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00929126d5
* callback for buttons/lists based on boost::function * new file AdventureMapButton.cpp - update your project files
58 lines
1.9 KiB
C++
58 lines
1.9 KiB
C++
#pragma once
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#include "CPlayerInterface.h"
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#include <boost/function.hpp>
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#include <boost/bind.hpp>
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class AdventureMapButton
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CButtonBase
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{
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public:
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std::string name; //for status bar
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std::string helpBox; //for right-click help
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char key; //key shortcut
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boost::function<void()> callback;
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bool colorChange,
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actOnDown; //runs when mouse is pressed down over it, not when up
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void clickRight (tribool down);
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void clickLeft (tribool down);
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virtual void hover (bool on);
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void keyPressed (SDL_KeyboardEvent & key);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but doesn't delete)
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AdventureMapButton(); //c-tor
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AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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};
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//template<typename T>
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class CSlider : public IShowable, public MotionInterested, public ClickableL
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{
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public:
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AdventureMapButton left, right, slider; //if vertical then left=up
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int capacity,//how many elements can be active at same time
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amount, //how many elements
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value; //first active element
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bool horizontal, moving;
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CDefEssential *imgs ;
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boost::function<void(int)> moved;
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//void(T::*moved)(int to);
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//T* owner;
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void redrawSlider();
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void sliderClicked();
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void moveLeft();
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void clickLeft (tribool down);
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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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void moveRight();
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void moveTo(int to);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but doesn't delete)
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void show(SDL_Surface * to = NULL);
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CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
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int Value=0, bool Horizontal=true);
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~CSlider();
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};
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