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112 lines
3.2 KiB
C++
112 lines
3.2 KiB
C++
/*
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* CSpellWindow.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CWindowObject.h"
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struct SDL_Surface;
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struct SDL_Rect;
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class IImage;
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class CAnimImage;
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class CPicture;
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class CLabel;
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class CGHeroInstance;
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class CGStatusBar;
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class CPlayerInterface;
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class CSpellWindow;
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class CSpell;
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/// The spell window
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class CSpellWindow : public CWindowObject
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{
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class SpellArea : public CIntObject
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{
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const CSpell * mySpell;
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int schoolLevel; //range: 0 none, 3 - expert
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int whichSchool; //0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
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int spellCost;
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CSpellWindow * owner;
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CAnimImage * image;
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IImage * schoolBorder;
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CLabel * name, * level, * cost;
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public:
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SpellArea(SDL_Rect pos, CSpellWindow * owner);
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~SpellArea();
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void setSpell(const CSpell * spell);
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover(bool on) override;
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void showAll(SDL_Surface * to) override;
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};
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class InteractiveArea : public CIntObject
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{
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std::function<void()> onLeft;
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CSpellWindow * owner;
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std::string hoverText;
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std::string helpText;
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public:
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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void hover(bool on) override;
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InteractiveArea(const SDL_Rect & myRect, std::function<void()> funcL, int helpTextId, CSpellWindow * _owner);
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};
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CPicture * leftCorner, * rightCorner;
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std::shared_ptr<CAnimation> spells; //pictures of spells
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CAnimImage * spellTab; //school select
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CAnimImage * schools; //schools' pictures
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std::array< std::shared_ptr<CAnimation>, 4> schoolBorders; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth
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SpellArea * spellAreas[12];
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CLabel * mana;
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CGStatusBar * statusBar;
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int sitesPerTabAdv[5];
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int sitesPerTabBattle[5];
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bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed
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Uint8 selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
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int currentPage; //changes when corners are clicked
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std::vector<const CSpell *> mySpells; //all spels in this spellbook
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const CGHeroInstance * myHero; //hero whose spells are presented
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CPlayerInterface * myInt;
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void computeSpellsPerArea(); //recalculates spellAreas::mySpell
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void setCurrentPage(int value);
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void turnPageLeft();
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void turnPageRight();
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public:
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CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells = true);
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~CSpellWindow();
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void fexitb();
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void fadvSpellsb();
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void fbattleSpellsb();
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void fmanaPtsb();
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void fLcornerb();
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void fRcornerb();
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void selectSchool(int school); //schools: 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
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int pagesWithinCurrentTab();
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void keyPressed(const SDL_KeyboardEvent & key) override;
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void show(SDL_Surface * to) override;
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};
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