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vcmi/client/CHeroWindow.h
Michał W. Urbańczyk 88e1636250 Fixed #15, #224, #370, #516
Minor changes.
2010-07-13 05:25:40 +00:00

88 lines
2.5 KiB
C++

#ifndef __CHEROWINDOW_H__
#define __CHEROWINDOW_H__
#include "CPlayerInterface.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 AdventureMapButton;
struct SDL_Surface;
class CGHeroInstance;
class CDefHandler;
class CArtifact;
class CHeroWindow;
class LClickableAreaHero;
class LRClickableAreaWText;
class LRClickableAreaWTextComp;
class CArtifactsOfHero;
class CHeroSwitcher : public CIntObject
{
public:
int id;
CHeroWindow * owner;
virtual void clickLeft(tribool down, bool previousState);
CHeroSwitcher();
};
class CHeroWindow: public CWindowWithGarrison
{
SDL_Surface * background, * curBack;
CStatusBar * ourBar; //heroWindow's statusBar
//general graphics
CDefEssential *flags;
//buttons
//AdventureMapButton * gar4button; //splitting
std::vector<CHeroSwitcher *> heroListMi; //new better list of heroes
CArtifactsOfHero * artifs;
//clickable areas
LRClickableAreaWText * portraitArea;
std::vector<LRClickableAreaWTextComp *> primSkillAreas;
LRClickableAreaWText * expArea;
LRClickableAreaWText * spellPointsArea;
LRClickableAreaWText * specArea;//speciality
MoraleLuckBox * morale, * luck;
std::vector<LRClickableAreaWTextComp *> secSkillAreas;
public:
const CGHeroInstance * curHero;
AdventureMapButton * quitButton, * dismissButton, * questlogButton; //general
CHighlightableButton *gar2button; //garrison / formation handling;
CHighlightableButtonsGroup *formations;
int player;
CHeroWindow(int playerColor); //c-tor
~CHeroWindow(); //d-tor
void setHero(const CGHeroInstance * hero); //sets main displayed hero
void activate(); //activates hero window;
void deactivate(); //activates hero window;
virtual void show(SDL_Surface * to); //shows hero window
void showAll(SDL_Surface * to){show(to);};
void redrawCurBack(); //redraws curBAck from scratch
void dispose(); //free resources not needed after closing windows and reset state
void quit(); //stops displaying hero window and disposes
void dismissCurrent(); //dissmissed currently displayed hero (curHero)
void questlog(); //show quest log in hero window
void switchHero(); //changes displayed hero
void setPlayer(int Player);
//friends
friend void CArtPlace::clickLeft(tribool down, bool previousState);
friend class CPlayerInterface;
};
#endif // __CHEROWINDOW_H__