#pragma once #include "../../lib/HeroBonus.h" #include "../widgets/CArtifactHolder.h" #include "../widgets/CGarrisonInt.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 CButton; struct SDL_Surface; class CGHeroInstance; class CDefHandler; class CArtifact; class CHeroWindow; class LClickableAreaHero; class LRClickableAreaWText; class LRClickableAreaWTextComp; class CArtifactsOfHero; class MoraleLuckBox; class CToggleButton; class CToggleGroup; class CGStatusBar; /// Button which switches hero selection class CHeroSwitcher : public CIntObject { const CGHeroInstance * hero; CAnimImage *image; public: virtual void clickLeft(tribool down, bool previousState); CHeroSwitcher(Point pos, const CGHeroInstance * hero); }; //helper class for calculating values of hero bonuses without bonuses from picked up artifact class CHeroWithMaybePickedArtifact : public IBonusBearer { public: const CGHeroInstance *hero; CWindowWithArtifacts *cww; CHeroWithMaybePickedArtifact(CWindowWithArtifacts *Cww, const CGHeroInstance *Hero); const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override; }; class CHeroWindow: public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts { CGStatusBar * ourBar; //heroWindow's statusBar //buttons //CButton * gar4button; //splitting std::vector heroList; //list of heroes CPicture * listSelection; //selection border //clickable areas LRClickableAreaWText * portraitArea; CAnimImage * portraitImage; std::vector primSkillAreas; LRClickableAreaWText * expArea; LRClickableAreaWText * spellPointsArea; LRClickableAreaWText * specArea;//specialty CAnimImage *specImage; MoraleLuckBox * morale, * luck; std::vector secSkillAreas; std::vector secSkillImages; CHeroWithMaybePickedArtifact heroWArt; CButton * quitButton, * dismissButton, * questlogButton, * commanderButton; //general CToggleButton *tacticsButton; //garrison / formation handling; CToggleGroup *formations; public: const CGHeroInstance * curHero; CHeroWindow(const CGHeroInstance *hero); //c-tor void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero void showAll(SDL_Surface * to); void dismissCurrent(); //dissmissed currently displayed hero (curHero) void questlog(); //show quest log in hero window void commanderWindow(); void switchHero(); //changes displayed hero //friends friend void CArtPlace::clickLeft(tribool down, bool previousState); friend class CPlayerInterface; };