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vcmi/CBattleInterface.h

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#pragma once
#include "global.h"
#include "CPlayerInterface.h"
class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
template <typename T> class AdventureMapButton;
class CBattleHero : public IShowable, public CIntObject
{
public:
CDefHandler * dh;
int phase;
int image;
void show(SDL_Surface * to);
~CBattleHero(); //d-tor
};
class CBattleInterface : public IActivable, public IShowable
{
private:
SDL_Surface * background, * menu;
AdventureMapButton<CBattleInterface> * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleHero * attackingHero, * defendingHero;
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2);
~CBattleInterface();
//std::vector<TimeInterested*> timeinterested; //animation handling
//button handle funcs:
void bOptionsf();
void bSurrenderf();
void bFleef();
void bAutofightf();
void bSpellf();
void bWaitf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
//end of button handle funcs
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
void activate();
void deactivate();
void show(SDL_Surface * to);
};