#ifndef __CSPELLWINDOW_H__ #define __CSPELLWINDOW_H__ #include "../global.h" #include "GUIBase.h" #include "boost/function.hpp" /* * CSpellWindow.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 * */ struct SDL_Surface; class CDefHandler; struct SDL_Rect; class CGHeroInstance; class CStatusBar; /// Spellbook button is used by the spell window class class SpellbookInteractiveArea : public CIntObject { private: boost::function onLeft; std::string textOnRclick; boost::function onHoverOn; boost::function onHoverOff; CPlayerInterface * myInt; public: void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); SpellbookInteractiveArea(const SDL_Rect & myRect, boost::function funcL, const std::string & textR, boost::function funcHon, boost::function funcHoff, CPlayerInterface * _myInt);//c-tor }; /// The spell window class CSpellWindow : public CIntObject { private: class SpellArea : public CIntObject { public: int mySpell; int schoolLevel; //range: 0 none, 3 - expert int whichSchool; //0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, int spellCost; CSpellWindow * owner; SpellArea(SDL_Rect pos, CSpellWindow * owner); void setSpell(int spellID); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); void hover(bool on); void showAll(SDL_Surface *to); }; SDL_Surface * background, * leftCorner, * rightCorner; CDefHandler * spells, //pictures of spells * spellTab, //school select * schools, //schools' pictures * schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth SpellbookInteractiveArea * exitBtn, * battleSpells, * adventureSpells, * manaPoints; SpellbookInteractiveArea * selectSpellsA, * selectSpellsE, * selectSpellsF, * selectSpellsW, * selectSpellsAll; SpellbookInteractiveArea * lCorner, * rCorner; SpellArea * spellAreas[12]; CStatusBar * statusBar; Uint8 sitesPerTabAdv[5]; Uint8 sitesPerTabBattle[5]; bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed Uint8 selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools Uint8 currentPage; //changes when corners are clicked std::set mySpells; //all spels in this spellbook const CGHeroInstance * myHero; //hero whose spells are presented void computeSpellsPerArea(); //recalculates spellAreas::mySpell void turnPageLeft(); void turnPageRight(); CPlayerInterface * myInt; public: CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells = true); //c-tor ~CSpellWindow(); //d-tor void fexitb(); void fadvSpellsb(); void fbattleSpellsb(); void fmanaPtsb(); void fLcornerb(); void fRcornerb(); void selectSchool(int school); //schools: 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools Uint8 pagesWithinCurrentTab(); void keyPressed(const SDL_KeyboardEvent & key); void activate(); void deactivate(); void showAll(SDL_Surface * to); void teleportTo(int town, const CGHeroInstance * hero); }; #endif // __CSPELLWINDOW_H__