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vcmi/client/windows/CHeroWindow.h
Ivan Savenko 10fc1892a8 Large refactoring of button classes:
- renamed CAdventureMapButton to more expectable CButton
- merged CButtonBase into CButton
- created more generic class for clickable elements
- created more generic class for selectable elements
- renamed CHighlightableButton to CToggleButton
- renamed CHighlightableButtonsGrous to CToggleGroup
- minimized differences between API of all these classes
- removed all but one contructors in buttons, with same parameters across all classes
2014-08-03 14:16:19 +03:00

99 lines
2.9 KiB
C++

#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<CHeroSwitcher *> heroList; //list of heroes
CPicture * listSelection; //selection border
//clickable areas
LRClickableAreaWText * portraitArea;
CAnimImage * portraitImage;
std::vector<LRClickableAreaWTextComp *> primSkillAreas;
LRClickableAreaWText * expArea;
LRClickableAreaWText * spellPointsArea;
LRClickableAreaWText * specArea;//specialty
CAnimImage *specImage;
MoraleLuckBox * morale, * luck;
std::vector<LRClickableAreaWTextComp *> secSkillAreas;
std::vector<CAnimImage *> 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;
};