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vcmi/client/battle/CBattleControlPanel.h

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/*
* CBattleControlPanel.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
*
*/
#pragma once
#include "../gui/CIntObject.h"
class CStack;
class CButton;
class CBattleInterface;
class CBattleConsole;
class CBattleControlPanel : public CIntObject
{
CBattleInterface * owner;
std::shared_ptr<CPicture> menu;
std::shared_ptr<CButton> bOptions;
std::shared_ptr<CButton> bSurrender;
std::shared_ptr<CButton> bFlee;
std::shared_ptr<CButton> bAutofight;
std::shared_ptr<CButton> bSpell;
std::shared_ptr<CButton> bWait;
std::shared_ptr<CButton> bDefence;
std::shared_ptr<CButton> bConsoleUp;
std::shared_ptr<CButton> bConsoleDown;
std::shared_ptr<CButton> btactNext;
std::shared_ptr<CButton> btactEnd;
//button handle funcs:
void bOptionsf();
void bSurrenderf();
void bFleef();
void bAutofightf();
void bSpellf();
void bWaitf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
void bTacticNextStack();
void bTacticPhaseEnd();
void reallyFlee(); //performs fleeing without asking player
void reallySurrender(); //performs surrendering without asking player
public:
std::shared_ptr<CBattleConsole> console;
// block all UI elements, e.g. during enemy turn
// unlike activate/deactivate this method will correctly grey-out all elements
void blockUI(bool on);
void tacticPhaseStarted();
void tacticPhaseEnded();
CBattleControlPanel(CBattleInterface * owner);
};