mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
387a7b421a
- Implemented separate Map View contexts for different map modes - Puzzle map now works - Enemy movement now works as in H3 - Removed no longer used code - Implemented missing embark/disembark sounds - Fixed view focusing on embarking/disembarking - Fixed focusing on movement near edge of terra incognita - Fixed sea movement sound
41 lines
971 B
C++
41 lines
971 B
C++
/*
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* CPuzzleWindow.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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#include "../../lib/int3.h"
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class CLabel;
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class CButton;
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class CResDataBar;
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class PuzzleMapView;
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/// Puzzle screen which gets uncovered when you visit obilisks
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class CPuzzleWindow : public CWindowObject
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{
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private:
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int3 grailPos;
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std::shared_ptr<PuzzleMapView> mapView;
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std::shared_ptr<CPicture> logo;
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std::shared_ptr<CLabel> title;
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std::shared_ptr<CButton> quitb;
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std::shared_ptr<CResDataBar> resDataBar;
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std::vector<std::shared_ptr<CPicture>> piecesToRemove;
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std::vector<std::shared_ptr<CPicture>> visiblePieces;
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ui8 currentAlpha;
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public:
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void showAll(SDL_Surface * to) override;
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void show(SDL_Surface * to) override;
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CPuzzleWindow(const int3 & grailPos, double discoveredRatio);
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};
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