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vcmi/AdventureMapButton.h

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C
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#pragma once
#include "CPlayerInterface.h"
#include "client/FunctionList.h"
#include <boost/bind.hpp>
class AdventureMapButton
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
{
public:
std::string name; //for status bar
std::string helpBox; //for right-click help
char key; //key shortcut
CFunctionList<void()> callback;
bool colorChange,
actOnDown; //runs when mouse is pressed down over it, not when up
void clickRight (tribool down);
void clickLeft (tribool down);
virtual void hover (bool on);
void keyPressed (SDL_KeyboardEvent & key);
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
AdventureMapButton(); //c-tor
AdventureMapButton( std::string Name, std::string HelpBox, CFunctionList<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
void init( CFunctionList<void()> Callback, std::string Name, std::string HelpBox, bool playerColoredButton, std::string defName, std::vector<std::string> * add, int x, int y, bool activ );
};
//template<typename T>
class CSlider : public IShowable, public MotionInterested, public ClickableL
{
public:
AdventureMapButton left, right, slider; //if vertical then left=up
int capacity,//how many elements can be active at same time
amount, //how many elements
value; //first active element
bool horizontal, moving;
CDefEssential *imgs ;
boost::function<void(int)> moved;
//void(T::*moved)(int to);
//T* owner;
void redrawSlider();
void sliderClicked();
void moveLeft();
void clickLeft (tribool down);
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void moveRight();
void moveTo(int to);
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
void show(SDL_Surface * to = NULL);
CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
int Value=0, bool Horizontal=true);
~CSlider();
};