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vcmi/client/CHeroWindow.h

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#pragma once
#include "../lib/HeroBonus.h"
//#include "CPlayerInterface.h"
/*
* CHeroWindow.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
*
*/
class CAdventureMapButton;
struct SDL_Surface;
class CGHeroInstance;
class CDefHandler;
class CArtifact;
class CHeroWindow;
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class LClickableAreaHero;
class LRClickableAreaWText;
class LRClickableAreaWTextComp;
class CArtifactsOfHero;
/// Button which switches hero selection
class CHeroSwitcher : public CIntObject
{
public:
int id;
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CHeroWindow * getOwner();
virtual void clickLeft(tribool down, bool previousState);
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CHeroSwitcher(int serial);
};
//helper class for calculating values of hero bonuses without bonuses from picked up artifact
class CHeroWithMaybePickedArtifact : public IBonusBearer
{
public:
const CGHeroInstance *hero;
CWindowWithArtifacts *cww;
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CHeroWithMaybePickedArtifact(CWindowWithArtifacts *Cww, const CGHeroInstance *Hero);
const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const OVERRIDE;
};
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class CHeroWindow: public CWindowWithGarrison, public CWindowWithArtifacts
{
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enum ELabel {};
std::map<ELabel, CLabel*> labels;
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CPicture *background;
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CGStatusBar * ourBar; //heroWindow's statusBar
//general graphics
CDefEssential *flags;
//buttons
//CAdventureMapButton * gar4button; //splitting
std::vector<CHeroSwitcher *> heroListMi; //new better list of heroes
//clickable areas
LRClickableAreaWText * portraitArea;
std::vector<LRClickableAreaWTextComp *> primSkillAreas;
LRClickableAreaWText * expArea;
LRClickableAreaWText * spellPointsArea;
LRClickableAreaWText * specArea;//speciality
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MoraleLuckBox * morale, * luck;
std::vector<LRClickableAreaWTextComp *> secSkillAreas;
CHeroWithMaybePickedArtifact heroWArt;
public:
const CGHeroInstance * curHero;
CAdventureMapButton * quitButton, * dismissButton, * questlogButton; //general
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CHighlightableButton *tacticsButton; //garrison / formation handling;
CHighlightableButtonsGroup *formations;
int player;
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CHeroWindow(const CGHeroInstance *hero); //c-tor
~CHeroWindow(); //d-tor
void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero
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void showAll(SDL_Surface * to); //shows and activates adv. map interface
// void redrawCurBack(); //redraws curBAck from scratch
void quit(); //stops displaying hero window and disposes
void dismissCurrent(); //dissmissed currently displayed hero (curHero)
void questlog(); //show quest log in hero window
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void switchHero(); //changes displayed hero
//friends
friend void CArtPlace::clickLeft(tribool down, bool previousState);
friend class CPlayerInterface;
};