mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
bca18a31c3
* for screen is updated after buying creatures * fixed crashbug on maps with random monster * proper images of war machines are displayed in blacksmith * picking starting hero should work again * Ice Elemental will be treated as two-hex creature * minor fixes
597 lines
18 KiB
C++
597 lines
18 KiB
C++
#ifndef CPLAYERINTERFACE_H
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#define CPLAYERINTERFACE_H
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#include "global.h"
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#include "CGameInterface.h"
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#include "SDL_framerate.h"
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#include <map>
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class CDefEssential;
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class AdventureMapButton;
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class CDefHandler;
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struct HeroMoveDetails;
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class CDefEssential;
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class CGHeroInstance;
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class CAdvMapInt;
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class CCastleInterface;
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class CStack;
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class SComponent;
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class CCreature;
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struct SDL_Surface;
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struct CPath;
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class CCreatureAnimation;
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class CSelectableComponent;
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class CCreatureSet;
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class CGObjectInstance;
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class CSlider;
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struct UpgradeInfo;
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template <typename T> struct CondSh;
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namespace boost
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{
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class mutex;
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};
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class IShowable
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{
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public:
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virtual void show(SDL_Surface * to = NULL)=0;
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virtual ~IShowable(){};
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};
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class IStatusBar
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{
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public:
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virtual ~IStatusBar(){}; //d-tor
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virtual void print(std::string text)=0; //prints text and refreshes statusbar
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virtual void clear()=0;//clears statusbar and refreshes
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virtual void show()=0; //shows statusbar (with current text)
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virtual std::string getCurrent()=0;
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};
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class IActivable
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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virtual ~IActivable(){};
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};
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class IShowActivable : public IShowable, public IActivable
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{
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public:
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virtual ~IShowActivable(){};
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};
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class CMainInterface : public IShowActivable
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{
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public:
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IShowActivable *subInt;
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};
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class CIntObject //interface object
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{
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public:
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SDL_Rect pos;
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int ID;
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};
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class CSimpleWindow : public virtual CIntObject, public IShowable
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{
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public:
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SDL_Surface * bitmap;
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CIntObject * owner;
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virtual void show(SDL_Surface * to = NULL);
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CSimpleWindow():bitmap(NULL),owner(NULL){};
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virtual ~CSimpleWindow();
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};
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class CButtonBase : public virtual CIntObject, public IShowable, public IActivable //basic buttton class
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{
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public:
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int bitmapOffset;
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int type; //advmapbutton=2
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bool abs;
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bool active;
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bool notFreeButton;
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CIntObject * ourObj; // "owner"
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int state;
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std::vector< std::vector<SDL_Surface*> > imgs;
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int curimg;
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate()=0;
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virtual void deactivate()=0;
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CButtonBase();
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virtual ~CButtonBase();
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};
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class ClickableL : public virtual CIntObject //for left-clicks
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{
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public:
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bool pressedL;
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ClickableL();
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virtual ~ClickableL(){};
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virtual void clickLeft (boost::logic::tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class ClickableR : public virtual CIntObject //for right-clicks
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{
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public:
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bool pressedR;
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ClickableR();
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virtual ~ClickableR(){};
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virtual void clickRight (boost::logic::tribool down)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class Hoverable : public virtual CIntObject
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{
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public:
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Hoverable(){hovered=false;}
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virtual ~Hoverable(){};
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bool hovered;
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virtual void hover (bool on)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class KeyInterested : public virtual CIntObject
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{
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public:
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virtual ~KeyInterested(){};
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virtual void keyPressed (SDL_KeyboardEvent & key)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class MotionInterested: public virtual CIntObject
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{
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public:
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bool strongInterest; //if true - report all mouse movements, if not - only when hovered
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MotionInterested(){strongInterest=false;};
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virtual ~MotionInterested(){};
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virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
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virtual void activate()=0;
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virtual void deactivate()=0;
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};
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class TimeInterested: public virtual CIntObject
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{
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public:
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virtual ~TimeInterested(){};
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int toNextTick;
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virtual void tick()=0;
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virtual void activate();
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virtual void deactivate();
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};
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class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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{ //window able to delete its components when closed
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public:
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bool delComps; //whether comps will be deleted
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std::vector<AdventureMapButton *> buttons;
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std::vector<SComponent*> components;
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virtual void close();
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virtual void show(SDL_Surface * to = NULL);
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void activate();
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void deactivate();
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CInfoWindow(std::string text, int player, int charperline, const std::vector<SComponent*> &comps, std::vector<std::pair<std::string,CFunctionList<void()> > > &Buttons);
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CInfoWindow();
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~CInfoWindow();
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};
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class CSelWindow : public CInfoWindow //component selection window
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{ //uwaga - to okno usuwa swoje komponenty przy zamykaniu
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public:
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void selectionChange(unsigned to);
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void close();
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CSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> &comps, std::vector<std::pair<std::string,boost::function<void()> > > &Buttons);
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CSelWindow(){};
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};
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class CRClickPopup : public IShowable, public ClickableR
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{
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public:
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virtual void activate();
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virtual void deactivate();
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virtual void close()=0;
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void clickRight (boost::logic::tribool down);
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virtual ~CRClickPopup(){};
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};
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class CInfoPopup : public CRClickPopup
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{
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public:
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bool free;
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SDL_Surface * bitmap;
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CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free=false);
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void close();
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void show(SDL_Surface * to = NULL);
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CInfoPopup(){free=false;bitmap=NULL;}
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~CInfoPopup(){};
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};
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class SComponent : public ClickableR
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{
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public:
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enum Etype
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{
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primskill, secskill, resource, creature, artifact, experience, secskill44, spell
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} type;
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int subtype;
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int val;
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std::string description; //r-click
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std::string subtitle;
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void init(Etype Type, int Subtype, int Val);
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SComponent(Etype Type, int Subtype, int Val);
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SComponent(const Component &c);
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SComponent(){};
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virtual ~SComponent(){};
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void clickRight (boost::logic::tribool down);
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virtual SDL_Surface * getImg();
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virtual void show(SDL_Surface * to = NULL);
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virtual void activate();
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virtual void deactivate();
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};
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class CCustomImgComponent : public SComponent
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{
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public:
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bool free; //should surface be freed on delete
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SDL_Surface *bmp;
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SDL_Surface * getImg();
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CCustomImgComponent(Etype Type, int Subtype, int Val, SDL_Surface *sur, bool freeSur);
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~CCustomImgComponent();
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};
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class CSelectableComponent : public SComponent, public ClickableL
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{
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public:
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bool selected;
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bool customB;
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SDL_Surface * border, *myBitmap;
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boost::function<void()> onSelect;
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void clickLeft(boost::logic::tribool down);
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void init(SDL_Surface * Border);
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CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
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CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
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~CSelectableComponent();
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virtual void show(SDL_Surface * to = NULL);
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void activate();
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void deactivate();
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void select(bool on);
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SDL_Surface * getImg();
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};
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class CGarrisonInt;
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class CGarrisonSlot : public ClickableL, public ClickableR, public Hoverable
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{
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public:
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CGarrisonInt *owner;
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const CCreature * creature;
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int count;
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int upg; //0 - up garrison, 1 - down garrison
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bool active;
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virtual void hover (bool on);
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const CArmedInstance * getObj();
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void clickRight (boost::logic::tribool down);
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void clickLeft(boost::logic::tribool down);
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void activate();
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void deactivate();
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void show();
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CGarrisonSlot(CGarrisonInt *Owner, int x, int y, int IID, int Upg=0, const CCreature * Creature=NULL, int Count=0);
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~CGarrisonSlot();
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};
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class CGarrisonInt :public CIntObject
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{
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public:
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int interx, intery;
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CGarrisonSlot *highlighted;
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SDL_Surface *sur;
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int offx, offy, p2;
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bool ignoreEvent, update, active, splitting, pb;
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const CCreatureSet *set1;
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const CCreatureSet *set2;
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std::vector<CGarrisonSlot*> *sup, *sdown;
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const CArmedInstance *oup, *odown;
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void activate();
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void deactivate();
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void show();
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void activeteSlots();
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void deactiveteSlots();
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void deleteSlots();
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void createSlots();
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void recreateSlots();
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void splitClick();
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void splitStacks(int am2);
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CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL);
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~CGarrisonInt();
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};
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class CPlayerInterface : public CGameInterface
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{
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public:
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//minor interfaces
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CondSh<bool> *showingDialog;
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boost::mutex *pim;
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bool makingTurn;
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SDL_Event * current;
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CMainInterface *curint;
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CAdvMapInt * adventureInt;
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CCastleInterface * castleInt;
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FPSmanager * mainFPSmng;
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IStatusBar *statusbar;
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//to commucate with engine
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CCallback * cb;
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//GUI elements
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std::vector<ClickableL*> lclickable;
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std::vector<ClickableR*> rclickable;
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std::vector<Hoverable*> hoverable;
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std::vector<KeyInterested*> keyinterested;
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std::vector<MotionInterested*> motioninterested;
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std::vector<TimeInterested*> timeinterested;
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std::vector<IShowable*> objsToBlit;
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//overloaded funcs from CGameInterface
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void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
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void garrisonChanged(const CGObjectInstance * obj);
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void heroArtifactSetChanged(const CGHeroInstance*hero);
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void heroCreated(const CGHeroInstance* hero);
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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void heroInGarrisonChange(const CGTownInstance *town);
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void heroKilled(const CGHeroInstance* hero);
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void heroMoved(const HeroMoveDetails & details);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
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void receivedResource(int type, int val);
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void showInfoDialog(std::string &text, const std::vector<Component*> &components);
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void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
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void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
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void tileHidden(int3 pos);
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void tileRevealed(int3 pos);
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void yourTurn();
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void availableCreaturesChanged(const CGTownInstance *town);
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//for battles
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//void actionFinished(BattleAction action);//occurs AFTER every action taken by any stack or by the hero
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//void actionStarted(BattleAction action);//occurs BEFORE every action taken by any stack or by the hero
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BattleAction activeStack(int stackID); //called when it's turn of that stack
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void battleAttack(BattleAttack *ba);
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void battleEnd(BattleResult *br);
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void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
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void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting);
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void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
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void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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//-------------//
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void updateWater();
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void showComp(SComponent comp);
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void openTownWindow(const CGTownInstance * town); //shows townscreen
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void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
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SDL_Surface * infoWin(const CGObjectInstance * specific); //specific=0 => draws info about selected town/hero //TODO - gdy sie dorobi sensowna hierarchie klas ins. to wywalic tego brzydkiego void*
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void handleEvent(SDL_Event * sEvent);
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void handleKeyDown(SDL_Event *sEvent);
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void handleKeyUp(SDL_Event *sEvent);
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void handleMouseMotion(SDL_Event *sEvent);
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void init(ICallback * CB);
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int3 repairScreenPos(int3 pos);
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void removeObjToBlit(IShowable* obj);
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void showInfoDialog(std::string &text, const std::vector<SComponent*> & components);
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void showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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CPlayerInterface(int Player, int serial);//c-tor
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~CPlayerInterface();//d-tor
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};
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class CStatusBar
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: public CIntObject, public IStatusBar
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{
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public:
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SDL_Surface * bg; //background
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int middlex, middley; //middle of statusbar
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std::string current; //text currently printed
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CStatusBar(int x, int y, std::string name="ADROLLVR.bmp", int maxw=-1); //c-tor
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~CStatusBar(); //d-tor
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void print(std::string text); //prints text and refreshes statusbar
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void clear();//clears statusbar and refreshes
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void show(); //shows statusbar (with current text)
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std::string getCurrent();
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};
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class CList
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject, public MotionInterested
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{
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public:
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SDL_Surface * bg;
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CDefHandler *arrup, *arrdo;
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SDL_Surface *empty, *selection;
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SDL_Rect arrupp, arrdop; //positions of arrows
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int posw, posh; //position width/height
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int selected, //id of selected position, <0 if none
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from;
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const int SIZE;
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boost::logic::tribool pressed; //true=up; false=down; indeterminate=none
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CList(int Size = 5);
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void clickLeft(boost::logic::tribool down);
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void activate();
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void deactivate();
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virtual void mouseMoved (SDL_MouseMotionEvent & sEvent)=0;
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virtual void genList()=0;
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virtual void select(int which)=0;
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virtual void draw()=0;
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};
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class CHeroList
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: public CList
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{
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public:
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CDefHandler *mobile, *mana;
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std::vector<std::pair<const CGHeroInstance*, CPath *> > items;
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int posmobx, posporx, posmanx, posmoby, pospory, posmany;
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CHeroList(int Size = 5);
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int getPosOfHero(const CArmedInstance* h);
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void genList();
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void select(int which);
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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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void clickLeft(boost::logic::tribool down);
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void clickRight(boost::logic::tribool down);
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void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void updateHList();
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void updateMove(const CGHeroInstance* which); //draws move points bar
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void redrawAllOne(int which);
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void draw();
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void init();
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};
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class CTownList
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: public CList
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{
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public:
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boost::function<void()> fun;
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std::vector<const CGTownInstance*> items;
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int posporx,pospory;
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CTownList(int Size, SDL_Rect * Pos, int arupx, int arupy, int ardox, int ardoy);
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~CTownList();
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void genList();
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void select(int which);
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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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void clickLeft(boost::logic::tribool down);
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void clickRight(boost::logic::tribool down);
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void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void draw();
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};
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class CCreaturePic //draws picture with creature on background, use nextFrame=true to get animation
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{
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public:
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bool big; //big => 100x130; !big => 100x120
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CCreature *c;
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CCreatureAnimation *anim;
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CCreaturePic(CCreature *cre, bool Big=true);
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~CCreaturePic();
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int blitPic(SDL_Surface *to, int x, int y, bool nextFrame);
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SDL_Surface * getPic(bool nextFrame);
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};
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class CRecrutationWindow : public IShowable, public ClickableL
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{
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public:
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struct creinfo
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{
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SDL_Rect pos;
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CCreaturePic *pic;
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int ID, amount; //creature ID and available amount
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std::vector<std::pair<int,int> > res; //res_id - cost_per_unit
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};
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std::vector<int> amounts; //how many creatures we can afford
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std::vector<creinfo> creatures;
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boost::function<void(int,int)> recruit; //void (int ID, int amount) <-- call to recruit creatures
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CSlider *slider;
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AdventureMapButton *max, *buy, *cancel;
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SDL_Surface *bitmap;
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int which; //which creature is active
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|
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void close();
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void Max();
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void Buy();
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|
void Cancel();
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|
void sliderMoved(int to);
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|
void clickLeft(boost::logic::tribool down);
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
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|
CRecrutationWindow(const std::vector<std::pair<int,int> > & Creatures, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount>
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|
~CRecrutationWindow();
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|
};
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|
|
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class CSplitWindow : public IShowable, public KeyInterested
|
|
{
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|
public:
|
|
CGarrisonInt *gar;
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|
CSlider *slider;
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|
CCreaturePic *anim;
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|
AdventureMapButton *ok, *cancel;
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|
SDL_Surface *bitmap;
|
|
int a1, a2, c;
|
|
bool which;
|
|
|
|
CSplitWindow(int cid, int max, CGarrisonInt *Owner);
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|
~CSplitWindow();
|
|
void activate();
|
|
void split();
|
|
void close();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
void keyPressed (SDL_KeyboardEvent & key);
|
|
void sliderMoved(int to);
|
|
};
|
|
|
|
class CCreInfoWindow : public IShowable, public KeyInterested, public ClickableR
|
|
{
|
|
public:
|
|
bool active;
|
|
int type;//0 - rclick popup; 1 - normal window
|
|
SDL_Surface *bitmap;
|
|
char anf;
|
|
std::string count; //creature count in text format
|
|
|
|
boost::function<void()> dsm;
|
|
CCreaturePic *anim;
|
|
CCreature *c;
|
|
CInfoWindow *dependant; //it may be dialog asking whther upgrade/dismiss stack (if opened)
|
|
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
|
|
|
|
AdventureMapButton *dismiss, *upgrade, *ok;
|
|
CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui);
|
|
~CCreInfoWindow();
|
|
void activate();
|
|
void close();
|
|
void clickRight(boost::logic::tribool down);
|
|
void dismissF();
|
|
void keyPressed (SDL_KeyboardEvent & key);
|
|
void deactivate();
|
|
void show(SDL_Surface * to = NULL);
|
|
void onUpgradeYes();
|
|
void onUpgradeNo();
|
|
};
|
|
|
|
class CLevelWindow : public IShowable, public CIntObject
|
|
{
|
|
public:
|
|
int heroType;
|
|
SDL_Surface *bitmap;
|
|
std::vector<CSelectableComponent *> comps; //skills to select
|
|
AdventureMapButton *ok;
|
|
boost::function<void(ui32)> cb;
|
|
|
|
void close();
|
|
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
|
|
~CLevelWindow();
|
|
void activate();
|
|
void deactivate();
|
|
void selectionChanged(unsigned to);
|
|
void show(SDL_Surface * to = NULL);
|
|
};
|
|
|
|
class CMinorResDataBar : public IShowable, public CIntObject
|
|
{
|
|
public:
|
|
SDL_Surface *bg;
|
|
void show(SDL_Surface * to=NULL);
|
|
CMinorResDataBar();
|
|
~CMinorResDataBar();
|
|
};
|
|
|
|
extern CPlayerInterface * LOCPLINT;
|
|
|
|
#endif //CPLAYERINTERFACE_H
|