#include "../global.h" #include "GUIBase.h" #include "GUIClasses.h" #include "../lib/HeroBonus.h" /* * CCreatureWindow.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 Bonus; class CCreature; class CStackInstance; class CStack; class AdventureMapButton; class CCreatureWindow : public CIntObject { public: enum CreWinType {OTHER = 0, BATTLE = 1, ARMY = 2, HERO = 3}; //only last one should open permanently //bool active; //TODO: comment me int type;//0 - rclick popup; 1 - normal window CPicture *bitmap; //background std::string count; //creature count in text format boost::function dsm; //dismiss button callback boost::function Upg; //upgrade button callback CCreaturePic *anim; //related creature's animation const CCreature *c; //related creature std::vector upgResCost; //cost of upgrade (if not possible then empty) MoraleLuckBox *luck, *morale; LRClickableAreaWText * expArea; //displays exp details CArtPlace *creatureArtifact; CSlider * slider; //Abilities AdventureMapButton *dismiss, *upgrade, *ok; AdventureMapButton * leftArtRoll, * rightArtRoll; //artifact selection //TODO: Arifact drop CCreatureWindow(const CStack & stack, int type); //battle c-tor CCreatureWindow (const CStackInstance &stack, int Type); //pop-up c-tor CCreatureWindow(const CStackInstance &st, int Type, boost::function Upg, boost::function Dsm, UpgradeInfo *ui); //full garrison window CCreatureWindow(int Cid, int Type, int creatureCount); //c-tor void init(const CStackInstance *stack, const CBonusSystemNode *stackNode, const CGHeroInstance *heroOwner); void printLine(int nr, const std::string &text, int baseVal, int val=-1, bool range=false); ~CCreatureWindow(); //d-tor //void activate(); void close(); void clickRight(tribool down, bool previousState); //call-in //void keyPressed (const SDL_KeyboardEvent & key); //call-in void scrollArt(int dir); }; class CBonusItem : LRClickableAreaWTextComp //responsible for displaying creature skill, active or not { const Bonus * bonus; };