[currDelimeter % 2], begin);		if (begin != end)		{			std::string toPrint = what.substr(begin, end - begin);			if (currDelimeter % 2) // Enclosed in {} text - set to yellow				f->renderTextLeft(to, toPrint, Colors::YELLOW, where);			else // Non-enclosed text, use default color				f->renderTextLeft(to, toPrint, color, where);			begin = end;			where.x += f->getStringWidth(toPrint);		}		currDelimeter++;	}	while (begin++ != std::string::npos);}CTextContainer::CTextContainer(EAlignment alignment, EFonts font, SDL_Color color):	alignment(alignment),	font(font),	color(color){}void CMultiLineLabel::showAll(SDL_Surface * to){	CIntObject::showAll(to);	const IFont * f = graphics->fonts[font];	// calculate which lines should be visible	int totalLines = lines.size();	int beginLine  = visibleSize.y;	int endLine    = getTextLocation().h + visibleSize.y;	if (beginLine < 0)		beginLine = 0;	else		beginLine /= f->getLineHeight();	if (endLine < 0)		endLine = 0;	else		endLine /= f->getLineHeight();	endLine++;	// and where they should be displayed	Point lineStart = getTextLocation().topLeft() - visibleSize + Point(0, beginLine * f->getLineHeight());	Point lineSize  = Point(getTextLocation().w, f->getLineHeight());	CSDL_Ext::CClipRectGuard guard(to, getTextLocation()); // to properly trim text that is too big to fit	for (int i = beginLine; i < std::min(totalLines, endLine); i++)	{		if (!lines[i].empty()) //non-empty line			blitLine(to, Rect(lineStart, lineSize), lines[i]);		lineStart.y += f->getLineHeight();	}}void CMultiLineLabel::splitText(const std::string &Txt){	lines.clear();	const IFont * f = graphics->fonts[font];	int lineHeight =  f->getLineHeight();	lines = CMessage::breakText(Txt, pos.w, font);	 textSize.y = lineHeight * lines.size();	 textSize.x = 0;	for(const std::string &line : lines)		vstd::amax( textSize.x, f->getStringWidth(line.c_str()));	redraw();}Rect CMultiLineLabel::getTextLocation(){	// this method is needed for vertical alignment alignment of text	// when height of available text is smaller than height of widget	// in this case - we should add proper offset to display text at required position	if (pos.h <= textSize.y)		return pos;	Point textSize(pos.w, graphics->fonts[font]->getLineHeight() * lines.size());	Point textOffset(pos.w - textSize.x, pos.h - textSize.y);	switch(alignment)	{	case TOPLEFT:     return Rect(pos.topLeft(), textSize);	case CENTER:      return Rect(pos.topLeft() + textOffset / 2, textSize);	case BOTTOMRIGHT: return Rect(pos.topLeft() + textOffset, textSize);	}	assert(0);	return Rect();}CLabelGroup::CLabelGroup(EFonts Font, EAlignment Align, const SDL_Color &Color):	font(Font), align(Align), color(Color){}void CLabelGroup::add(int x, int y, const std::string &text){	OBJ_CONSTRUCTION_CAPTURING_ALL;	new CLabel(x, y, font, align, color, text);}CTextBox::CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font /*= FONT_SMALL*/, EAlignment Align /*= TOPLEFT*/, const SDL_Color &Color /*= Colors::WHITE*/):    sliderStyle(SliderStyle),    slider(nullptr){	OBJ_CONSTRUCTION_CAPTURING_ALL;	label = new CMultiLineLabel(rect, Font, Align, Color);	type |= REDRAW_PARENT;	pos.x += rect.x;	pos.y += rect.y;	pos.h = rect.h;	pos.w = rect.w;	assert(pos.w >= 40); //we need some space	setText(Text);}void CTextBox::sliderMoved(int to){	label->scrollTextTo(to);}void CTextBox::resize(Point newSize){	pos.w = newSize.x;	pos.h = newSize.y;	label->pos.w = pos.w;	label->pos.h = pos.h;	if (slider)		vstd::clear_pointer(slider); // will be recreated if needed later	setText(label->getText()); // force refresh}void CTextBox::setText(const std::string &text){	label->setText(text);	if (label->textSize.y <= label->pos.h && slider)	{		// slider is no longer needed		vstd::clear_pointer(slider);		label->pos.w = pos.w;		label->setText(text);	}	else if (label->textSize.y > label->pos.h && !slider)	{		// create slider and update widget		label->pos.w = pos.w - 32;		label->setText(text);		OBJ_CONSTRUCTION_CAPTURING_ALL;		slider = new CSlider(pos.w - 32, 0, pos.h, boost::bind(&CTextBox::sliderMoved, this, _1),		                     label->pos.h, label->textSize.y, 0, false, sliderStyle);		slider->scrollStep = graphics->fonts[label->font]->getLineHeight();	}}void CGStatusBar::setText(const std::string & Text){	if(!textLock)		CLabel::setText(Text);}void CGStatusBar::clear(){	setText("");}CGStatusBar::CGStatusBar(CPicture *BG, EFonts Font /*= FONT_SMALL*/, EAlignment Align /*= CENTER*/, const SDL_Color &Color /*= Colors::WHITE*/): CLabel(BG->pos.x, BG->pos.y, Font, Align, Color, ""){	init();	bg = BG;	addChild(bg);	pos = bg->pos;	getBorderSize();    textLock = false;}CGStatusBar::CGStatusBar(int x, int y, std::string name/*="ADROLLVR.bmp"*/, int maxw/*=-1*/): CLabel(x, y, FONT_SMALL, CENTER){	OBJ_CONSTRUCTION_CAPTURING_ALL;	init();	bg = new CPicture(name);	pos = bg->pos;	if((unsigned int)maxw < pos.w)	{		vstd::amin(pos.w, maxw);		bg->srcRect = new Rect(0, 0, maxw, pos.h);	}    textLock = false;}CGStatusBar::~CGStatusBar(){	GH.statusbar = oldStatusBar;}void CGStatusBar::show(SDL_Surface * to){    showAll(to);}void CGStatusBar::init(){	oldStatusBar = GH.statusbar;	GH.statusbar = this;}Point CGStatusBar::getBorderSize(){	//Width of borders where text should not be printed	static const Point borderSize(5,1);	switch(alignment)	{	case TOPLEFT:     return Point(borderSize.x, borderSize.y);	case CENTER:      return Point(pos.w/2, pos.h/2);	case BOTTOMRIGHT: return Point(pos.w - borderSize.x, pos.h - borderSize.y);	}	assert(0);	return Point();}void CGStatusBar::lock(bool shouldLock){    textLock = shouldLock;}CTextInput::CTextInput(const Rect &Pos, EFonts font, const CFunctionList<void(const std::string &)> &CB):    CLabel(Pos.x, Pos.y, font, CENTER),    cb(CB){	type |= REDRAW_PARENT;	focus = false;	pos.h = Pos.h;	pos.w = Pos.w;	captureAllKeys = true;	bg = nullptr;	addUsedEvents(LCLICK | KEYBOARD | TEXTINPUT);	giveFocus();}CTextInput::CTextInput( const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB ):cb(CB){	focus = false;	pos += Pos;	captureAllKeys = true;	OBJ_CONSTRUCTION;	bg = new CPicture(bgName, bgOffset.x, bgOffset.y);	addUsedEvents(LCLICK | KEYBOARD | TEXTINPUT);	giveFocus();}CTextInput::CTextInput(const Rect &Pos, SDL_Surface *srf){	focus = false;	pos += Pos;	captureAllKeys = true;	OBJ_CONSTRUCTION;	bg = new CPicture(Pos, 0, true);	Rect hlp = Pos;	if(srf)		CSDL_Ext::blitSurface(srf, &hlp, *bg, nullptr);	else		SDL_FillRect(*bg, nullptr, 0);	pos.w = bg->pos.w;	pos.h = bg->pos.h;	bg->pos = pos;	addUsedEvents(LCLICK | KEYBOARD | TEXTINPUT);	giveFocus();}void CTextInput::focusGot(){	CSDL_Ext::startTextInput(&pos);	}void CTextInput::focusLost(){	CSDL_Ext::stopTextInput();}std::string CTextInput::visibleText(){	return focus ? text + newText + "_" : text;}void CTextInput::clickLeft( tribool down, bool previousState ){	if(down && !focus)		giveFocus();}void CTextInput::keyPressed( const SDL_KeyboardEvent & key ){	if(!focus || key.state != SDL_PRESSED)		return;	if(key.keysym.sym == SDLK_TAB)	{		moveFocus();		GH.breakEventHandling();		return;	}	bool redrawNeeded = false;	#ifdef VCMI_SDL1	std::string oldText = text;	#endif // 0		switch(key.keysym.sym)	{	case SDLK_DELETE: // have index > ' ' so it won't be filtered out by default section		return;	case SDLK_BACKSPACE:		if(!newText.empty())		{			Unicode::trimRight(newText);			redrawNeeded = true;		}		else if(!text.empty())		{			Unicode::trimRight(text);			redrawNeeded = true;		}					break;	default:		#ifdef VCMI_SDL1		if (key.keysym.unicode < ' ')			return;		else		{			text += key.keysym.unicode; //TODO 16-/>8			redrawNeeded = true;		}					#endif // 0		break;	}	#ifdef VCMI_SDL1	filters(text, oldText);	#endif // 0	if (redrawNeeded)	{		redraw();		cb(text);	}	}void CTextInput::setText( const std::string &nText, bool callCb ){	CLabel::setText(nText);	if(callCb)		cb(text);}bool CTextInput::captureThisEvent(const SDL_KeyboardEvent & key){	if(key.keysym.sym == SDLK_RETURN || key.keysym.sym == SDLK_KP_ENTER)		return false;		#ifdef VCMI_SDL1	//this should allow all non-printable keys to go through (for example arrows)	if (key.keysym.unicode < ' ')		return false;	return true;	#else	return false;	#endif}#ifndef VCMI_SDL1void CTextInput::textInputed(const SDL_TextInputEvent & event){	if(!focus)		return;	std::string oldText = text;		text += event.text;			filters(text,oldText);	if (text != oldText)	{		redraw();		cb(text);	}		newText = "";}void CTextInput::textEdited(const SDL_TextEditingEvent & event){	if(!focus)		return;			newText = event.text;	redraw();	cb(text+newText);	}#endifvoid CTextInput::filenameFilter(std::string & text, const std::string &){	static const std::string forbiddenChars = "<>:\"/\\|?*\r\n"; //if we are entering a filename, some special characters won't be allowed	size_t pos;	while ((pos = text.find_first_of(forbiddenChars)) != std::string::npos)		text.erase(pos, 1);}void CTextInput::numberFilter(std::string & text, const std::string & oldText, int minValue, int maxValue){	assert(minValue < maxValue);	if (text.empty())		text = "0";	size_t pos = 0;	if (text[0] == '-') //allow '-' sign as first symbol only		pos++;	while (pos < text.size())	{		if (text[pos] < '0' || text[pos] > '9')		{			text = oldText;			return; //new text is not number.		}		pos++;	}	try	{		int value = boost::lexical_cast<int>(text);		if (value < minValue)			text = boost::lexical_cast<std::string>(minValue);		else if (value > maxValue)			text = boost::lexical_cast<std::string>(maxValue);	}	catch(boost::bad_lexical_cast &)	{		//Should never happen. Unless I missed some cases        logGlobal->warnStream() << "Warning: failed to convert "<< text << " to number!";		text = oldText;	}}CFocusable::CFocusable(){	focusables.push_back(this);}CFocusable::~CFocusable(){	if(inputWithFocus == this)	{		focusLost();		inputWithFocus = nullptr;	}		focusables -= this;}void CFocusable::giveFocus(){	if(inputWithFocus)	{		inputWithFocus->focus = false;		inputWithFocus->focusLost();		inputWithFocus->redraw();	}	focus = true;	inputWithFocus = this;	focusGot();	redraw();	}void CFocusable::moveFocus(){	auto i = vstd::find(focusables, this),		ourIt = i;	for(i++; i != ourIt; i++)	{		if(i == focusables.end())			i = focusables.begin();		if((*i)->active)		{			(*i)->giveFocus();			break;;		}	}}CWindowObject::CWindowObject(int options_, std::string imageName, Point centerAt):    CIntObject(getUsedEvents(options_), Point()),    shadow(nullptr),    options(options_),    background(createBg(imageName, options & PLAYER_COLORED)){	assert(parent == nullptr); //Safe to remove, but windows should not have parent	if (options & RCLICK_POPUP)		CCS->curh->hide();	if (background)		pos = background->center(centerAt);	else		center(centerAt);	if (!(options & SHADOW_DISABLED))		setShadow(true);}CWindowObject::CWindowObject(int options_, std::string imageName):    CIntObject(getUsedEvents(options_), Point()),    shadow(nullptr),    options(options_),    background(createBg(imageName, options & PLAYER_COLORED)){	assert(parent == nullptr); //Safe to remove, but windows should not have parent	if (options & RCLICK_POPUP)		CCS->curh->hide();	if (background)		pos = background->center();	else		center(Point(screen->w/2, screen->h/2));	if (!(options & SHADOW_DISABLED))		setShadow(true);}CWindowObject::~CWindowObject(){	setShadow(false);}CPicture * CWindowObject::createBg(std::string imageName, bool playerColored){	OBJ_CONSTRUCTION_CAPTURING_ALL;	if (imageName.empty())		return nullptr;	auto  image = new CPicture(imageName);	if (playerColored)		image->colorize(LOCPLINT->playerID);	return image;}void CWindowObject::setBackground(std::string filename){	OBJ_CONSTRUCTION_CAPTURING_ALL;	delete background;	background = createBg(filename, options & PLAYER_COLORED);	if (background)		pos = background->center(Point(pos.w/2 + pos.x, pos.h/2 + pos.y));	updateShadow();}int CWindowObject::getUsedEvents(int options){	if (options & RCLICK_POPUP)		return RCLICK;	return 0;}void CWindowObject::updateShadow(){	setShadow(false);	if (!(options & SHADOW_DISABLED))		setShadow(true);}void CWindowObject::setShadow(bool on){	//size of shadow	static const int size = 8;	if (on == bool(shadow))		return;	vstd::clear_pointer(shadow);	//object too small to cast shadow	if (pos.h <= size || pos.w <= size)		return;	if (on)	{		//helper to set last row		auto blitAlphaRow = [](SDL_Surface *surf, size_t row)		{			Uint8 * ptr = (Uint8*)surf->pixels + surf->pitch * (row);			for (size_t i=0; i< surf->w; i++)			{				Channels::px<4>::a.set(ptr, 128);				ptr+=4;			}		};		// helper to set last column		auto blitAlphaCol = [](SDL_Surface *surf, size_t col)		{			Uint8 * ptr = (Uint8*)surf->pixels + 4 * (col);			for (size_t i=0; i< surf->h; i++)			{				Channels::px<4>::a.set(ptr, 128);				ptr+= surf->pitch;			}		};		static SDL_Surface * shadowCornerTempl = nullptr;		static SDL_Surface * shadowBottomTempl = nullptr;		static SDL_Surface * shadowRightTempl = nullptr;		//one-time initialization		if (!shadowCornerTempl)		{			//create "template" surfaces			shadowCornerTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, size);			shadowBottomTempl = CSDL_Ext::createSurfaceWithBpp<4>(1, size);			shadowRightTempl  = CSDL_Ext::createSurfaceWithBpp<4>(size, 1);			Uint32 shadowColor = SDL_MapRGBA(shadowCornerTempl->format, 0, 0, 0, 192);			//fill with shadow body color			SDL_FillRect(shadowCornerTempl, nullptr, shadowColor);			SDL_FillRect(shadowBottomTempl, nullptr, shadowColor);			SDL_FillRect(shadowRightTempl,  nullptr, shadowColor);			//fill last row and column with more transparent color			blitAlphaCol(shadowRightTempl , size-1);			blitAlphaCol(shadowCornerTempl, size-1);			blitAlphaRow(shadowBottomTempl, size-1);			blitAlphaRow(shadowCornerTempl, size-1);		}		OBJ_CONSTRUCTION_CAPTURING_ALL;		//FIXME: do something with this points		Point shadowStart;		if (options & BORDERED)			shadowStart = Point(size - 14, size - 14);		else			shadowStart = Point(size, size);		Point shadowPos;		if (options & BORDERED)			shadowPos = Point(pos.w + 14, pos.h + 14);		else			shadowPos = Point(pos.w, pos.h);		Point fullsize;		if (options & BORDERED)			fullsize = Point(pos.w + 28, pos.h + 29);		else			fullsize = Point(pos.w, pos.h);		//create base 8x8 piece of shadow		SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);		SDL_Surface * shadowBottom = CSDL_Ext::scaleSurfaceFast(shadowBottomTempl, fullsize.x - size, size);		SDL_Surface * shadowRight  = CSDL_Ext::scaleSurfaceFast(shadowRightTempl,  size, fullsize.y - size);		blitAlphaCol(shadowBottom, 0);		blitAlphaRow(shadowRight, 0);		//generate "shadow" object with these 3 pieces in it		shadow = new CIntObject;		shadow->addChild(new CPicture(shadowCorner, shadowPos.x, shadowPos.y));		shadow->addChild(new CPicture(shadowRight,  shadowPos.x, shadowStart.y));		shadow->addChild(new CPicture(shadowBottom, shadowStart.x, shadowPos.y));	}}void CWindowObject::showAll(SDL_Surface *to){	CIntObject::showAll(to);	if ((options & BORDERED) && (pos.h != to->h || pos.w != to->w))		CMessage::drawBorder(LOCPLINT ? LOCPLINT->playerID : PlayerColor(1), to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);}void CWindowObject::close(){	GH.popIntTotally(this);}void CWindowObject::clickRight(tribool down, bool previousState){	close();	CCS->curh->show();}
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