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vcmi/client/CHeroWindow.h
Ivan Savenko 2ff07fa66a - Next part of animation system:
-- Reduced memory usage for images with margins
-- Implemented RLE compression
- Linux-related changes:
-- build system updated to include changed paths
-- new dependency: boost-program-options
-- configure option --disable-debug will produce optimized build

- Several gcc compile fixes
- Optimized CPU usage on town screens
- Removed several includes from headers
- Possible fix for #496
2011-02-06 17:26:27 +00:00

87 lines
2.4 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 * getOwner();
virtual void clickLeft(tribool down, bool previousState);
CHeroSwitcher(int serial);
};
class CHeroWindow: public CWindowWithGarrison, public CWindowWithArtifacts
{
enum ELabel {};
std::map<ELabel, CLabel*> labels;
CPicture *background;
CGStatusBar * ourBar; //heroWindow's statusBar
//general graphics
CDefEssential *flags;
//buttons
//AdventureMapButton * gar4button; //splitting
std::vector<CHeroSwitcher *> heroListMi; //new better list of heroes
//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 *tacticsButton; //garrison / formation handling;
CHighlightableButtonsGroup *formations;
int player;
CHeroWindow(const CGHeroInstance *hero); //c-tor
~CHeroWindow(); //d-tor
void update(const CGHeroInstance * hero, bool redrawNeeded = false); //sets main displayed hero
void showAll(SDL_Surface * to); //shows and activates adv. map interface
// void redrawCurBack(); //redraws curBAck from scratch
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
//friends
friend void CArtPlace::clickLeft(tribool down, bool previousState);
friend class CPlayerInterface;
};
#endif // __CHEROWINDOW_H__