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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

* VCMI no longer needs h3bitmap and h3sprite folders - delete them. Now everything is readed directly from lod files

* names of lods changed - rename your lod files to h3sprite.lod and h3bitmap.lod and place them in \Data subfolder (as in H3).
* added several clickable buttons to adv. map interface
* underground/surface switch button is functional
* reading more text from ZELP.txt, added CPreGameTextHandler to CGameInfo
* a lot of minor improvements/fixes(/bugs)
This commit is contained in:
Michał W. Urbańczyk
2007-08-06 04:03:34 +00:00
parent ae279c79c5
commit 6b0f209626
13 changed files with 452 additions and 169 deletions

View File

@@ -28,12 +28,12 @@ public:
void deactivate(); // makes button inactive (but don't deletes)
AdventureMapButton(); //c-tor
AdventureMapButton( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)() );//c-tor
AdventureMapButton( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)(), int x, int y, std::string defName, bool activ=false );//c-tor
};
/*****************************/
class CList
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CIntObject
: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject
{
SDL_Surface * bg;
//arrow up, arrow down
@@ -75,8 +75,14 @@ class CStatusBar
{
public:
SDL_Surface * bg;
SDL_Surface * temp;
int tx, ty;
std::string current;
CStatusBar(int x, int y)
{bg=CGI->bitmaph->loadBitmap("ADROLLVR.bmp");pos.x=x;pos.y=y;pos.w=bg->w;pos.h=bg->h;temp=NULL;}
void print(std::string text);
void show();
};
class CMinimap
: public ClickableL, public ClickableR, public Hoverable, public CIntObject
@@ -138,11 +144,24 @@ public:
endTurn;//- end turn
//CHeroList herolist;
CTerrainRect terrain;
void show();
CTerrainRect terrain; //visible terrain
void update();
CStatusBar statusbar;
//fuctions binded to buttons
void fshowOverview();
void fswitchLevel();
void fshowQuestlog();
void fsleepWake();
void fmoveHero();
void fshowSpellbok();
void fadventureOPtions();
void fsystemOptions();
void fnextHero();
void fendTurn();
void show(); //shows and activates adv. map interface
void update(); //redraws terrain
};