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Large refactoring of button classes:

- renamed CAdventureMapButton to more expectable CButton
- merged CButtonBase into CButton
- created more generic class for clickable elements
- created more generic class for selectable elements
- renamed CHighlightableButton to CToggleButton
- renamed CHighlightableButtonsGrous to CToggleGroup
- minimized differences between API of all these classes
- removed all but one contructors in buttons, with same parameters across all classes
This commit is contained in:
Ivan Savenko
2014-08-03 14:16:19 +03:00
parent 731aedf3a1
commit 10fc1892a8
37 changed files with 937 additions and 929 deletions

View File

@@ -13,7 +13,7 @@
*/
class CGarrisonInt;
class CAdventureMapButton;
class CButton;
class CArmedInstance;
class CAnimImage;
class CCreatureSet;
@@ -62,7 +62,7 @@ public:
int interx; //space between slots
Point garOffset; //offset between garrisons (not used if only one hero)
std::vector<CAdventureMapButton *> splitButtons; //may be empty if no buttons
std::vector<CButton *> splitButtons; //may be empty if no buttons
SlotID p2; //TODO: comment me
int shiftPos;//1st slot of the second row, set shiftPoint for effect
@@ -80,7 +80,7 @@ public:
//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
void setArmy(const CArmedInstance *army, bool bottomGarrison);
void addSplitBtn(CAdventureMapButton * button);
void addSplitBtn(CButton * button);
void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );
void createSlots();
@@ -116,7 +116,7 @@ public:
class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
{
public:
CAdventureMapButton * quit;
CButton * quit;
CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
};