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vcmi/client/CHeroWindow.h
Ivan Savenko 2d8a15f27c - all windows except for pregame\battles are now CWindowObject-based
- added simple scaling algorithm that works with indexed surfaces
2012-06-15 17:08:19 +00:00

97 lines
2.9 KiB
C++

#pragma once
#include "../lib/HeroBonus.h"
#include "UIFramework/CIntObjectClasses.h"
#include "GUIClasses.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 CAdventureMapButton;
struct SDL_Surface;
class CGHeroInstance;
class CDefHandler;
class CArtifact;
class CHeroWindow;
class LClickableAreaHero;
class LRClickableAreaWText;
class LRClickableAreaWTextComp;
class CArtifactsOfHero;
/// 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 = NULL, const std::string &cachingStr = "") const OVERRIDE;
};
class CHeroWindow: public CWindowObject, public CWindowWithGarrison, public CWindowWithArtifacts
{
CGStatusBar * ourBar; //heroWindow's statusBar
//buttons
//CAdventureMapButton * 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;//speciality
CAnimImage *specImage;
MoraleLuckBox * morale, * luck;
std::vector<LRClickableAreaWTextComp *> secSkillAreas;
std::vector<CAnimImage *> secSkillImages;
CHeroWithMaybePickedArtifact heroWArt;
CAdventureMapButton * quitButton, * dismissButton, * questlogButton, * commanderButton; //general
CHighlightableButton *tacticsButton; //garrison / formation handling;
CHighlightableButtonsGroup *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;
};