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https://github.com/vcmi/vcmi.git
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d53e4d7c1a
* fixed a bug when defending player (human) attacks in battle with two-hex unit from top-right or bottom-right direction
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
#ifndef __CSPELLWINDOW_H__
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#define __CSPELLWINDOW_H__
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#include "../global.h"
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#include "GUIBase.h"
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#include "boost/function.hpp"
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/*
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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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struct SDL_Surface;
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class CDefHandler;
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struct SDL_Rect;
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class CGHeroInstance;
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class CStatusBar;
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class SpellbookInteractiveArea : public CIntObject
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{
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private:
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boost::function<void()> onLeft;
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std::string textOnRclick;
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boost::function<void()> onHoverOn;
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boost::function<void()> onHoverOff;
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CPlayerInterface * myInt;
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public:
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void hover(bool on);
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void activate();
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void deactivate();
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SpellbookInteractiveArea(const SDL_Rect & myRect, boost::function<void()> funcL, const std::string & textR,
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boost::function<void()> funcHon, boost::function<void()> funcHoff, CPlayerInterface * _myInt);//c-tor
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};
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class CSpellWindow : public CIntObject
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{
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private:
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class SpellArea : public CIntObject
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{
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public:
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int mySpell;
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CSpellWindow * owner;
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SpellArea(SDL_Rect pos, CSpellWindow * owner);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void hover(bool on);
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void activate();
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void deactivate();
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};
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SDL_Surface * background, * leftCorner, * rightCorner;
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CDefHandler * spells, //pictures of spells
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* spellTab, //school select
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* schools, //schools' pictures
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* schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth
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SpellbookInteractiveArea * exitBtn, * battleSpells, * adventureSpells, * manaPoints;
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SpellbookInteractiveArea * selectSpellsA, * selectSpellsE, * selectSpellsF, * selectSpellsW, * selectSpellsAll;
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SpellbookInteractiveArea * lCorner, * rCorner;
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SpellArea * spellAreas[12];
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CStatusBar * statusBar;
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Uint8 sitesPerTabAdv[5];
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Uint8 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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Uint8 spellSite; //changes when corners are clicked
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std::set<ui32> mySpells; //all spels in this spellbook
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Uint8 schoolLvls[4]; //levels of magic for different schools: [0]: air, [1]: fire, [2]: water, [3]: earth; 0 - none, 1 - beginner, 2 - medium, 3 - expert
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const CGHeroInstance * myHero; //hero whose spells are presented
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void computeSpellsPerArea(); //recalculates spellAreas::mySpell
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void turnPageLeft();
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void turnPageRight();
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CPlayerInterface * myInt;
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public:
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CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells = true); //c-tor
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~CSpellWindow(); //d-tor
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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 fspellsAb();
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void fspellsEb();
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void fspellsFb();
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void fspellsWb();
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void fspellsAllb();
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void fLcornerb();
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void fRcornerb();
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void keyPressed(const SDL_KeyboardEvent & key);
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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};
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#endif // __CSPELLWINDOW_H__
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