1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-12 10:03:53 +02:00
vcmi/client/windows/CSpellWindow.h
Ivan Savenko 832e56e005 Implementation of (very basic) shortcuts system
- Added EShortcut enumeration that contains all in-game shortcuts
- CIntObject::keyPressed now receive values from hotkey enumeration
- On keypress, SDL key code will be translated to shortcut ID
- Removed access to SDL key codes from most of engine
2023-05-01 17:58:17 +03:00

119 lines
3.3 KiB
C++

/*
* CSpellWindow.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
*
*/
#pragma once
#include "CWindowObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CSpell;
VCMI_LIB_NAMESPACE_END
struct SDL_Surface;
class IImage;
class CAnimImage;
class CPicture;
class CLabel;
class CGStatusBar;
class CPlayerInterface;
class CSpellWindow;
/// The spell window
class CSpellWindow : public CWindowObject
{
class SpellArea : public CIntObject
{
const CSpell * mySpell;
int schoolLevel; //range: 0 none, 3 - expert
CSpellWindow * owner;
std::shared_ptr<CAnimImage> image;
std::shared_ptr<CAnimImage> schoolBorder;
std::shared_ptr<CLabel> name;
std::shared_ptr<CLabel> level;
std::shared_ptr<CLabel> cost;
public:
SpellArea(Rect pos, CSpellWindow * owner);
~SpellArea();
void setSpell(const CSpell * spell);
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void hover(bool on) override;
};
class InteractiveArea : public CIntObject
{
std::function<void()> onLeft;
CSpellWindow * owner;
std::string hoverText;
std::string helpText;
public:
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void hover(bool on) override;
InteractiveArea(const Rect &myRect, std::function<void()> funcL, int helpTextId, CSpellWindow * _owner);
};
std::shared_ptr<CAnimation> spellIcons;
std::array<std::shared_ptr<CAnimation>, 4> schoolBorders; //[0]: air, [1]: fire, [2]: water, [3]: earth
std::shared_ptr<CPicture> leftCorner;
std::shared_ptr<CPicture> rightCorner;
std::shared_ptr<CAnimImage> schoolTab;
std::shared_ptr<CAnimImage> schoolPicture;
std::array<std::shared_ptr<SpellArea>, 12> spellAreas;
std::shared_ptr<CLabel> mana;
std::shared_ptr<CGStatusBar> statusBar;
std::vector<std::shared_ptr<InteractiveArea>> interactiveAreas;
int sitesPerTabAdv[5];
int sitesPerTabBattle[5];
bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed
uint8_t selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
int currentPage; //changes when corners are clicked
std::vector<const CSpell *> mySpells; //all spels in this spellbook
const CGHeroInstance * myHero; //hero whose spells are presented
CPlayerInterface * myInt;
void computeSpellsPerArea(); //recalculates spellAreas::mySpell
void setCurrentPage(int value);
void turnPageLeft();
void turnPageRight();
public:
CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells = true);
~CSpellWindow();
void fexitb();
void fadvSpellsb();
void fbattleSpellsb();
void fmanaPtsb();
void fLcornerb();
void fRcornerb();
void selectSchool(int school); //schools: 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
int pagesWithinCurrentTab();
void keyPressed(EShortcut key) override;
void show(SDL_Surface * to) override;
};